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Difference between revisions of "Resident Evil 5"

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[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]
 
[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game Chris Redfield and Sheva Alomar investigate a terrorist threat in Kijuju, a fictional town in Africa. Two DLC, "Lost in Nightmares" and "Desperate Escape" were released for console versions of this game. "Nightmares" serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while "Escape" takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add content to the Mercenaries, including the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the "Untold Stories" Bundle when the game was ported to Steam on March 26, 2015.
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'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.
  
'''Note''' In the console versions of this game (and on the PC when using a gamepad), weapons are aimed using their undermounted laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These are ''not'' present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen. As such, many of these screenshots will not depict the LAMs, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.
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Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, "Lost in Nightmares" and "Desperate Escape" were released for console versions of this game. "Nightmares" serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while "Escape" takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the "Untold Stories" Bundle when the game was ported to Steam on March 26, 2015.
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{{VG Title}}
  
'''The following weapons appear in the video game ''Resident Evil 5'' and its DLC:'''
 
 
__TOC__<br clear=all>
 
__TOC__<br clear=all>
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=Overview=
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''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use "Exchange Points" (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.
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Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The "Machine gun" category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.
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Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.
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'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.
  
 
= Handguns =
 
= Handguns =
 
==Beretta 92FS==
 
==Beretta 92FS==
The [[Beretta 92 pistol series#Beretta 92FS|Beretta 92FS]] is Chris and Sheva's starting gun. Is also used by Irving in a few cut scenes and Wesker wields a custom version called the "Samurai Edge" from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during "Lost In Nightmares;" they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS' as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.
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The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the "Samurai Edge" from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during "Lost In Nightmares;" they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.
  
Ironically, despite having several capacity upgrades that will eventually reach 100 rounds per magazine (more handgun ammo than you can carry in a single item slot), you will never be able to have the correct 15 rounds during normal gameplay. The closest you can come are a 16 shot magazine that becomes available early on (conceivably 15+1), and a thirty shot one later on, a real capacity in some civilian aftermarket M9 magazines.
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The "M92F" starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.
  
The "M92F" starts off with a humble ten round mag (similar to the Silver Ghost in Resident Evil 4), but this will, by the end of the game, hold 100 rounds, and can be further upgraded with infinite ammo after fully upgrading the weapon and beating the game once. This ridiculously high capacity is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37, and Sako 75.
 
 
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]
 
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]
 
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]
 
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]
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[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with a frame-mounted laser.]]
 
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]
 
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]
 
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]
 
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]
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[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]
 
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]
  
==Beretta 92FS "Samurai Edge"==
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==Beretta 92FS "Samurai Edge" (Albert Wesker)==
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker which he kept after the events of [[Resident Evil (2002)]]. It is used primarily in the cut scenes during the main game but can be used in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game, however it functions nearly identical to the standard 92FS but with a meatier firing sound and more damage with each shot, it's also got a 90% increased criticals available for headshots. Unlike the previous S.T.A.R.S. Samurai Edge pistols, Wesker's features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with a LAM-1000 under the barrel. Similar to the Beretta 92 for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if you've discarded the weapon.
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This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Custom Samurai Edge Beretta 92FS in Resident Evil 5]]
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Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.
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[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the ''Resident Evil'' video game series.]]
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[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]
 
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]
 
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]
 
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]
 
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]
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[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]
 
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]
 
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]
 
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in the concept art.]]
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[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]
  
 
==Beretta 93R==
 
==Beretta 93R==
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. In game the optional shoulder stock is permanently attached and there is a laser sight bolted to the frame like a pistol scope in order to accommodate the folding forward hand grip. It's similar to Resident Evil 4's "Matilda:" a burst firing pistol which can be bought like any other weapon. Surprisingly the Beretta 93R's ammunition capacity tops out at 30 rounds which is equal in capacity to some aftermarket Beretta 92 magazines (which are interchangeable with those of the 93R). Excella Gionne carries one with said 30 shot magazine during the Mercenaries Reunion, but she never uses one in-game.
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Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted "over-barrel" on a scope mount bolted to the pistol frame.
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The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.
 
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]
 
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]
 
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]
 
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]
 
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]
 
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.]]
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[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]
  
 
==Beretta 96FS "Samurai Edge" ==
 
==Beretta 96FS "Samurai Edge" ==
This weapon is wielded exclusively by Barry Burton which he kept after the events of [[Resident Evil (2002)]], although it is no longer capable of firing 3 rounds with a single button press. It can be used in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition) by equipping Barry and cannot be unlocked and used in the Main Game. It is a heavily customized version of the "Samurai Edge" but it is a [[Beretta 96 pistol series|96FS]] (this model fires .40 S&W rounds and is more powerful than the 9mm bullets of the 92FS). It has a longer barrel and compensator for increased accuracy and stability. The Beretta 96 has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30 shot magazine and despite being a .40 handgun, uses 9mm rounds like everything else.
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[[Image:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Airsoft replica of Barry's Samurai Edge - Fake .40 S&W<br>''For more images of the custom Samurai Edge, please visit the [[Talk: Resident Evil 5|discussion page]].'']]
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This customized .40S&W "Samurai Edge" is exclusive to player character Barry Burton in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered "New Game+" weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.
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Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.
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[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]
 
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]
 
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a zombie with the Samurai Edge pistol.]]
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[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]
 
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]
 
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]
  
 
==Beretta Px4 Storm==
 
==Beretta Px4 Storm==
The [[Beretta Px4 Storm]] is B.S.A.A: Jill's exclusive weapon in the Mercenaries mini-game. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and "Lost in Nightmares" which both take place before ''Resident Evil 5''.
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The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and "Lost in Nightmares" which both take place before ''Resident Evil 5''.
  
