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Difference between revisions of "Resident Evil 6"

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[[Image:Resident-Evil-6.jpg|thumb|right|300px|''Resident Evil 6'' (2012)]]
 
[[Image:Resident-Evil-6.jpg|thumb|right|300px|''Resident Evil 6'' (2012)]]
  
'''''Resident Evil 6''''' (known as Biohazard 6 in Japan) is the eight numbered installment (counting ''Resident Evil Zero'' and ''Code Veronica'') in the ''[[Resident Evil (disambiguation)|Resident Evil]]'' video game series. The game features multiple playable plots that intertwine (similar to Resident Evil 2). The player controls US Secret Service agents Leon S. Kennedy and Helena Harper, Bioterrorism Security Assessment Alliance members Chris Redfield and Piers Nevans, mercenary (and son of Albert Wesker) Jake Mueller, US government agent Sherry Birkin, and rogue spy Ada Wong.
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'''''Resident Evil 6''''' (known as ''Biohazard 6'' in Japan) is the eight numbered installment (counting ''Resident Evil Zero'' and ''Code Veronica'') in the ''[[Resident Evil (disambiguation)|Resident Evil]]'' video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on  Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.
  
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The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.
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* Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.
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* Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).
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* Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.
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* Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as "Agent" takes the role of Ada's partner, who has no interactions with the story.
  
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{{VG Title}}
  
{{Game Title}}
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'''WARNING: MINOR SPOILERS'''
  
'''WARNING: MINOR SPOILER'''
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=Overview=
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''Resident Evil 6'' ditches the store and money system found in ''4'' and ''5''. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, "points" can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is still present but functionally simplified, as each weapon in each player characters' complete arsenals will have its own ammo type.
  
__TOC__<br clear=all>
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Gameplay in ''Resident Evil 6'' involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in ''4'' and ''5'' have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.
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Like ''4'' and ''5'', almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.
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As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.
  
 
=Pistols=
 
=Pistols=
 
=="Wing Shooter"==
 
=="Wing Shooter"==
The "Wing Shooter" is the handgun(s) used by Leon in his campaign. It is primarily based on the [[Heckler & Koch VP70|H&K VP70]] with elements of the [[Walther P5]], but longer than both, with the magazine release of a [[Walther P99QA]]. Leon is capable of dual-wielding this pistol which can be toggled by using the alt-fire command. When using it during quick shot, Leon will alternate firing each weapon left and right. He carries the second pistol at the start of his campaign and can be toggled on the fly. Has a magazine capacity of 18 rounds.
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The "Wing Shooter" is Leon's handgun. It is primarily based on the [[Heckler & Koch VP70|H&K VP70]] with elements of the [[Walther P5]], but longer than both, with the magazine release of a [[Walther P99QA]]. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.
  
The Wingshooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter. As an interesting note, the Wingshooter can apparently accept 909 magazines, as Leon can be seen taking one from the chest rig of a dead BSAA operative. It's also possible the BSAA fields this handgun as well.
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The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.
  
As an interesting bit of trivia, but in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, he can be heard "staging" the trigger, something the real VP70 was also capable of, and something people aren't generally aware of without having fired the weapon. A video explaining this can be found here: https://youtu.be/j7GYLI00m3Y?t=8m
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As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard "staging" the trigger. [https://youtu.be/j7GYLI00m3Y?t=8m This is a feature of the real VP70], where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.
  
 
[[File:VP70.jpg|thumb|none|400px|Heckler & Koch VP70Z - 9x19mm]]
 
[[File:VP70.jpg|thumb|none|400px|Heckler & Koch VP70Z - 9x19mm]]
[[File:Re6vp70.jpg|thumb|none|600px|Leon aims his Wing Shooter. Here, a laser sight it attached underneath the pistol. An audible click can be heard before he actually fires, evidence he has staged the trigger.]]
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[[File:RE6 Wing Shooter 1.jpg|thumb|none|600px|Leon holds his Wing Shooter in the Tall Oaks university. While ''Resident Evil 4'' and ''5'' rigidly used high ready pistol positions, ''Resident Evil 6'' uses low ready positions instead.]]
[[File:Re6dualvp70.jpg|thumb|none|600px|Leon is later seen dual-welding his Wing Shooters.]]
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[[File:RE6 Wing Shooter 2.jpg|thumb|none|600px|Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.]]
[[Image:Wingshooter.jpg|thumb|none|600px|The "Wing Shooter(s)" raw model]]
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[[File:RE6 Wing Shooter 3.jpg|thumb|none|600px|Reloading the single Wing Shooter.]]
 
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[[File:RE6 Dual Wing Shooter 1.jpg|thumb|none|600px|Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.]]
==IMI Desert Eagle Mark XIX==
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[[File:RE6 Dual Wing Shooter 2.jpg|thumb|none|600px|Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.]]
Returning yet again as the "Lightning Hawk", it is based on the same custom Desert Eagle with wood grips that appears in previous games. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds. As in ''Resident Evil 5'' the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.
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[[File:RE6 Dual Wing Shooter 3.jpg|thumb|none|600px|Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...]]
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]
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[[File:RE6 Dual Wing Shooter 4.jpg|thumb|none|600px|...and inserts both of the new ones.]]
[[Image:Sherry Aims Her Desert Eagle at the Mini Tank.jpg|thumb|600px|none|Sherry aims her Desert Eagle XIX at a mini tank during a Mercenaries No Mercy game on "High Seas Fortress." Note the cocked hammer.]]
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[[File:RE6 Wing Shooter Quick Shot 1.jpg|thumb|none|600px|Leon quick fires his pistols while dual-wielding.]]
[[Image:119014-full.jpeg|thumb|600px|none|The Lightning Hawk's raw model.]]
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[[File:RE6 Wing Shooter Quick Shot 2.jpg|thumb|none|600px|After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.]]
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[[File:RE6 Wing Shooter Cutscene.jpg|thumb|none|600px|Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.]]
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[[File:Re6dualvp70.jpg|thumb|none|600px|Leon dual-welds his Wing Shooters in Lanshiang.]]
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[[File:RE6 Wing Shooter Cutscene Reload 1.jpg|thumb|none|600px|A cutscene during the prologue (an ''in medias res'' segment chronologically set near the end of Leon & Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.]]
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[[File:RE6 Wing Shooter Cutscene Reload 2.jpg|thumb|none|600px|Leon racks the slide on his Wing Shooter.]]
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[[Image:Wingshooter.jpg|thumb|none|600px|The "Wing Shooter"'s raw model.]]
  
 
==Steyr M9-A1==
 
==Steyr M9-A1==
Helena's primary sidearm appears to be a [[Steyr M9]]. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster, even though the gun he pulls out is a "Nine-oh-Nine". The M9 is called the ''Picador'' in game, from the lancers in traditional Spanish bullfighting (why is a mystery); the handgun has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.
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Helena's primary sidearm is the "Picador" (named after the lancers in traditional Spanish bullfighting), which appears to be a [[Steyr M9]]. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.
  
Several Picadors can be found in the Gun Shop in the first chapter of Leon's story (though aside from Helena's none can be used). This suggests the weapon is a fairly popular 9mm in the Resident Evil universe, and not a custom gun.
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The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.
 
[[File:SteyrM9A1.jpg|thumb|none|400px|Steyr M9-A1 - 9x19mm]]
 
[[File:SteyrM9A1.jpg|thumb|none|400px|Steyr M9-A1 - 9x19mm]]
[[File:steyrm9_sights.jpg|thumb|none|400px|A view of the ironsights of the Steyr M9-A1]]
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[[File:RE6 Picador 1.jpg|thumb|none|600px|Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.]]
[[File:Re6g17.jpg|thumb|none|600px|Helena aims her M9-A1.]]
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[[File:RE6 Picador 2.jpg|thumb|none|600px|Helena and Leon aims at a small group of zombies.]]
[[File:Re6g17b.jpg|thumb|none|600px|Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.]]
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[[File:RE6 Picador 3.jpg|thumb|none|600px|Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.]]
[[File:Re6g17c.jpg|thumb|none|600px|The raw model of the Picador]]
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[[File:RE6 Picador Cutscene 1.jpg|thumb|none|600px|Helena aims her M9-A1.]]
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[[File:RE6 Picador Cutscene 2.jpg|thumb|none|600px|Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.]]
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[[File:RE6 Picador Ada Cutscene 1.jpg|thumb|none|600px|Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.]]
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[[File:RE6 Picador Ada Cutscene 2.jpg|thumb|none|600px|A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.]]
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[[File:RE6 Chris Double Pistols.jpg|thumb|none|600px|Chris carries a Picador in a holster in addition to his 909 pistol.]]
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[[File:RE6 Blue Ada Picador.jpg|thumb|none|600px|Imposter Ada carries the Picador.]]
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[[File:Re6g17c.jpg|thumb|none|600px|The raw model of the Picador.]]
  