 
The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.
 
The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.
 
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]
 
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]
 
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]
 
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]
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[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm. Note the hammer stays uncocked]]
 
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]
 
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]
 
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]
 
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]
 
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]
 
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]
  
==Colt Python==
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==Heckler & Koch P8==
Barry Burton carries a custom [[Colt Python]] in the "Mercenaries Reunion" mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. This revolver is originally from [[Resident Evil (2002)]], and in the lore of the series is a weapon Barry built himself, called the "Silver Serpent."
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The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&K USP]], identified by its reversed safety lever markings as well as the correct and easily legible HK logo, P8 model, and 9x19mm caliber markings on the slide, plus the HK P8 logo present on the grip, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.
[[Image:Resident_Evil_1_Magnum.jpg‎ |thumb|none|350px|Prop version of Barry's .44 Magnum]]
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[[Image:RE1 44magnum.jpg|thumb|none|600px|Custom Colt Python as seen in Resident Evil (2002)<br>Note: even though the text says the revolver uses .44 Magnum rounds, it is clearly a custom Python, not an Anaconda. The screw above the trigger mechanism is the telltale sign. It's possible the Python is simply a base, and Barry ''has'' rechambered it in .44 magnum, although that's reaching just a bit.]]
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The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.
[[Image:Barry Anaconda.jpg|thumb|none|600px|"I have THIS!"]]
 
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the customized Python.]]
 
  
==Heckler & Koch P8==
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The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&K USP]], identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears as B.S.A.A standard issue sidearm, and all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Despite equipping other guns, Sheva will always have one in her holster (even when no handgun is in her inventory) due to graphic mistakes; switching to a handgun will cause it to magically become whatever it should be. Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries when equipping his Midnight costume; Chris uses one, along with the fictional Hydra and a PSG-1 in Mercenaries Reunion, when using the Warrior costume.
 
  
The weapon is very similar to the FiveseveN in [[Resident Evil 4]], in that the weapon has a piercing ability able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields. The weapon, like most handguns is fitted with under barrel laser sight and can be upgraded to hold more ammo than is realistically possible (25 to be exact).
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[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler & Koch P8 - 9x19mm]]
[[Image:Pistole-p8.jpg‎ |thumb|none|351px|Heckler & Koch P8 - 9x19mm]]
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[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&K P8. Note the accurate trade dress on the slide and frame. This stands in direct contrast to the 92FS, 93R, PX4, Desert Eagle, and Silver Serpent, which do not bear any markings of any sort where they should be present on the model.]]
[[Image:RE5P8.jpg|thumb|none|599px|Resident Evil 5 H&K P8]]
 
 
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]
 
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]
 
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&K P8.]]
 
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&K P8.]]
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==IMI Desert Eagle Mark XIX==
 
==IMI Desert Eagle Mark XIX==
The [[Desert Eagle Mark XIX]] appears in the game marked under the name "Lightning Hawk". Caliber is not stated but is specifically stated in ''Resident Evil 6'' as .50 AE; since this is the exact same model found both there and in ''Resident Evil 2'', logically it is the same caliber; fully upgraded, the weapon has a capacity of eight, further solidifying the reference. It can be found in a stone tomb during the battle with Wesker. Uses generic magnum ammo, which it shares with the Model 29 and Model 500. "Thanks" to its fast rate of fire and quick reload, it is both the "weakest" magnum and has a max capacity of only two more rounds than the Model 500; damage is relative, since it is still more than enough to kill even more powerful enemies in one shot.
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The [[Desert Eagle Mark XIX]] appears in the game marked under the name "Lightning Hawk", and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.
  
The in-game version is identical to the Desert Eagle Leon Kennedy/Brian Irons used in [[Resident Evil 2]] due to the same grips (exclusively R.P.D. made). Wesker carries one in the Mercenaries when equipping his STARS costume.
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Technically the "weakest" magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.
 
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]
 
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]
 
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]
 
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]
 
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]
 
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the zombie onslaught in Chapter 1-1.]]
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[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin. ''Resident Evil 5'' is undoubtedly one of the most detailed and realistic video games when it comes to weapons. (Let's just forget the 92FS with the 100-round magazine for a second...)]]
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[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]
 
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]
 
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]
[[Image:RE5DE4.jpg‎|thumb|600px|none|Recoil of a shot, exaggerated a little bit, considering how Wesker is a veteran S.T.A.R.S. commanding officer (and superhumanly strong). Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]
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[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]
  
 
==SIG-Sauer P226==
 
==SIG-Sauer P226==
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, similar to the Mauser C96 in the previous game. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds. Does not, unlike both useable Berettas and the P8, have a special stat that can be upgraded, which tends to limit its usage. Appears as "SIG P226" in the game. Chris carries one in his Safari outfit with the aforementioned 16-shot magazine in the Mercenaries.
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The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. Like the HK P8, this pistol is modeled with accurate trade dress, bearing the SIG Sauer logo and P226 model name on the slide. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.
 
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]
 
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]
 
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]
 
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]
 
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]
 
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]
 
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]
 
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]
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==Silver Serpent==
 +
Barry Burton's "Silver Serpent" magnum revolver from [[Resident Evil (2002 VG)]] returns in the "Mercenaries Reunion" mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith & Wesson Model 500]], but still features the same underlug weight.
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[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]
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[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith & Wesson Model 500 with 8 3/8" Barrel - .500 S&W Magnum.]]
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[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]
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[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith & Wesson Model 500 as seen by it's gigantic fluted cylinder and S&W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]
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[[Image:Barry Anaconda.jpg|thumb|none|600px|"I have THIS!"]]
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[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with a SIG556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]
  
 
==Smith & Wesson Model 29==
 
==Smith & Wesson Model 29==
The [[Smith & Wesson Model 29]] is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. It may be upgraded to hold 12 rounds, which is quite extraordinary considering there is no choice of magazines on a revolver. Chris carries one with said 12-shot cylinder in the Mercenaries mode when equipping his STARS outfit; Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Oddly, despite this fact it does more damage per shot than the Desert Eagle, possibly to balance its slower rate of fire.
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The [[Smith & Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.
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[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum]]
 
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum]]
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&W Model 29]]
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[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&W Model 29. Unlike the P8 and P226, the barrel markings aren't very legible.]]
 
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]
 
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]
 
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]
 
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]
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==Smith & Wesson Model 500==
 
==Smith & Wesson Model 500==
The [[Smith & Wesson Model 500]] returns from Resident Evil 4, this time under its correct name, but is still the most powerful Magnum type weapon. Its damage tops out at 5,000, which is higher per single shot that any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Wesker carries one alongside an H&K P8 in the Mercenaries when using his Midnight costume; Sheva uses one in Mercenaries Reunion alongside a SIG 556 if equipping her Fairytale costume. Shares generic magnum ammo with two weapons of a different caliber, the Desert Eagle and Model 29.
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The [[Smith & Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.
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 +
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.
  
Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.
 
 
[[Image:S&W500.jpg|thumb|none|450px|Smith & Wesson Model 500 - .500 S&W Magnum]]
 
[[Image:S&W500.jpg|thumb|none|450px|Smith & Wesson Model 500 - .500 S&W Magnum]]
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&W Model 500]]
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[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&W Model 500. Similar to the Model 29, the trade dress is present but illegible due to quality.]]
 
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&W Model 500 revolver.]]
 
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&W Model 500 revolver.]]
 
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&W Magnum round. Neither had the Majini carrying it.]]
 
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&W Magnum round. Neither had the Majini carrying it.]]
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=Shotguns=
 
=Shotguns=
 
==Ithaca 37==
 
==Ithaca 37==
The [[Ithaca 37]] is the first available shotgun and is a 5-shot riot gun fitted with a Stakeout model's rear pistol grip. while the weakest of shotguns ingame it's capabilities can be upgraded far beyond the real life capabilities of the weapon. Its critical hits can be upgraded, allowing a strategy somewhat similar to the older RE titles - wait for a mob to approach and fire a shot at head level last second. It can be upgraded to hold an impossible number of rounds for the real firearm. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, and Sako 75. Chris carries one in his default costume (alongside his trusty Beretta) in the Mercenaries.
+
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.
  
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being no ejection port on the side and being covered by the laser sight.
+
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 with pistol grip - 12 gauge]]
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[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]
 
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]
 
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]
 
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]
 
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]
 
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]
 
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]
 
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]
 
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a zombie in the chest.]]
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[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]
 
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]
 
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]
[[Image:RE5shotty.jpg|thumb|none|600px|Sheva poses with an Ithaca 37 in some promotional art.]]
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[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]
  
 
==Benelli M3 Super 90==
 
==Benelli M3 Super 90==
Returning from Resident Evil 4 (this time with its correct name but without the Benelli M4-style sliding stock), the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during "Lost in Nightmares." While the magazine capacity can be upgraded to ten rounds, this is still more ammunition than the weapon can really carry. Also, while all the shotguns in the game use the exact same ammunition; the damages done vary wildly - the M3 is the hardest-hitting shotgun at close range.
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Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during "Lost in Nightmares." The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.
  
Chris carries one (along with a P226 and a pair of RPG-7s) when equipping his Safari costume in the Mercenaries; Josh Stone, not to be outdone, carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in the Mercenaries Reunion.
 
 
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]
 
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]
 
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]
 
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]
 
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a "Versus" match.]]
 
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a "Versus" match.]]
 
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]
 
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]
[[Image:RE5M3A.jpg|thumb|none|600px| "Agent Zebra"...sorry, "Safari Chris" kills a zombie with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]
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[[Image:RE5M3A.jpg|thumb|none|600px| "Agent Zebra"...sorry, "Safari Chris" kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a zombie from up close.]]
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[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]
 
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]
 
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]
[[Image:RE5-7.jpg|thumb|none|500px|Sheva armed with a Benelli M3 shotgun in a promo image.]]
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[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]
  
 
==SWD/Cobray Street Sweeper ==
 
==SWD/Cobray Street Sweeper ==
Retunring (sort of) from Resident Evil 4, an [[Armsel Striker and variants#SWD/Cobray Street Sweeper|SWD/Cobray Street Sweeper]] is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game (odd since it was the only gun in the previous game with the correct name), it has an upgradable effective range. Oddly, ingame this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.  
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Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the "Jail Breaker" in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.
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The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.
  
Sheva carries one (along with an AK-74 and a Sako 75) when equipping her Clubbin' costume in the Mercenaries; Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion.
 
 
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]
 
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]
 
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]
 
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]
 
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]
 
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]
 
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]
 
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. For an unknown reason, he is going to always insert only two shells to the drum, no matter how many rounds were fired before the reload. The same happens with the other guns with an internal magazine, such as the Sako 75 rifle, or the other pump-action shotguns. This trend likely comes from Resident Evil 4's version of this gun, which had an exclusive upgrade capacity of 100 shells; the two shells-then-done animation is probably to keep that from getting tiresome.]]
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[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]
 
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]
 
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]
  
==Hydra Sawed-off Shotgun==
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==Hydra==
A secret weapon. Called the 'Hydra', it is a triple barrel sawed-off shotgun that is unlocked when the Ithaca 37 is fully upgraded. Like the "Jail Breaker" it has an upgradable attack range.
+
The "Hydra" is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.
  