==Taurus PT-909==
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==Taurus PT909==
Both Chris Redfield and Jake Mueller carry [[Taurus_PT900_Series#Taurus_PT909|Taurus PT909s]], which are called "Nine-oh-nines" in game. Has a 15-round magazine. Some appear in the hands of survivors of the Tall Oaks Biohazard toward the beginning of Leon's scenario, suggesting it is the main handgun of Tall Oaks PD. An early cutscene shows Leon taking a 909 magazine from a dead BSAA operative, suggesting it can share magazines with the Wingshooter.
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Chris Redfield, Jake Muller, and "Agent" carry the [[Taurus PT909]] as their starting gun, which is called "Nine-Oh-Nine" in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.
[[File:PT909.jpg|thumb|none|400px|Taurus PT909 - 9x19mm]]
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[[File:TaurusPT909.jpg|thumb|none|400px|Taurus PT909 - 9x19mm]]
[[File:909.jpg|thumb|none|600px|The Taurus PT909 is seen in Jake's inventory.]]
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[[File:RE6 909 Draw.jpg|thumb|none|600px|Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.]]
[[File:RE6 Nine-Oh-Nine.jpg|thumb|none|600px|Jake aims his Taurus PT909.]]
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[[File:RE6 909 Aim.jpg|thumb|none|600px|Aiming the 909.]]
[[File:Pistolhelena.jpg|thumb|none|600px|A quick and dirty render of the 909 model.]]
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[[File:RE6 909 Reload.jpg|thumb|none|600px|Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.]]
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[[File:RE6 909 1.jpg|thumb|none|600px|Holding the pistol in cover.]]
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[[File:RE6 909 2.jpg|thumb|none|600px|Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.]]
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[[File:RE6 909 Cutscene.jpg|thumb|none|600px|Jake aims his Taurus PT909 at the Ustanak.]]
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[[File:Pistolhelena.jpg|thumb|none|600px|Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a [[Taurus PT92|PT92]]. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the [[USP]]'s slide release.]]
  
 
== "Triple Shot" ==
 
== "Triple Shot" ==
Sherry's primary sidearm is called the "Triple Shot". It appears to mostly be a Frankenstein gun that appears to be a combination of the [[SIG-Sauer P220 Sport]] and [[Beretta 93R]]. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts.  As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.
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Sherry's primary sidearm is called the "Triple Shot". It appears to mostly be a Frankenstein gun, combining elements of the [[SIG-Sauer P220 Sport]] and [[Beretta 93R]]. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts.  As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.
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Unlike all the other pistols, the "Triple Shot" has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead.  
 
[[File:SigP220Sport.jpg|thumb|none|400px|SIG-Sauer P220 Sport - .45 ACP]]
 
[[File:SigP220Sport.jpg|thumb|none|400px|SIG-Sauer P220 Sport - .45 ACP]]
 
[[File:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]
 
[[File:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]
[[File:ReSherryCg.jpg|thumb|none|500px|Promotional image of Sherry with her "Triple Shot" pistol.]]
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[[File:ReSherryCg.jpg|thumb|none|300px|Promotional image of Sherry with her "Triple Shot" pistol.]]
[[File:Re6sherry.jpg|thumb|none|600px|Sherry aims her Triple Shot at several attacking J'avo zombies.]]
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[[File:RE6 Triple Shot 1.jpg|thumb|none|600px|Sherry aims her Triple Shot at several attacking J'avos. Continuing with the "intelligent non-zombie zombie-like enemies" pattern set since RE4, the J'avo have human intelligence and use guns all the time.]]
[[File:Re6sherrybike.jpg|thumb|none|600px|Another shot of Sherry aiming her Triple Shot pistol.]]
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[[File:RE6 Triple Shot 2.jpg|thumb|none|600px|Sherry reloads her pistol.]]
[[File:Trip.jpg|thumb|none|600px|Model of the "Triple Shot"]]
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[[File:RE6 Triple Shot 3.jpg|thumb|none|600px|The pistol's slide locks back on empty.]]
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[[File:RE6 Triple Shot Chase.jpg|thumb|none|600px|Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.]]
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[[File:RE6 Triple Shot Cutscene.jpg|thumb|none|600px|Sherry aims her Triple Shot pistol in a cutscene.]]
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[[File:Trip.jpg|thumb|none|600px|Model of the "Triple Shot." The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.]]
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==IMI Desert Eagle Mark XIX==
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Returning yet again as the "Lightning Hawk", it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the "Elephant Killer's" .500 S&W magnum ammo). As in ''Resident Evil 5'' the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.
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[[File:Tm-gbb-bio2desv.jpg|thumb|none|400px|Tokyo Marui airsoft replica of the Desert Eagle from ''[[Resident Evil 2]]''.]]
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[[File:RE6 Deagle 1.jpg|thumb|600px|none|Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and "Agent") get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.]]
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[[File:RE6 Deagle 2.jpg|thumb|600px|none|Leon aims his Deagle on the shaky plane. Note the cocked hammer.]]
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[[File:RE6 Deagle 3.jpg|thumb|600px|none|The recoil is just as high as ever.]]
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[[File:RE6 Deagle 4.jpg|thumb|600px|none|Leon reloads the Lightning Hawk.]]
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[[Image:119014-full.jpeg|thumb|600px|none|The Lightning Hawk's raw model.]]
  
 
=="Elephant Killer"==
 
=="Elephant Killer"==
The Elephant Killer is loosely based on the [[Smith & Wesson Model 500]] For the first time in the series it gets to chamber the correct ammunition, .500 S&W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from Re4. As an interesting side note, the M500 is depicted as being a hinge-opening revolver, as opposed to have a swing out cylinder as it does in real life. It does, however, feature the correct five round capacity of the real revolver.
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The Elephant Killer is a Magnum found in Jake & Sherry's campaign, and is loosely based on the [[Smith & Wesson Model 500]]. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.
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The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.
 
[[File:S&W500.jpg |thumb|none|400px|Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum]]
 
[[File:S&W500.jpg |thumb|none|400px|Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum]]
[[File:RE6ElKiller.jpg |thumb|none|600px|Jake with the S&W 500 equipped.]]
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[[File:RE6 Elephant Killer 1.jpg|thumb|none|600px|Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words "Elephant Killer".]]
[[File:Re6_M500.jpg|thumb|none|600px|Jake and Sherry use the M500 to finish off the final boss of their scenario. The words "Elephant Killer" can clearly be seen engraved on the barrel. Also of note is the hinge. The M500 is depicted as being a break-action revolver in this game.]]
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[[File:RE6 Elephant Killer 2.jpg|thumb|none|600px|The left side is marked with "50 mag Special" instead.]]
[[File:RE6Elephant killer.jpg|thumb|none|600px|Elephant Killer model]]
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[[File:RE6 Elephant Killer 3.jpg|thumb|none|600px|Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.]]
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[[File:RE6 Elephant Killer 4.jpg|thumb|none|600px|Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.]]
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[[File:Re6_M500.jpg|thumb|none|600px|Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.]]
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[[File:RE6Elephant killer.jpg|thumb|none|600px|Elephant Killer model.]]
  
=Sub-machine Guns=
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=Submachine Guns=
==H&K UMP9==
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==Heckler & Koch UMP9==
Piers Nivans, a BSAA member of the North American Branch, carries a [[Heckler & Koch UMP9]] with extended side rails and an upper rail. In-game designation is "MP-AF" which stands for "Machine Pistol-Accurate Fire". Fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds.  
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Instead of a pistol, Piers carries a submachine gun largely based on the [[Heckler & Koch UMP9]] as one of his two starting weapons (alongside the "Anti-Materiel Rifle"). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as "MP-AF", short for "Machine Pistol-Accurate Fire". Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds.  
 
[[File:Hk ump9.jpg|thumb|none|400px|Heckler & Koch UMP9 - 9x19mm]]
 
[[File:Hk ump9.jpg|thumb|none|400px|Heckler & Koch UMP9 - 9x19mm]]
[[File:Re6mp5.jpg|thumb|none|600px|Piers advances with his UMP9 at the ready.]]
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[[File:RE6 MPAF 1.jpg|thumb|none|600px|Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.]]
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[[File:RE6 MPAF 2.jpg|thumb|none|600px|Piers aims at a J'avo in cover.]]
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[[File:RE6 MPAF 3.jpg|thumb|none|600px|Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her "Triple Shot", as if there is a massive, invisible selector switch on the side of her pistol.]]
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[[File:RE6 MPAF 4.jpg|thumb|none|600px|Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.]]
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[[File:Re6mp5.jpg|thumb|none|600px|Piers advances with his UMP9 at the ready. While it imitates it, the gun is vastly different from an actual UMP9. The selector appears to be borrowed from the 90-degree selectors switches used with [[FN SCAR]]s. The notch used to hold the charging handle when pulled back is missing. Both the front and rear sights have been removed and is replaced with a top rail that runs along the entire top of the receiver. The smooth profile of the magazine suggests it feeds from MP5 magazines, rather than the proprietary 9mm magazines exclusive to it. Lastly it appears to be using an AR-15 style gas block, despite real UMPs relying on blowback than a direct-impingement system to cycle itself.]]
  
 
==Ruger MP9==
 
==Ruger MP9==
Some enemies are armed with guns mainly based on the [[Ruger MP9]], with elements of the [[Cobray M11/9]]. Ada Wong carries this weapon in her campaign. It holds 50 rounds. Called the "Ammo Box 50" in game. Much like in [[Resident Evil 4]], Ada will hold this weapon from the hip.
+
Some enemies are armed with guns mainly based on the [[Ruger MP9]], with elements of the [[Cobray M11/9]]. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the "Ammo Box 50" in game, it holds 50 rounds per magazine.
 
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 (with stock folded) - 9x19mm]]
 
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 (with stock folded) - 9x19mm]]
 
[[File:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]
 
[[File:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]
[[File:Re6mp9c.jpg|thumb|none|600px|The Ruger MP9 as seen being wielded by an enemy.]]
+
[[File:RE6 AB50 Idle.jpg|thumb|none|600px|Ada's idle animation with the "Ammo Box 50".]]
[[File:RE6-smg.jpg|thumb|none|600px|Promotional image of a J'avo zombie armed with an MP9.]]
+
[[File:RE6 AB50 Aim.jpg|thumb|none|600px|Ada's aims at a J'avo also armed with the "Ammo Box 50". Much like in ''[[Resident Evil 4]]'', Ada aims the weapon from her hip.]]
 +
[[File:RE6 AB50 Reload.jpg|thumb|none|600px|Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.]]
 +
[[File:RE6 AB50 Quick Fire.jpg|thumb|none|600px|The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the "Triple Shot".]]
 +
[[File:RE6 AB50 Extra 1.jpg|thumb|none|600px|Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.]]
 +
[[File:RE6 AB50 Javo Cutscene.jpg|thumb|none|600px|The Ruger MP9 being wielded by several Edonian J'avos.]]
 +
[[File:RE6-smg.jpg|thumb|none|300px|Promotional image of a J'avo armed with an MP9.]]
 
[[File:Re6mp9.jpg|thumb|none|600px|The AB-50 model.]]
 
[[File:Re6mp9.jpg|thumb|none|600px|The AB-50 model.]]
  
 
=Shotguns=
 
=Shotguns=
 
==FN Tactical Police==  
 
==FN Tactical Police==  
The [[FN Tactical Police]] Shotgun is seen being carried by Chris, Piers and Ada; several can be found inside the Gun Shop in Tall Oaks, but none can be used. Holds 7 rounds and incorrectly fires in semi-auto, however when the player reloads the gun, the character will work the pump as if it were a pump action. This suggests the developers confused it with the [[FN SLP]] (which ''is'' semi-auto) or with the characteristics of the previous game's [[Benelli M3]] or [[SPAS-12]] (which can be ''both'').
+
The "Assault Shotgun" is primarily based on the [[FN Tactical Police]]. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.
  
 
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC "Survivors" (a mode first introduced in the previous game); when paired with the "Rock Steady" skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.
 
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC "Survivors" (a mode first introduced in the previous game); when paired with the "Rock Steady" skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.
 
[[File:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]
 
[[File:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]
[[File:Re5as.jpg|thumb|none|600px|Sherry fires her FN Tactical Police shotgun at J'avo mercenaries. This is from an early build of the game; in the finished version, Sherry carries an Ithaca 37; her ''Resident Evil 2'' outfit does have one, however, but only in "The Mercenaries."]]
+
[[File:RE6 Assault Shotgun 1.jpg|thumb|none|600px|Chris holds his on-site procured FN Tactical Police shotgun in Edonia.]]
[[File:Re5as2.jpg|thumb|none|600px|Sherry reloads her FN Tactical Police shotgun.]]
+
[[File:RE6 Assault Shotgun 2.jpg|thumb|none|600px|Aiming the Assault Shotgun.]]
 +
[[File:RE6 Assault Shotgun 3.jpg|thumb|none|600px|Reloading the shotgun. Unlike ''4'' and ''5'', the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.]]
 +
[[File:RE6 Assault Shotgun 4.jpg|thumb|none|600px|Giving the shotgun a pump at the end of the reload.]]
  
 
=="Hydra"==
 
=="Hydra"==
The fictional, triple-barreled Hydra shotgun from Resident Evil 5 makes a return. Helena carries this weapon at the start of Leon's campaign. However, it doesn't fire 12 gauge rounds like the regular shotgun or assault shotgun, but rather, specialized 10 gauge rounds that are hard to find. When firing quick shots, Helena will dodge acrobatically in the direction of her target, allowing her to both obliterate the target if close enough and dodging other enemy attacks.
+
The fictional, triple-barreled Hydra shotgun from ''Resident Evil 5'' makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 6 Hydra Shotgun - 10 gauge]]
+
[[Image:RE5Hydra.jpg|thumb|none|400px|Resident Evil 5 Hydra Shotgun]]
 +
[[File:RE6 Hydra 1.jpg|thumb|none|600px|Helena holds the Hydra while her partner Leon performs an idle animation.]]
 +
[[File:RE6 Hydra 2.jpg|thumb|none|600px|Helena aims the Hydra shotgun at a zombie who tried to attack her.]]
 +
[[File:RE6 Hydra 3.jpg|thumb|none|600px|After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.]]
 +
[[File:RE6 Hydra 4.jpg|thumb|none|600px|Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded in gameplay).]]
  
 
==Ithaca 37 "Stakeout" ==
 
==Ithaca 37 "Stakeout" ==
A pump-action shotgun that resembles the [[Ithaca 37]] makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight.
+
A pump-action shotgun that resembles the [[Ithaca 37]] makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the "Triple Shot", the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.
  
 
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]]
 
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 "Stakeout" - 12 gauge]]
[[File:Re5s1.jpg|thumb|none|600px|Sherry fires her Ithaca 37 "Stakeout" at the attacking J'avo zombies.]]
+
[[File:RE6 Shotgun 1.jpg|thumb|none|600px|Leon holds an empty shotgun in a forest cemetary.]]
 +
[[File:RE6 Shotgun 2.jpg|thumb|none|600px|After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.]]
 +
[[File:RE6 Shotgun 3.jpg|thumb|none|600px|The reload is always ended with a pump of the handle.]]
 +
[[File:RE6 Shotgun 4.jpg|thumb|none|600px|The shotgun is aimed at a crawling zombie.]]
 +
[[File:RE6 Shotgun 5.jpg|thumb|none|600px|Leon fires the shotgun at the zombie.]]
 +
[[File:RE6 Shotgun 6.jpg|thumb|none|600px|Leon pumps the shotgun, ejecting a spent shell.]]
 +
[[File:RE6 Shotgun 7.jpg|thumb|none|600px|Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.]]
  
 
=Assault Rifles=
 
=Assault Rifles=
 
=="Bear Commander"==
 
=="Bear Commander"==
A composite rifle that does not seem to be based on anything in particular. Elements of Resident Evil 5's [[SIG SG 556|SIG-Sauer SIG556 HOLO]], the [[DSA SA-58]], [[Remington ACR]], and many other Western-developed rifles can be seen. Comes with a 40mm grenade launcher as standard armament. Unlike the "Grenade Launcher", this weapon can only use the HE grenade.
+
The "Bear Commander" is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of ''Resident Evil 5'''s [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]], the [[DSA SA58 OSW]], [[Remington ACR]], and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.
  