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Wesker carries a Hydra in his STARS costume (alongside his custom Beretta and a Desert Eagle) in the Mercenaries; Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion when equipping his Warrior costume.
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This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the "Jail Breaker" it has an upgradable attack range.
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[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson & Son Triple Barrel Side by Side Shotgun - 16 Gauge]]
 
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]
 
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]
 
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]
 
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. Due to a bug, the characters first insert two shells at once, and another one later.]]
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[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]
  
 
=Submachine Guns =
 
=Submachine Guns =
 
==Heckler & Koch MP5A3==
 
==Heckler & Koch MP5A3==
The [[Heckler & Koch MP5#Heckler & Koch MP5A3|Heckler & Koch MP5A3]] is the second submachine gun found in the game and can be bought after that. Like all the other "machine gun" type weapons, it fires "machine gun ammunition" for the sake of balanced gameplay. It is seen with a reflex sight that serves no function and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).
+
The [[Heckler & Koch MP5A3]] appears in the game as "H&K MP5". It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during "Lost in Nightmares." BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.
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Like all the other "machine gun" type weapons, it fires "machine gun ammunition". It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).
  
The MP5A3 appears in the game as "H&K MP5" and features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressive and impossible load of 150 rounds. The MP5 is recovered at a BSAA rally point fairly early in the game; one with a hilariously impossible 100 round magazine can be found by Jill upstairs during "Lost in Nightmares." Jill uses one in her default BSAA costume in the Mercenaries (with her Px4 as a backup); Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.
 
 
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]
 
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]
 
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]
 
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]
 
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&K MP5A3.]]
 
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&K MP5A3.]]
 
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]
 
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does a so called HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]
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[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]
  
==Skorpion Vz. 61==
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==Skorpion vz. 61==
The [[Skorpion SA|Skorpion Vz. 61]] is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be "upgraded" to do a ridiculous amount of damage considering its low caliber rounds, and to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). (This is shared by the "starter" weapons of each type - the Beretta 92FS, Ithaca 37 and Sako 75.) It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner. The PAL version of Resident Evil 5 features the Skorpion with a 50 round magazine but less damage. Jill carries two Skorpions during a boss battle midway through the game, but switches to one both during "Desperate Escape" and in the Mercenaries, where she uses it in her Battlesuit costume (alongside a PSG-1). Sheva carries another, alongside a Beretta 92FS and an SVD, in her default BSAA Mercenaries costume.
+
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion Vz. 61 - .32 ACP]]
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[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion Vz. 61]]
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Jill carries two Skorpions during a boss battle against her midway through the game. In "Desperate Escape", following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the Vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]
+
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]
 +
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]
 +
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]
 
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]
 
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her Vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]
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[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]
 
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]
 
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]
 
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from "Desperate Escape".]]
 
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from "Desperate Escape".]]
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=Assault Rifles=
 
=Assault Rifles=
 
==AK-74==
 
==AK-74==
The [[AK-74]] is one of the available automatic weapons that can be found in Chapter 5-1, and can later be bought for $4000. The AK-74 is rare in that it's ammunition capacity is almost the same as it's real life counterpart. The real AK-74 being restricted to 30 or 45 round magazines in real life (not counting drum magazines) as opposed to the 50 rounds possible in game.  
+
The [[AK-74]] is one of the "machine guns" that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity.
  
It's also equipped by some of the Majini soldiers in Chapter 5, which they use it against Chris and Sheva; they'll also carry them on the Mercenaries stage "Experimental Facility," but only if the player is using the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.
+
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the "Experimental Facility" Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.
The AK-74 is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity.
 
Sheva carries one in her Clubbin' costume in the base game's Mercenaries mode; Excella has one in Mercenaries Reunion.
 
 
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]
 
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]
 
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]
 
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]
 
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]
 
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]
 
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]
 
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note side-rail mounted laser sight.]]
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[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]
  
 
==SIG-Sauer SIG556 HOLO==
 
==SIG-Sauer SIG556 HOLO==
The [[SIG SG 556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA. Like the MP5A3, it is equipped with a EOTech 552 sight (a holosight in this case) that has no function in-game; Josh uses one with some form of scope during a battle between his team and a group of motor-cycle riding Majini for which there exists an in-game model, though it also isn't used. The SIG SG 556 maxes out its ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90-round drum. Depicted to be fully automatic; the real SIG556 is a semi-auto only rifle for civilian use. From a purely in-universe standpoint, the SIG556 HOLO is a somewhat logical choice for the BSAA to use as their primary rifle, since they often operate alongside regular NATO and UN member nations at this point in the series, and the SIG556 can share [[STANAG]] magazines.
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The [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.
  
Chris carries one in his STARS costume in the Mercenaries with his STARS costume; Sheva has one in her Fairytale costume in Reunion.  
+
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.
 
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]
 
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]
 
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]
 
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]
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=Sniper Rifles=
 
=Sniper Rifles=
 
==Sako 75==
 
==Sako 75==
The [[Sako 75]] is featured in-game as the S75. It is the most powerful out of the 3 sniper rifles when fully upgraded (likely to balance its slow rate of fire; it actually fires the smallest round) and can be upgraded to hold more ammunition that what the real rifle actually has. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, Ithaca. It shares ammo with two different 7.62 caliber rifles, the SVD and the PSG-1, just like the magnums and automatic weapons.
+
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.
  
 
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.
 
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.
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==SVD Dragunov==
 
==SVD Dragunov==
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game. Like most of the the weapons in the game, the ammo capacity can be upgraded beyond the real one. In game it shares the same ammunition as the .223 Remington Sako 75 and the 7.62x51mm NATO H&K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR, similar to magnums and "machine guns." It has mid level performance, less powerful than the Sako but more than the PSG-1.
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The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.
 
 
Sheva carries one in her BSAA costume in the Mercenaries.
 
 
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]
 
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]
 
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]
 
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]
 
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]
 
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]
 
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]
 
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range zombie-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]
+
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]
 
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]
 
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]
 
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]
 
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]
  
 
==Heckler & Koch PSG1==
 
==Heckler & Koch PSG1==
The [[Heckler & Koch PSG1]] is found later in the game in Chapter 5-3 and can be bought after you find it. Starts out with 5 round capacity, but it cannot be upgraded beyond the capacity of the real rifle. In game the rifle can only be upgraded to a total of 15 round magazines. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler & Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a final capacity ''lower'' than it can hold in real life.
+
The [[Heckler & Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler & Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.
 +
 
 +
In "Lost in Nightmares," a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.
  
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the "weakest" rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else. The rifle is found in story mode aboard the Tricell freighter; another can be found in the storeroom of Spencer's mansion during "Lost in Nightmares." Jill carries one (alongside a single Skorpion) in her Battlesuit costume in the Mercenaries; Chris uses one with his Warrior costume in the Mercenaries Reunion.
+
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the "weakest" rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.
 
[[Image:H&KPSG01.jpg‎ |thumb|none|500px|Heckler & Koch PSG1 - 7.62x51mm NATO]]
 
[[Image:H&KPSG01.jpg‎ |thumb|none|500px|Heckler & Koch PSG1 - 7.62x51mm NATO]]
 
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&K PSG1]]
 
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&K PSG1]]
 
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]
 
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.]]
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[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SIG556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]
 
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]
 
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]
  
 
=Heavy Weapons=
 
=Heavy Weapons=
 
==Milkor MGL Mk 1L==
 
==Milkor MGL Mk 1L==
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. Ingame it holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, fictional rounds are available which include flashbang rounds, sulfuric acid rounds, liquid nitrogen rounds, and electric rounds. It cannot be upgraded.
+
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.
 +
 
 +
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.
  
In the Mercenaries, Chris's STARS costume and Sheva's Tribal costume both equip them (loaded with fictional Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.
 
 
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]
 
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]
 
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]
 
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]
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==Hybrid Machine gun==
 
==Hybrid Machine gun==
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. 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 [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.
+
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. 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 an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.
 +
 
 
[[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:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]
 
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]
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[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]
 
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]
 
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]
 
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sites can still not be used.]]
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[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]
  
 
==M134 Minigun==
 
==M134 Minigun==
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the "Gatling gun" can be purchased for N50,000.
+
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the "Gatling gun" can be purchased for ₦50,000. No upgrades are available for this weapon.
  
 
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.
 
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.
  
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel such as the ones found on early GE Miniguns and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that attaches to the bottom right side of the enormous ammunition pack and into an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker). The ammo back pack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack giving him an extra measure of protection at all times; this can be helpful unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.
+
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.
  
Chris carries one in his Heavy Metal costume in the Mercenaries Reunion.
+
Heavy Metal Chris carries one in Mercenaries Reunion.
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]
+
[[File:Minigun with ammo backpack.jpg|thumb|none|450px|M134 Minigun with ammo backpack.]]
 
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]
 
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]
 
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]
 
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]
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==M2 Flamethrower==
 
==M2 Flamethrower==
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss. A refueling station is located on the wall. At any time, the flamethrower may be placed back on the wall to charge. This gives unlimited fuel to the flamethrower, however using just the flamer cannot kill the boss.
+
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.
 +
 
 +
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.
  
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired.
 
 
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]
 
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]
 
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]
 
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]
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==General Dynamics GAU-19/A==
 
==General Dynamics GAU-19/A==
 
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.
 
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle break and external weapon mount - .50 BMG]]
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 +
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]
 
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]
 
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]
 
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]
 
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]
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==RPG-7==
 
==RPG-7==
Equipped by various Armed Majini in Chapter 5 at select stages. Three varieties of this rocket launcher exist. The first is a disposable 1-shot style weapon similar to the [[RPG-7]] in Resident Evil 4, which can be found in the Marshlands on a half sunken boat and can bought after that for $10,000. The Second type is a special RPG-7 fitted with a night vision scope and is used exclusively in the first battle with Wesker (unlike the previous disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.) The Third and final RPG is an Unlimited version that can be unlocked for use after having a total time of 5:00:00 or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.
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Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.
 +
 
 +
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.
 +
 
 +
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.
  
 
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.
 
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.
  
Chris carries two in his Safari costume in the Mercenaries mode (the only time two of the same weapon can be carried at a time); Josh has one in Reunion. Several are scattered around the Mercenaries stage "Ship Deck" in all versions of the game (along with an MGL); they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.
+
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage "Ship Deck" in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]
+
 
 +
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5.  
 +
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]
 
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]
 
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]
 
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]
 
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]
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[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]
 
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]
 
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as "RPG-7 NVS" (Night Vision Sight).]]
 
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as "RPG-7 NVS" (Night Vision Sight).]]
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aiming at Chris and Sheva. Despite being designed to defeat tanks, the RPG has a hard (impossible) time penetrating shipping crates, certain (but not all) adobe walls, and even wooden fences. This is because only some buildings are capable of being destroyed in ''Resident Evil 5.'']]
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[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]
  
 
==FIM-92A Stinger==
 
==FIM-92A Stinger==
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape". Unlike in Resident Evil 2, here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.
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A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape". Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]
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 +
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]
 
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]
 
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]
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[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SIG556.]]
  