[[File:Re5bc1.jpg|thumb|none|600px|Sherry readies her "Bear Commander" composite rifle.]]
+
[[File:RE6 Bear Commander 1.jpg|thumb|none|600px|Sherry readies her "Bear Commander".]]
[[File:Re5bc2.jpg|thumb|none|600px|Sherry reloads the grenade launcher on her "Bear Commander" composite rifle.]]
+
[[File:RE6 Bear Commander 2.jpg|thumb|none|600px|Sherry aims her assault rifle. Like many others, the "Bear Commander" doesn't have a modeled laser sight, so the laser comes out of the barrel instead.]]
[[File:Re6bc.jpg|thumb|none|600px|"Bear Commander" composite rifle model.]]
+
[[File:RE6 Bear Commander 3.jpg|thumb|none|600px|Sherry reloads her weapon.]]
 +
[[File:Re6bc.jpg|thumb|none|600px|"Bear Commander" model.]]
  
=="Assault Rifle For Special Tactics"==
+
=="Assault Rifle for Special Tactics"==
A composite rifle that has apparently been adopted by the BSAA to replace the [[G36]]s and [[SIG SG 556|SIG556 HOLO]]s they originally carried. It is similar to an [[ACR]], However it has a carry handle and charging handle similar to the [[FAMAS]]. The weapon has on its right side an ANPEQ15 laser sight and a 30-round magazine. The game states it is chambered in 5.56mm. One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, suggesting the weapon is available to civilians, or was in use with Tall Oaks PD.
+
In addition to his 909 (and a combat knife), Chris starts with the "Assault Rifle for Special Tactics", a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the [[G36]]s and [[SIG-Sauer SIG556|SIG556 HOLO]]s they previously carried. Its design is similar to an [[ACR]], but it has a carry handle and charging handle similar to the [[FAMAS]]. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.
  
 +
One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.
 
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO]]
 
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO]]
[[File:Re6ar.jpg|thumb|none|600px|The BSAA team members as seen with their composite rifles at the ready.]]
+
[[File:RE6 AR 1.jpg|thumb|none|600px|Chris readies his assault rifle moments after fast-roping off of a helicopter.]]
[[File:Re6ar2.jpg|thumb|none|600px|Chris Refield aims his rifle. Here, the ANPEQ15 laser sight is visible.]]
+
[[File:RE6 AR 2.jpg|thumb|none|600px|Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from ''4'' and ''5'', J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.]]
[[File:Re6ChrisCgRifle.jpg|thumb|none|500px|Promotional image of Chris Redfield with his composite rifle.]]
+
[[File:RE6 AR 3.jpg|thumb|none|600px|Chris and Piers enter an alleyway filled with J'avo fighters.]]
 +
[[File:RE6 AR 4.jpg|thumb|none|600px|Chris aims his rifle from cover.]]
 +
[[File:RE6 AR 5.jpg|thumb|none|600px|After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the "MP-AF", complete with Chris flipping the gun over to rack the charging handle.]]
 +
[[File:RE6 BSAA AR.jpg|thumb|none|600px|Chris looks at one of his BSAA teammates, who is armed with the "Assault Rifle for Special Tactics".]]
 +
[[File:RE6 Chris Piers Cutscene.jpg|thumb|none|600px|Chris and Piers advancing together, equipped with the "Assault Rifle for Special Tactics" and the "MP-AF" respectively.]]
 +
[[File:Re6ChrisCgRifle.jpg|thumb|none|300px|Promotional image of Chris Redfield with his rifle.]]
  
 
==AEK-971==
 
==AEK-971==
A rifle most closely resembling the [[AEK-971]] is also usable. Outfitted with a bayonet and side-folding stock. Listed in-game as the "Assault Rifle RN"
+
A 5.56mm NATO rifle most closely resembling the [[AEK-971]] appears in Leon's campaign as the "Assault Rifle RN". It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.
  
 
[[Image:aek971_545.jpg|thumb|none|400px|AEK-971 (Current Model) with folding stock -  5.45x39mm]]
 
[[Image:aek971_545.jpg|thumb|none|400px|AEK-971 (Current Model) with folding stock -  5.45x39mm]]
[[File:re51052.jpg|thumb|none|600px|Helena skulks around in the sewers with an AEK-971.]]
+
[[File:RE6 ARRN 1.jpg|thumb|none|600px|Helena discovers the "Assault Rifle RN" right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.]]
[[Image:Assaultrifrn.jpg|thumb|none|600px|Model of the "Assault Rifle RN"]]
+
[[File:re51052.jpg|thumb|none|600px|Helena skulks around in the catacombs with the "Assault Rifle RN".]]
 +
[[File:RE6 ARRN 2.jpg|thumb|none|600px|Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.]]
 +
[[File:RE6 ARRN 3.jpg|thumb|none|600px|Reloading.]]
 +
[[File:RE6 ARRN 6.jpg|thumb|none|600px|Helena kills a downed zombie with a bayonet thrust.]]
 +
[[File:RE6 ARRN Bayonet Thrust.jpg|thumb|none|600px|After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.]]
 +
[[Image:Assaultrifrn.jpg|thumb|none|600px|The model of the "Assault Rifle RN". Note that its charging handle is ambidexterous, unlike the AEK-971.]]
  
 
=Sniper Rifles=
 
=Sniper Rifles=
 
==SIG-Sauer SSG 3000 ==
 
==SIG-Sauer SSG 3000 ==
In Jake's and Ada's campaigns, a sniper rifle similar to a [[SIG-Sauer SSG 3000]] or a [[Steyr Scout]] can be used. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.  
+
In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the [[SIG-Sauer SSG 3000]] or the [[Steyr Scout]] can be found and used. It is simply named "Sniper Rifle".
 +
 
 +
Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by "The Family" also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.
  
 
[[File:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]
 
[[File:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]
[[File:Re6PiersWithSniper.jpg|thumb|none|500px|Promotional photo of Piers with his sniper rifle. Piers doesn't use the gun in game though, being replaced with the Anti-materiel Rifle.]]
+
[[File:RE6 Sniper Rifle 1.jpg|thumb|none|600px|Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.]]
[[File:Re5sn1.jpg|thumb|none|600px|Sherry using the sniper rifle.]]
+
[[File:RE6 Sniper Rifle 2.jpg|thumb|none|600px|Aiming the sniper rifle at a J'avo.]]
 +
[[File:RE6 Sniper Rifle 3.jpg|thumb|none|600px|Sherry operates the bolt after a shot.]]
 +
[[File:RE6 Sniper Rifle 4.jpg|thumb|none|600px|Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.]]
 +
[[File:Re6PiersWithSniper.jpg|thumb|none|300px|Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the "Anti-Materiel Rifle".]]
 
[[File:Re6 assaultriflern actionfig.jpg|thumb|none|600px|Raw model.]]
 
[[File:Re6 assaultriflern actionfig.jpg|thumb|none|600px|Raw model.]]
  
=="Anti Material Rifle"==
+
=="Anti-Materiel Rifle"==
 
+
Piers' other starting weapon (in addition to the "MP-AF") is a massive fictional sniper rifle called the "Anti-Materiel Rifle". It appears to be a cross between the [[Mechem NTW-20]] and the [[AW50F|Accuracy International Arctic Warfare 50]]. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.
Piers' main weapon in Chris' campaign is a massive fictional sniper rifle called the "Anti-Material Rifle" which appears to be a cross between the [[Mechem NTW-20]] and the [[Barrett Model 98 Bravo]]. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.
 
 
 
 
[[File:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5mm MG151]]
 
[[File:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5mm MG151]]
[[Image:M98B.jpg|thumb|none|400px|Barrett Model 98 Bravo - .50BMG]]
+
[[File:AW50 (Latest Version).jpg|thumb|none|400px|Accuracy International Arctic Warfare 50 - .50 BMG]]
[[File:Re6PiersBigSniper.jpg|thumb|none|600px|Piers reloads his "Anti-Material Rifle" while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.]]
+
[[File:RE6 AMR 1.jpg|thumb|none|600px|Piers looks around anxiously while carrying his "Anti-Materiel Rifle". For some reason, when characters go idle, most characters play an "anxious" animation before going into their actual relaxed idle animation.]]
[[File:Re6BigSniperSight.jpg|thumb|none|600px|Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around what appears to be a over-sized Sherman tank(!).]]
+
[[File:RE6 AMR 2.jpg|thumb|none|600px|Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.]]
[[File:Re6am.jpg|thumb|none|600px|AM Rifle model.]]
+
[[File:RE6 AMR 3.jpg|thumb|none|600px|Piers operates the massive bolt on the AMR after his epic shot.]]
 +
[[File:Re6PiersBigSniper.jpg|thumb|none|600px|Piers reloads his "Anti-Materiel Rifle" while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.]]
 +
[[File:Re6BigSniperSight.jpg|thumb|none|600px|Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a "T-42" tank, which appears to be a over-sized Sherman tank(!).]]
 +
[[File:Re6am.jpg|thumb|none|600px|The AM Rifle's raw model.]]
  