 
=Explosives=
 
=Explosives=
 
==Mk 48 Grenade Series==
 
==Mk 48 Grenade Series==
A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. Due to a bug, the characters do not remove the safety pins before throwing these grenades.
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A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.
 
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]
 
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]
 
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]
 
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]
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==Model 24 Stielhandgranate==
 
==Model 24 Stielhandgranate==
Despite carrying [[M26 hand grenade]]s, some soldiers are throwing low-detail [[Model 24 Stielhandgranate]]s at Chris and Sheva, possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form.  
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Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form.  
 
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve]]
 
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve]]
 
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]
 
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]
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[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]
 
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]
  
=Beta / Removed Weapons=
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{{Resident Evil Series}}
==Silver Ghost ==
 
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211]. The reason it appeared in trailer might be the project was set in the same time with [[Resident Evil 4]] PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.
 
 
 
Due to Capcom's other projects which caused Resident Evil 5 development delayed almost 2 years, this very handgun disappeared. Since E3 2007, the 2 official trailers showed Chris using a modified [[1911]] as his main weapon instead (the 1911 was later replaced by Beretta 92FS).
 
 
 
In 2008 interview, Producer Jun Takeuchi also mentioned the Resident Evil 4's weapon system received good feedback, however most fans wanted the new guns to be more-realistic, that makes no reason to remain it in the official game. Eventually Albert Wesker's main weapon is switched back to Beretta 92FS "Samurai Edge" despite he used this silenced variant during the last event of Umbrella Chronicles.
 
[[Image:RE5-1.jpg|thumb|none|600px|Chris aims the "Silver Ghost", Teaser's final moment.]]
 
 
 
==M1911==
 
In first two Official Trailers (E3 2007), with most prototypes removed, the Silver Ghost was totally replaced by a slightly modified [[M1911]] as Chris's primary weapon. Despite both it and Beretta 92FS co-exist during the same FMVs, it was the only handgun seen being firing by Chris until E3 2008 when the Beretta took its place. The 1911 never appeared again in any later cutscenes.
 
 
 
It appears to be a relatively standard 1911 with a stainless, threaded barrel, fixed sights, a commander-style hammer and what looks like A1 cocking serrations. Some interesting points are that the magazine release, trigger and trigger guard seem to be taken from the Beretta 92FS, implying a customized, fictional weapon like the "Silver Ghost" from the previous game.
 
[[Image:RE5_Colt1911_1.jpg|thumb|none|600px|The 1911 in the E3 2007 Trailer, a moment before the first Majini encounter, resembles 2005's Teaser final moment. The scene later appears in official game, but Beretta 92FS equipped instead.]]
 
[[Image:RE5_Colt1911_2.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris alone, encounters a town Majini group. ''Note Majini never appear this many in the console versions of the official game, but possibly from a Bench-Mark''. They can spawn like this in the Mercenaries No Mercy, though.]]
 
[[Image:RE5-2.jpg|thumb|none|600px|Chris with the 1911. Note the threaded barrel, double-action trigger, and hooked trigger gaurd.]]
 
 
 
=="Dead Rising" Hybrid Assault Rifle==
 
An assault rifle Chris wields to battle against town Majinis, a hybrid version that originally appears in [[Dead Rising]]. It caused a lot of identification mistakes for Resident Evil fans who never play Dead Rising before because of its mixed parts. The rifle itself is not an actual [[Colt M4]], [[Heckler & Koch HK33|Heckler & Koch G41]] nor [[FN SCAR]], even [[SIG  SG 550|SIG SG 556]]. It features a [[FN FAL]]-style ''fixed'' stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.
 
 
 
An early screenshot in the official strategy guide's "Development" section shows Chris holding this weapon near the (at one point not a static object, and overturned) bus on Public Assembly. Curiously, its waiting animation at this point has Chris with both hands on the grip, with the weapon aimed straight up at the 12 o'clock "High Ready" position, just like the default handgun animation.
 
[[Image:DRM4d.jpg|thumb|none|800px|Hybrid Assault Rifle, as it originally appears in [[Dead Rising]]]]
 
[[Image:RE5_Assault_Prototype.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris use the Hybrid weapon against Majini, probably in '''Public Assembly'''. While the grenade launcher has been retained from ''Dead Rising'' (complete with its nonexistent trigger), the ANPEQ is now gone, and an EOTech holosight (similar to the one equipped to the Sig 556) has been added in place of the scope.]]
 
 
 
==Alternate Benelli M3==
 
 
 
In the early trailers for the game, Chris can bee seen blasting huge groups of Majini with a stockless version of the [[Benelli M3]]. The weapon's utility is unknown, thought judging by the location it's seen used in it seems to have been replaced by the Ithaca 37. Whether or not the weapon was present at the same time as the Merchant is also unknown, so it's possible the weapon would've been upgradeable with a stock (as some weapons in RE4 were). As a final note, the model used here appears to be a higher resolution version of the one seen in [[Resident Evil 3: Nemesis]], complete with wooden furniture. This would make it the third "throwback" weapon present, alongside the Samurai Edge and the heavily customized Desert Eagle from ''Resident Evil 2''.
 
 
 
[[Image:Benelli M3 Super 90 Shorty.jpg|thumb|none|500px|Benelli M3 Super 90 Shorty - 12 gauge]]
 
[[Image:Re4.5 Benelli M3S.jpg|thumb|none|800px| Chris fires the Benelli atop an early build of "Public Assembly." The distinctly different profile of the Benelli versus the Ithaca 37 (magazine tube flush with the barrel, different butt plate, different sights) can be clearly seen here.]]
 
[[Image:Re4.5 Benelli M3S Recoil.jpg|thumb|none|800px| The Benelli in full recoil as Chris pumps it. Here we can see the laser, which is mounted where it would be on the full-size Benelli in the final version of the game. The pump appears to be wooden, like the one in [[Resident Evil 3: Nemesis]].]]
 
 
 
=See Also=
 
{{Template:Resident Evil Series}}
 
  
 
[[Category:Action]]
 
[[Category:Action]]
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[[Category:Resident Evil]]
 
[[Category:Resident Evil]]
 
[[Category:Shinji Mikami]]
 
[[Category:Shinji Mikami]]
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[[Category:Japanese Produced/Filmed]]

Latest revision as of 12:29, 8 December 2023

Resident Evil 5 (2009)

Resident Evil 5 (known in Japan as Biohazard 5) is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form Resident Evil 4, being infected by a brain-controlling parasite that still leaves some intelligence intact.

Returning from Resident Evil 4 is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, "Lost in Nightmares" and "Desperate Escape" were released for console versions of this game. "Nightmares" serves as a prequel to Resident Evil 5 and stars Chris Redfield and Jill Valentine, while "Escape" takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original Resident Evil. While console exclusive for six years, both DLC were released for the PC as part of the "Untold Stories" Bundle when the game was ported to Steam on March 26, 2015.


The following weapons appear in the video game Resident Evil 5:


Overview

Resident Evil 5 features a weapon upgrade system similar to the one in Resident Evil 4. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use "Exchange Points" (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.

Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in Resident Evil 5 are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from Resident Evil 4. The "Machine gun" category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in Resident Evil 4. The Milkor MGL Mk 1L uses its own special grenades.

Unlike Resident Evil 4, where most weapons can only be bought from the Merchant, many weapons in Resident Evil 5 are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.

Note: In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in Resident Evil 4. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.

Handguns

Beretta 92FS

The Beretta 92FS is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the "Samurai Edge" from the REmake. Chris and Jill also wield them during the raid on Spencer's Estate during "Lost In Nightmares;" they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.

The "M92F" starts off with a humble ten round mag (like the Silver Ghost in Resident Evil 4), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.

Beretta 92FS - 9x19mm
Resident Evil 5 Beretta 92FS
Sheva with her Beretta 92FS with a frame-mounted laser.
Chris's 92FS cycles.
Chris reloads his Beretta.
Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.
Sheva aims her Beretta 92FS.
I don't think clipping your finger through the trigger counts as trigger discipline.
Chris holds his Beretta. It appears that the trigger bar is just part of the texture.
I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.
You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.

Beretta 92FS "Samurai Edge" (Albert Wesker)

This custom Beretta 92FS Brigadier is wielded exclusively by Albert Wesker, originally seen in Resident Evil (2002). Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.

Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.

Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS "Samurai Edge" from the Resident Evil video game series.
Wesker's Samurai Edge in Resident Evil 5.
Wesker goes in for the kill.
Seems Wesker has the upper hand...
Well, he has the high ground, at least.
Wesker takes aim with his customized Beretta.
Wesker reloads the Samurai Edge.
Wesker with his Samurai Edge in an official art.

Beretta 93R

Returning from Code Veronica, an actual Beretta 93R (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted "over-barrel" on a scope mount bolted to the pistol frame.

The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.

Beretta 93R - 9x19mm
Resident Evil 5 Beretta 93R
Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.
Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.

Beretta 96FS "Samurai Edge"

This customized .40S&W "Samurai Edge" is exclusive to player character Barry Burton in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in Resident Evil (2002) as a deliberately overpowered "New Game+" weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&W, the pistol is based on the Beretta 96, equipped with an extended barrel, compensator, and extended magazine.

Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy behind the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.

Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from Resident Evil (2002).
A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.
Barry kills a Majini with the Samurai Edge pistol.
Barry wields the custom Beretta in the official trailer announcing him as a playable character.

Beretta Px4 Storm

The Beretta Px4 Storm is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in Revelations and "Lost in Nightmares" which both take place before Resident Evil 5.

The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.

Beretta Px4 Storm - 9x19mm
Resident Evil 5 Beretta Px4 Storm
Jill takes aim with her Px4 Storm. Note the hammer stays uncocked
Jill reloads the Px4.
Jill finishes a wounded Majini with a double knee drop.
A great close-up of Jill's Px4.

Heckler & Koch P8

The Bundeswehr-issue variant of the 9mm H&K USP, identified by its reversed safety lever markings as well as the correct and easily legible HK logo, P8 model, and 9x19mm caliber markings on the slide, plus the HK P8 logo present on the grip, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.

The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a lot of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.

The weapon is very similar to the Five-seveN in Resident Evil 4, in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.

Heckler & Koch P8 - 9x19mm
Resident Evil 5 H&K P8. Note the accurate trade dress on the slide and frame. This stands in direct contrast to the 92FS, 93R, PX4, Desert Eagle, and Silver Serpent, which do not bear any markings of any sort where they should be present on the model.
Chris engages some tribal Majini during Chapter 3.
Chris reloads his H&K P8.
Wesker fires the P8 in the Mercenaries mode.

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in the game marked under the name "Lightning Hawk", and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in Resident Evil 2, featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.

Technically the "weakest" magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.

IMI Desert Eagle Mark XIX with chrome finish - .50 AE
Airsoft version of Desert Eagle as seen in RE2
Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.
Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.
Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.
Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.
The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.

SIG-Sauer P226

The SIG-Sauer P226 is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. Like the HK P8, this pistol is modeled with accurate trade dress, bearing the SIG Sauer logo and P226 model name on the slide. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.