 
=="Semi Automatic Sniper Rifle"==
 
=="Semi Automatic Sniper Rifle"==
  
A sniper rifle that appears to be a combination of the [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk.14 Mod 0]] and a [[Remington MSR]] can be used, called the "Semi Automatic Sniper Rifle." It holds five rounds and fires in semi-automatic.
+
A 7.62mm sniper rifle that appears to be a combination of the [[Mk 14 Mod 0]] and a [[Remington MSR]] can be used, called the "Semi Automatic Sniper Rifle." It holds five rounds and fires in semi-automatic.  
 
 
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard a People's Liberation Army aircraft carrier co-opted by Neo-Umbrella.
 
  
Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner "Agent" also uses one, as does Ellis from ''Left 4 Dead 2'' in No Mercy.
+
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner "Agent" also uses one, as does Ellis from ''Left 4 Dead 2'' in No Mercy.
  
 
[[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]
 
[[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]
 
[[Image:RemingtonMSR.jpg|thumb|none|400px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]
 
[[Image:RemingtonMSR.jpg|thumb|none|400px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]
[[File:Re5asn1.jpg|thumb|none|600px|Sherry takes aim with the "Semi Automatic Sniper Rifle." This is from a pre-release build, as in the final version Jake and Sherry's sniper rifle is the SIG-Sauer SSG 3000 instead.]]
 
 
[[File:Re5asn2.jpg|thumb|none|600px|Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.]]
 
[[File:Re5asn2.jpg|thumb|none|600px|Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.]]
[[File:Re6snip.jpg|thumb|none|600px|Raw model of SASS]]
+
[[File:RE6 Semi Auto Sniper Aim.jpg|thumb|none|600px|The scope of the hybrid sniper rifle.]]
 +
[[File:RE6 Semi Auto Sniper Reload 1.jpg|thumb|none|600px|Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...]]
 +
[[File:RE6 Semi Auto Sniper Reload 2.jpg|thumb|none|600px|...and pulls the charging handle.]]
 +
[[File:Re6snip.jpg|thumb|none|600px|Raw model of SASS.]]
 +
 
 +
==SVD Dragunov==
 +
Enemy J'avo snipers that appear in some levels wield what appears to be [[SVD Dragunov]] sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.
 +
 
 +
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]
 +
[[File:RE6 Javo Sniper 1.jpg|thumb|none|600px|A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.]]
 +
[[File:RE6 Javo Sniper 2.jpg|thumb|none|600px|The sniper aims at Sherry.]]
 +
[[File:RE6 Javo Sniper 3.jpg|thumb|none|600px|A closer look at a J'avo sniper and his sniper rifle.]]
  
 
=Light Machine Guns=
 
=Light Machine Guns=
 
==Hybrid Machine Gun==
 
==Hybrid Machine Gun==
The fictional hybrid machine gun from [[Resident Evil 5]] reappears again and is seen being carried by some J'avo zombies.
+
The fictional [[M249]]-[[RPD]]-[[PKM]] hybrid machine gun from ''[[Resident Evil 5]]'' reappears again and is seen being carried by some J'avo. Similar to ''Resident Evil 5'', this weapon is only used during a car chase sequence in Chris campaign Chapter 3.
The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has a [[RPD light machine gun|RPD]] style fore grip, and a [[PKM]] style carry handle and front sight. Similar to Resident Evil 5, this weapon is only used during the car chase sequence in Chris's campaign.
 
 
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]
 
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]
+
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD light machine gun - 7.62x39mm]]
 
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of flash hider - 7.62x54mmR]]
 
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of flash hider - 7.62x54mmR]]
[[File:RE6-mg.jpg|thumb|none|500px|Promotional image of a J'avo zombie with the Resident Evil 5 hybrid machine gun.]]
+
[[File:RE6-mg.jpg|thumb|none|300px|Promotional image of a J'avo with the ''Resident Evil 5'' hybrid machine gun.]]
[[File:Re6pkm.jpg|thumb|none|600px|After failing at not failing a chase sequence during Chris' campaign, Chris and Piers spend a moment sulking, allowing for a good shot of the hybrid machine gun.]]
+
[[File:RE6 Car Chase MG.jpg|thumb|none|600px|Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.]]
 +
[[File:Re6pkm.jpg|thumb|none|600px|After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.]]
  
 
=Launchers=
 
=Launchers=
 
== RPG-7 ==
 
== RPG-7 ==
The [[RPG-7]] appears in-game being used by some J'avo zombies. Leon uses one at the end of his campaign. Chris uses one in The Mercenaries game with his alternate costume, as does Coach.  
+
The [[RPG-7]] appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach.  
  
 
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only "power" weapon which doesn't spawn ammo.
 
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only "power" weapon which doesn't spawn ammo.
 
[[File:Rpg-7.jpg|thumb|none|400px|RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm]]
 
[[File:Rpg-7.jpg|thumb|none|400px|RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm]]
[[File:RE6-RPG7.jpg|thumb|none|500px|Promotional image of a J'avo zombie armed with an RPG-7.]]
+
[[File:RE6 Final Boss RPG.jpg|thumb|none|600px|"There's always a final boss, always a helicopter, always a rocket launcher..."]]
 +
[[File:RE6 Final Boss RPG 1.jpg|thumb|none|600px|Helena holds the RPG-7.]]
 +
[[File:RE6 Final Boss RPG 2.jpg|thumb|none|600px|Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.]]
 +
[[File:RE6 Final Boss RPG 3.jpg|thumb|none|600px|After defeating Major Spoilers, Helena holds the empty RPG-7.]]
 +
[[File:RE6-RPG7.jpg|thumb|none|300px|Promotional image of a J'avo armed with an RPG-7.]]
 +
[[File:RE6 RPG 1.jpg|thumb|none|600px|A J'avo aims his RPG-7 at a BSAA helicopter.]]
 +
[[File:RE6 RPG 2.jpg|thumb|none|600px|The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.]]
  
 
==Fictional Grenade Launcher==
 
==Fictional Grenade Launcher==
Sherry's "Bear Commander" assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.
+
The "Bear Commander" assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.
[[File:Re6grenadelauncher2.jpg|thumb|none|600px|Sherry's "Bear Commander" rifle is seen with an fictional grenade launcher attached underneath the barrel.]]
+
 
 +
[[File:RE6 Bear Commander GL.jpg|thumb|none|600px|The "Bear Commander" in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.]]
 +
[[File:RE6 Bear Commander GL 1.jpg|thumb|none|600px|Aiming the UBGL.]]
 +
[[File:RE6 Bear Commander GL 2.jpg|thumb|none|600px|Firing a grenade.]]
 +
[[File:RE6 Bear Commander GL 3.jpg|thumb|none|600px|Sherry reloads the grenade launcher.]]
  
==Grenade Launcher hybrid==
+
==Hybrid Grenade Launcher==
A grenade launcher that appears to be a cross between the two main grenade launchers of the Resident Evil series, the [[ARWEN 37]] and the [[Milkor MGL]] makes an appearance in the game as being usable by Chris or Piers. Fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds.  
+
A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the ''Resident Evil'' series, the [[ARWEN 37]] and the [[Milkor MGL]]. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds.  
 
[[File:Arwen 37.JPG||thumb|none|400px|ARWEN 37 - 37mm]]
 
[[File:Arwen 37.JPG||thumb|none|400px|ARWEN 37 - 37mm]]
 
[[File:Milkor M32.jpg||thumb|none|400px|Milkor M32 MGL - 40mm]]
 
[[File:Milkor M32.jpg||thumb|none|400px|Milkor M32 MGL - 40mm]]
 
[[File:Re5gr2.jpg|thumb|none|600px|Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.]]
 
[[File:Re5gr2.jpg|thumb|none|600px|Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.]]
[[File:Re6gl.jpg ||thumb|none|600px|GL model.]]
+
[[File:RE6 GL Aim.jpg|thumb|none|600px|Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.]]
 +
[[File:RE6 GL Reload.jpg|thumb|none|600px|After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the "Elephant Killer" reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).]]
 +
[[File:Re6gl.jpg ||thumb|none|600px|GL model. Note the stock, similar to a [[Mk 14]].]]
  
 +
=Flamethrower=
 
==M2 Flamethrower==
 
==M2 Flamethrower==
  
Line 199: Line 304:
 
==Flakvierling 38==
 
==Flakvierling 38==
  
During a crossover event in both Chris and Jake's campaigns, the characters have to fight off waves of enemies and two giant bosses while sabotaging a series of vintage [[Flakvierling 38]] anti-aircraft guns that are being used to attack BSAA helicopters.
+
During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage [[Flakvierling 38]] anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.
  
 
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]
 
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]
Line 205: Line 310:
  
 
==GAU-19==
 
==GAU-19==
The [[GAU-19]] hybrid that was seen in ''Resident Evil 5'' makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. Chris can use one in Chapter 2 of his campaign to fend off a large B.O.W. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in Resident Evil 5, all of these guns have unlimited ammo but will overheat from continous fire.  
+
The [[GAU-19]] hybrid that was seen in ''Resident Evil 5'' makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in ''Resident Evil 5'', all of these guns have unlimited ammo but will overheat from continous fire.  
  
 
[[Image:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with muzzle brake and mount - .50 BMG]]
 
[[Image:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with muzzle brake and mount - .50 BMG]]
 
[[File:RE6-GAU19.jpg|thumb|none|600px|Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.]]
 
[[File:RE6-GAU19.jpg|thumb|none|600px|Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.]]
 +
[[File:RE6 Chinook GAU-19 1.jpg|thumb|none|600px|The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.]]
 +
[[File:RE6 Chinook GAU-19 2.jpg|thumb|none|600px|Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...]]
 +
[[File:RE6 Ustanak GAU-19.jpg|thumb|none|600px|...who is chasing the duo via a fleet of attack helicopters, armed with ''three GAU-19s''. "Over-the-top" doesn't even begin to describe this.]]
  
 
==M134 Minigun==
 
==M134 Minigun==
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[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]
 
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]
 +
[[File:RE6 Minigun Plane.jpg|thumb|none|600px|The Minigun Plane makes its grand entrance.]]
 
[[Image:Resi6-Minigun-1.jpg|thumb|none|600px|"Well, that was certainly something..."]]
 
[[Image:Resi6-Minigun-1.jpg|thumb|none|600px|"Well, that was certainly something..."]]
  
 
==M230 Chaingun==
 
==M230 Chaingun==
  
[[M230 Chain Gun]]s are seen mounted on an attack helicopter seen in Chris' campaign and, rather strangely, the small helicopter Leon and Helena use to escape at the end of their campaign, the latter with no clear source of ammo.
+
[[M230 Chain Gun]]s are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.
  
 
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]
 
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]
[[Image:Resi6-Chaingun-1.jpg|thumb|none|600px|Helena and Leon make their escape in a bizarrely heavily armed helicopter.]]
 
 
[[Image:Resi6-Chaingun-2.jpg|thumb|none|600px|Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.]]
 
[[Image:Resi6-Chaingun-2.jpg|thumb|none|600px|Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.]]
 +
[[Image:Resi6-Chaingun-1.jpg|thumb|none|600px|Helena and Leon make their escape in Ada's helicopter.]]
  
==Schwerer Gustav==
+
==''Schwerer Gustav''==
  
A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm "Schwerer Gustav" railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.
+
A rather strange railway gun seen during Chris' campaign mounts a replica of the [[80 cm Kanone (E)|80cm ''Schwerer Gustav'' railway gun]] with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.
  
[[Image:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / "Dora" - 800mm]]
+
[[Image:Gustav3.jpg|thumb|none|400px|80 cm Kanone (E) - 800mm]]
 
[[Image:Resi6-Dora.jpg|thumb|none|600px|While wandering around his local warzone, Piers encounters a gun almost as big as Chris.]]
 
[[Image:Resi6-Dora.jpg|thumb|none|600px|While wandering around his local warzone, Piers encounters a gun almost as big as Chris.]]
 +
[[File:RE6 Railway Gun 1.jpg|thumb|none|600px|The railway gun enters the battle.]]
 +
[[File:RE6 Railway Gun 2.jpg|thumb|none|600px|After firing a few shots, the railway gun stops moving and becomes an enemy spawnpoint.]]
  
=Cut Weapons=
+
=Explosives=
==Beretta 93R "Auto 9"==
+
==Grenade==
An alternative model for the Triple Shot based on the Beretta 93R "Auto 9" was found in the game files labeled as "Triple-Shot2".
+
Like ''Resident Evil 5'', there are three types of grenades in ''Resident Evil 6'': Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as ''5''. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.
[[Image:BerettaAuto9.jpg|thumb|none|400px|Beretta 93R "Auto 9" - 9x19mm]]
 
[[Image:Re6rip2.jpg|thumb|none|600px|Ripped model of the Triple-shot2.]]
 
 
 
<br clear=all>
 
=Biohazard The Stage=
 
 
 
[[Image:biostage.jpg|thumb|right|300px|''Biohazard The Stage'' (2016)]]
 
'''''Biohazard The Stage''''' is a play set in the Resident Evil universe and produced in conjunction with Capcom. The play takes place August 2010 and is set in Philosophy University in West Australia, where former STARS member Rebecca Chambers is working as a substitute teacher. A zombie outbreak leads to the BSAA being called in, headed by Chris Redfield. The play acts as a prequel to ''Resident Evil 6''.
 
 
 
Whilst the play was only ever performed in Japanese, a DVD with English subtitles was released in February 2016.
 
<br clear=all>
 
= Handguns =
 
==Beretta 92FS==
 
The [[Beretta 92 pistol series#Beretta 92FS|Beretta 92FS]] is used by multiple characters throughout the play.
 
[[Image:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]
 
[[Image:Bhtsm92fs.jpg|thumb|none|450px]]
 
[[Image:Bhtsm92fs2.jpg|thumb|none|450px]]
 
 
 
==Beretta 92FS "Samurai Edge"==
 
During a flashback to the events of Resident Evil 1, Rebecca and Chris both use their STARS issue 92FS.
 
[[Image:STARGun.jpg|thumb|none|350px|Airsoft Replica of the Beretta 92FS "Samurai Edge" Custom from the Resident Evil videogame franchise.]]
 
[[Image:Bhtsm92fs3.jpg|thumb|none|450px]]
 
 
 
==Beretta 93R==
 
When Tyler becomes a US agent, he ditches his police issue 92FS for a [[Beretta 93R]] as his main sidearm. This is the only weapon in the play that cycles and ejects a cartridge. During the final confrontation the foregrip is deployed and the burst mode is used.
 
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]
 
[[Image:Bhtsm93r.jpg|thumb|none|450px]]
 
[[Image:Bhtsm93r3.jpg|thumb|none|450px]]
 
 
 
==Colt M1911A1==
 
Chris and Piers come equipped with Colt M1911s with laser sights. Rebecca wields one in the brief flashback to when she was also a BSAA agent. When Piers hands his to Detective Barrington as back-up, he refers to it as a "909" in reference to the Taurus PT909/Colt 1911 frankengun the BSAA use in Resident Evil 6.
 
[[Image:Colt1911A1PreWar.jpg|thumb|none|350px|Pre-War Colt M1911A1 Pistol - Commercial Model known as the "Colt Government Model" - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]
 
[[Image:Bhts1911.jpg|thumb|none|450px]]
 
[[Image:Bhts19114.jpg|thumb|none|450px]]
 
 
 
==Colt Python==
 
Detective Barrington carries a [[Colt Python]] with a 6" barrel.
 
[[Image:Pythstainless6.jpg|thumb|none|350px|Colt Python Stainless Steel variant with 6" Barrel and Colt marked rubber combat grips - .357 Magnum]]
 
[[Image:Bhtscolt.jpg|thumb|none|450px]]
 
 
 
=Sub-machine Guns=
 
==M1928 Thompson==
 
In a flashback, the Dean's parents are killed by an Italian soldier with a Thompson
 
[[Image:M1928.jpg|thumb|none|450px|M1928 "Tommy Gun" or "Chicago typewriter" with 50-round drum magazine - .45 ACP, made famous through countless classic gangster movies.]]
 
[[Image:Bhtsthompson.jpg|thumb|none|450px]]
 
 
 
=Sniper Rifles=
 
==Accuracy International Arctic Warfare Police==
 
Piers retains his role from [[Resident Evil 6]] as a sniper and uses an Accuracy International AWP throughout.
 
[[Image:AI AWP.jpg|thumb|none|450px|Accuracy International AWP - 7.62x51mm NATO]]
 
[[Image:Bhtsawp.jpg|thumb|none|450px]]
 
 
 
=Launchers=
 
==RPG-7==
 
As is tradition, the final boss is killed using an [[RPG-7]].
 
[[Image:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]
 
[[Image:Bhtsrpg.jpg|thumb|none|450px]]
 
 
 
=Mounted=
 
==M60==
 
The CGI Humvee Chris and Piers use has an [[M60]] mounted on the top.
 
[[Image:M60GPMG.jpg|thumb|none|450px|M60 machine gun with bipod folded - 7.62x51mm NATO]]
 
[[Image:Bhtsm60.jpg|thumb|none|450px]]
 
 
 
==23mm Cannon==
 
A silhouette of a Chinese CAIC Z-10 is used to signify a special forces helicopter picking up Tyler Howard.
 
[[Image:Bhtswz10.jpg|thumb|none|450px]]
 
 
 
  
 +
[[File:RE6 Hand Grenade.jpg|thumb|none|600px|Chris prepares to throw a hand grenade in Mercenaries mode. Like ''5'', Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.]]
 +
[[File:RE6 Flash Grenade.jpg|thumb|none|600px|Jake about to toss a flash grenade at a few charging J'avos.]]
 +
[[File:RE6 Incendiary Grenade.jpg|thumb|none|600px|Ada prepares to burn some zombies.]]
  
{{Template:Resident Evil Series}}
+
{{Resident Evil Series}}
  
 
[[Category:Action]]
 
[[Category:Action]]
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[[Category:Zombie]]
 
[[Category:Zombie]]
 
[[Category:Resident Evil]]
 
[[Category:Resident Evil]]
 +
[[Category:Japanese Produced/Filmed]]

Latest revision as of 17:56, 2 April 2023

Resident Evil 6 (2012)

Resident Evil 6 (known as Biohazard 6 in Japan) is the eight numbered installment (counting Resident Evil Zero and Code Veronica) in the Resident Evil video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.

The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.

  • Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.
  • Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).
  • Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.
  • Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as "Agent" takes the role of Ada's partner, who has no interactions with the story.


The following weapons appear in the video game Resident Evil 6:

WARNING: MINOR SPOILERS

Overview

Resident Evil 6 ditches the store and money system found in 4 and 5. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, "points" can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is still present but functionally simplified, as each weapon in each player characters' complete arsenals will have its own ammo type.

Gameplay in Resident Evil 6 involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in 4 and 5 have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.

Like 4 and 5, almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.

As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.

Pistols

"Wing Shooter"

The "Wing Shooter" is Leon's handgun. It is primarily based on the H&K VP70 with elements of the Walther P5, but longer than both, with the magazine release of a Walther P99QA. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.

The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.

As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard "staging" the trigger. This is a feature of the real VP70, where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.

Heckler & Koch VP70Z - 9x19mm
Leon holds his Wing Shooter in the Tall Oaks university. While Resident Evil 4 and 5 rigidly used high ready pistol positions, Resident Evil 6 uses low ready positions instead.
Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.
Reloading the single Wing Shooter.
Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.
Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.
Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...
...and inserts both of the new ones.
Leon quick fires his pistols while dual-wielding.
After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.
Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.
Leon dual-welds his Wing Shooters in Lanshiang.
A cutscene during the prologue (an in medias res segment chronologically set near the end of Leon & Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.
Leon racks the slide on his Wing Shooter.
The "Wing Shooter"'s raw model.

Steyr M9-A1

Helena's primary sidearm is the "Picador" (named after the lancers in traditional Spanish bullfighting), which appears to be a Steyr M9. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.

The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.

Steyr M9-A1 - 9x19mm
Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.
Helena and Leon aims at a small group of zombies.
Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.
Helena aims her M9-A1.
Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.
Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.
A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.
Chris carries a Picador in a holster in addition to his 909 pistol.
Imposter Ada carries the Picador.
The raw model of the Picador.

Taurus PT909

Chris Redfield, Jake Muller, and "Agent" carry the Taurus PT909 as their starting gun, which is called "Nine-Oh-Nine" in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.

Taurus PT909 - 9x19mm
Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.
Aiming the 909.
Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.
Holding the pistol in cover.
Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.
Jake aims his Taurus PT909 at the Ustanak.
Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a PT92. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the USP's slide release.

"Triple Shot"

Sherry's primary sidearm is called the "Triple Shot". It appears to mostly be a Frankenstein gun, combining elements of the SIG-Sauer P220 Sport and Beretta 93R. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts. As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.

Unlike all the other pistols, the "Triple Shot" has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead.

SIG-Sauer P220 Sport - .45 ACP
Beretta 93R - 9x19mm
Promotional image of Sherry with her "Triple Shot" pistol.
Sherry aims her Triple Shot at several attacking J'avos. Continuing with the "intelligent non-zombie zombie-like enemies" pattern set since RE4, the J'avo have human intelligence and use guns all the time.
Sherry reloads her pistol.
The pistol's slide locks back on empty.
Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.
Sherry aims her Triple Shot pistol in a cutscene.
Model of the "Triple Shot." The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.

IMI Desert Eagle Mark XIX

Returning yet again as the "Lightning Hawk", it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the "Elephant Killer's" .500 S&W magnum ammo). As in Resident Evil 5 the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.

Tokyo Marui airsoft replica of the Desert Eagle from Resident Evil 2.
Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and "Agent") get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.
Leon aims his Deagle on the shaky plane. Note the cocked hammer.
The recoil is just as high as ever.
Leon reloads the Lightning Hawk.
The Lightning Hawk's raw model.

"Elephant Killer"

The Elephant Killer is a Magnum found in Jake & Sherry's campaign, and is loosely based on the Smith & Wesson Model 500. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.

The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.

Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum
Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words "Elephant Killer".
The left side is marked with "50 mag Special" instead.
Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.
Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.
Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.
Elephant Killer model.

Submachine Guns

Heckler & Koch UMP9

Instead of a pistol, Piers carries a submachine gun largely based on the Heckler & Koch UMP9 as one of his two starting weapons (alongside the "Anti-Materiel Rifle"). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as "MP-AF", short for "Machine Pistol-Accurate Fire". Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds.

Heckler & Koch UMP9 - 9x19mm
Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.
Piers aims at a J'avo in cover.
Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her "Triple Shot", as if there is a massive, invisible selector switch on the side of her pistol.
Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.
Piers advances with his UMP9 at the ready. While it imitates it, the gun is vastly different from an actual UMP9. The selector appears to be borrowed from the 90-degree selectors switches used with FN SCARs. The notch used to hold the charging handle when pulled back is missing. Both the front and rear sights have been removed and is replaced with a top rail that runs along the entire top of the receiver. The smooth profile of the magazine suggests it feeds from MP5 magazines, rather than the proprietary 9mm magazines exclusive to it. Lastly it appears to be using an AR-15 style gas block, despite real UMPs relying on blowback than a direct-impingement system to cycle itself.

Ruger MP9

Some enemies are armed with guns mainly based on the Ruger MP9, with elements of the Cobray M11/9. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the "Ammo Box 50" in game, it holds 50 rounds per magazine.

Ruger MP9 (with stock folded) - 9x19mm
Cobray M11/9 - 9x19mm
Ada's idle animation with the "Ammo Box 50".
Ada's aims at a J'avo also armed with the "Ammo Box 50". Much like in Resident Evil 4, Ada aims the weapon from her hip.
Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.
The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the "Triple Shot".
Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.
The Ruger MP9 being wielded by several Edonian J'avos.
Promotional image of a J'avo armed with an MP9.
The AB-50 model.

Shotguns

FN Tactical Police

The "Assault Shotgun" is primarily based on the FN Tactical Police. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.

Due to its fast rate of fire, the weapon is especially popular in the PvP DLC "Survivors" (a mode first introduced in the previous game); when paired with the "Rock Steady" skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.

FN Tactical Police - 12 gauge
Chris holds his on-site procured FN Tactical Police shotgun in Edonia.
Aiming the Assault Shotgun.
Reloading the shotgun. Unlike 4 and 5, the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.
Giving the shotgun a pump at the end of the reload.

"Hydra"

The fictional, triple-barreled Hydra shotgun from Resident Evil 5 makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.

Resident Evil 5 Hydra Shotgun
Helena holds the Hydra while her partner Leon performs an idle animation.
Helena aims the Hydra shotgun at a zombie who tried to attack her.
After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.
Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded in gameplay).

Ithaca 37 "Stakeout"

A pump-action shotgun that resembles the Ithaca 37 makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the "Triple Shot", the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.

Ithaca 37 "Stakeout" - 12 gauge
Leon holds an empty shotgun in a forest cemetary.
After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.
The reload is always ended with a pump of the handle.
The shotgun is aimed at a crawling zombie.
Leon fires the shotgun at the zombie.
Leon pumps the shotgun, ejecting a spent shell.
Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.

Assault Rifles

"Bear Commander"

The "Bear Commander" is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of Resident Evil 5's SIG-Sauer SIG556 HOLO, the DSA SA58 OSW, Remington ACR, and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.

Sherry readies her "Bear Commander".
Sherry aims her assault rifle. Like many others, the "Bear Commander" doesn't have a modeled laser sight, so the laser comes out of the barrel instead.
Sherry reloads her weapon.
"Bear Commander" model.

"Assault Rifle for Special Tactics"

In addition to his 909 (and a combat knife), Chris starts with the "Assault Rifle for Special Tactics", a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the G36s and SIG556 HOLOs they previously carried. Its design is similar to an ACR, but it has a carry handle and charging handle similar to the FAMAS. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.

One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.

Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO
Chris readies his assault rifle moments after fast-roping off of a helicopter.
Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from 4 and 5, J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.
Chris and Piers enter an alleyway filled with J'avo fighters.
Chris aims his rifle from cover.
After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the "MP-AF", complete with Chris flipping the gun over to rack the charging handle.
Chris looks at one of his BSAA teammates, who is armed with the "Assault Rifle for Special Tactics".
Chris and Piers advancing together, equipped with the "Assault Rifle for Special Tactics" and the "MP-AF" respectively.
Promotional image of Chris Redfield with his rifle.

AEK-971

A 5.56mm NATO rifle most closely resembling the AEK-971 appears in Leon's campaign as the "Assault Rifle RN". It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.

AEK-971 (Current Model) with folding stock - 5.45x39mm
Helena discovers the "Assault Rifle RN" right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.
Helena skulks around in the catacombs with the "Assault Rifle RN".
Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.
Reloading.
Helena kills a downed zombie with a bayonet thrust.
After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.
The model of the "Assault Rifle RN". Note that its charging handle is ambidexterous, unlike the AEK-971.

Sniper Rifles

SIG-Sauer SSG 3000

In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the SIG-Sauer SSG 3000 or the Steyr Scout can be found and used. It is simply named "Sniper Rifle".

Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by "The Family" also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.

SIG-Sauer SSG 3000 - 7.62x51mm NATO
Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.
Aiming the sniper rifle at a J'avo.
Sherry operates the bolt after a shot.
Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.
Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the "Anti-Materiel Rifle".
Raw model.

"Anti-Materiel Rifle"

Piers' other starting weapon (in addition to the "MP-AF") is a massive fictional sniper rifle called the "Anti-Materiel Rifle". It appears to be a cross between the Mechem NTW-20 and the Accuracy International Arctic Warfare 50. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.

Mechem NTW-20 - 20x83.5mm MG151
Accuracy International Arctic Warfare 50 - .50 BMG
Piers looks around anxiously while carrying his "Anti-Materiel Rifle". For some reason, when characters go idle, most characters play an "anxious" animation before going into their actual relaxed idle animation.
Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.
Piers operates the massive bolt on the AMR after his epic shot.
Piers reloads his "Anti-Materiel Rifle" while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.
Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a "T-42" tank, which appears to be a over-sized Sherman tank(!).
The AM Rifle's raw model.

"Semi Automatic Sniper Rifle"

A 7.62mm sniper rifle that appears to be a combination of the Mk 14 Mod 0 and a Remington MSR can be used, called the "Semi Automatic Sniper Rifle." It holds five rounds and fires in semi-automatic.

Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner "Agent" also uses one, as does Ellis from Left 4 Dead 2 in No Mercy.

Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO
Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum
Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.
The scope of the hybrid sniper rifle.
Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...
...and pulls the charging handle.
Raw model of SASS.

SVD Dragunov

Enemy J'avo snipers that appear in some levels wield what appears to be SVD Dragunov sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.

SVD Dragunov - 7.62x54mm R
A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.
The sniper aims at Sherry.
A closer look at a J'avo sniper and his sniper rifle.

Light Machine Guns

Hybrid Machine Gun

The fictional M249-RPD-PKM hybrid machine gun from Resident Evil 5 reappears again and is seen being carried by some J'avo. Similar to Resident Evil 5, this weapon is only used during a car chase sequence in Chris campaign Chapter 3.

M249-E2 SAW with a 200 round ammo drum - 5.56x45mm
RPD light machine gun - 7.62x39mm
PKM with latest version of flash hider - 7.62x54mmR
Promotional image of a J'avo with the Resident Evil 5 hybrid machine gun.
Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.
After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.

Launchers

RPG-7

The RPG-7 appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach.

Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only "power" weapon which doesn't spawn ammo.

RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm
"There's always a final boss, always a helicopter, always a rocket launcher..."
Helena holds the RPG-7.
Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.
After defeating Major Spoilers, Helena holds the empty RPG-7.
Promotional image of a J'avo armed with an RPG-7.
A J'avo aims his RPG-7 at a BSAA helicopter.
The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.

Fictional Grenade Launcher

The "Bear Commander" assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.

The "Bear Commander" in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.
Aiming the UBGL.
Firing a grenade.
Sherry reloads the grenade launcher.

Hybrid Grenade Launcher

A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the Resident Evil series, the ARWEN 37 and the Milkor MGL. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds.

ARWEN 37 - 37mm
Milkor M32 MGL - 40mm
Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.
Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.
After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the "Elephant Killer" reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).
GL model. Note the stock, similar to a Mk 14.

Flamethrower

M2 Flamethrower

During Chris' campaign, a BSAA cleanup crew armed with M2 Flamethrowers is seen destroying J'avo pupae in the wreckage of an apartment block. The flamethrower model is lifted directly from the Uroboros Mkono fight in Resident Evil 5.

M2 Flamethrower
Piers takes a moment to examine a BSAA soldier's M2 flamethrower. He then makes plans to stay as far away from this man as possible when the bullets start flying.

Mounted Weapons

Browning M2

Browning M2s in remote weapon stations can be seen mounted on BSAA APCs during Chris' campaign.

Browning M2HB - .50 BMG
Piers examines the Browning M2 mounted on a BSAA BRDM-2 APC, experiencing acronym overload.

Flakvierling 38

During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage Flakvierling 38 anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.

Flakvierling 38 - 20x138mm B
Piers watches as one of his BSAA friends operates his secret Gun Sabotaging Case.

GAU-19

The GAU-19 hybrid that was seen in Resident Evil 5 makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in Resident Evil 5, all of these guns have unlimited ammo but will overheat from continous fire.

GD GAU-19/A with muzzle brake and mount - .50 BMG
Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.
The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.
Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...
...who is chasing the duo via a fleet of attack helicopters, armed with three GAU-19s. "Over-the-top" doesn't even begin to describe this.

M134 Minigun

During a remarkably silly battle in Chris' campaign, he and Piers must face off with a parked aircraft armed with three giant GE M134 Miniguns.

General Electric M134 - 7.62x51mm NATO
The Minigun Plane makes its grand entrance.
"Well, that was certainly something..."

M230 Chaingun

M230 Chain Guns are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.

Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.
Helena and Leon make their escape in Ada's helicopter.

Schwerer Gustav

A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm Schwerer Gustav railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.

80 cm Kanone (E) - 800mm
While wandering around his local warzone, Piers encounters a gun almost as big as Chris.
The railway gun enters the battle.
After firing a few shots, the railway gun stops moving and becomes an enemy spawnpoint.

Explosives

Grenade

Like Resident Evil 5, there are three types of grenades in Resident Evil 6: Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as 5. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.

Chris prepares to throw a hand grenade in Mercenaries mode. Like 5, Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.
Jake about to toss a flash grenade at a few charging J'avos.
Ada prepares to burn some zombies.

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