SIG-Sauer P226 - 9x19mm
Resident Evil 5 SIG-Sauer P226
Chris aims at an infested soldier during Chapter 5.
Chris reloads the P226 when it runs empty.

Silver Serpent

Barry Burton's "Silver Serpent" magnum revolver from Resident Evil (2002 VG) returns in the "Mercenaries Reunion" mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a Colt Python/Colt Anaconda hybrid to a Smith & Wesson Model 500, but still features the same underlug weight.

Replica of Barry Burton's Silver Serpent from Resident Evil (2002).
Smith & Wesson Model 500 with 8 3/8" Barrel - .500 S&W Magnum.
The original Silver Serpent from Resident Evil:Remake.
The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith & Wesson Model 500 as seen by it's gigantic fluted cylinder and S&W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.
"I have THIS!"
Promo image of the four new playable characters, from left to right: Josh with a SIG556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.

Smith & Wesson Model 29

The Smith & Wesson Model 29 is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.

Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
Resident Evil 5 S&W Model 29. Unlike the P8 and P226, the barrel markings aren't very legible.
Chris holds a Model 29 revolver.
Chris does a quick reload.
Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.

Smith & Wesson Model 500

The Smith & Wesson Model 500 returns from Resident Evil 4, this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.

Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when Resident Evil 5 was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.

Smith & Wesson Model 500 - .500 S&W Magnum
Resident Evil 5 S&W Model 500. Similar to the Model 29, the trade dress is present but illegible due to quality.
Wesker takes aim with the S&W Model 500 revolver.
The recoil of the Model 500. The wooden shield had no chance against the .500 S&W Magnum round. Neither had the Majini carrying it.
Chris pulls a lever with the S&W Model 500 in his right hand.
Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.

Shotguns

Ithaca 37

The Ithaca 37 is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.

Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.

Ithaca 37 riot with pistol grip - 12 gauge
Resident Evil 5 Ithaca 37
Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.
An Ithaca 37 on Chris' back as he enters Mercenary mode.
Chris fires the Ithaca 37 at a Cephalo.
A good view of Sheva's Ithaca as she stabs a Majini in the chest.
Chris reloads his Ithaca 37 during the oilfield level.
Sheva poses with an Ithaca 37 in some promotional art.

Benelli M3 Super 90

Returning from Resident Evil 4, the Benelli M3 Super 90 is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during "Lost in Nightmares." The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.

Benelli M3 Super 90 with pistol grip stock combination - 12 gauge
Resident Evil 5 Benelli M3 Super 90
Wesker aims a Benelli M3 in a "Versus" match.
Chris carries a Benelli M3 on his back.
"Agent Zebra"...sorry, "Safari Chris" kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.
Chris pumps the M3 Super 90 after gunning down a Majini from up close.
Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.
Sheva armed with a Benelli M3 shotgun in a promo image.

SWD/Cobray Street Sweeper

Retunring (sort of) from Resident Evil 4, an SWD/Cobray Street Sweeper is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the "Jail Breaker" in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the spread as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.

The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.

SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge
Resident Evil 5 Jail Breaker
A Street Sweeper hidden in a metal crate.
Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.
Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.
A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an Armsel Striker; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.

Hydra

The "Hydra" is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.

This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the "Jail Breaker" it has an upgradable attack range.

John Dickson & Son Triple Barrel Side by Side Shotgun - 16 Gauge
Resident Evil 5 Hydra Shotgun
Chris reloads the Hydra.
Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.

Submachine Guns

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears in the game as "H&K MP5". It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during "Lost in Nightmares." BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.

Like all the other "machine gun" type weapons, it fires "machine gun ammunition". It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).

Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm
Resident Evil 5 MP5A3
Chris fires his H&K MP5A3.
Jill pulls back the bolt of the MP5A3 before reloading it.
Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.

Skorpion vz. 61

The Skorpion vz. 61 is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but two full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.

Jill carries two Skorpions during a boss battle against her midway through the game. In "Desperate Escape", following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.

Skorpion vz. 61 - .32 ACP
Resident Evil 5 Skorpion vz. 61
Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.
Chris shoots a way through the incoming Majini tribesmen.
Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.
Unlockable figure of Jill Valentine posing with two Skorpion submachine guns. The film version of Jill is seen carrying these in Resident Evil: Retribution.
Jill shooting with one Skorpion in a cutscene from "Desperate Escape".
Another picture of Jill shooting with one Skorpion in a cutscene from "Desperate Escape".

Assault Rifles

AK-74

The AK-74 is one of the "machine guns" that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity.

The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the "Experimental Facility" Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.

AK-74 - 5.45x39mm
Resident Evil 5 AK-74
Chris discovers an AK-74 in a steel crate.
Chris engages some infested soldiers with his newly-acquired AK-74.
Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.

SIG-Sauer SIG556 HOLO

The SIG-Sauer SIG556 HOLO is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.

Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.

SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm
Resident Evil 5 SIG556 HOLO.
The SIG556 HOLO has a polymer magazine.
Chris reloads the SIG556 HOLO.
Sheva reloads the SIG556 HOLO.
Sheva pulls the charging handle of the SIG556 HOLO.
Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.
Josh and the rest of Delta team, armed with SIG556 HOLOs.
Josh with his SIG556 HOLO.

Sniper Rifles

Sako 75

The Sako 75 is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.

Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.

Sako 75 Varmint - .223 Remington
Resident Evil 5 Sako 75
The "S75", as it is known in the game, on Chris's back, along with his machete.
Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.
Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.
Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.

SVD Dragunov

The SVD Dragunov is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.

SVD Dragunov Sniper Rifle - 7.62x54mmR
Resident Evil 5 SVD
An SVD Dragunov on Sheva's back in Mercenary mode.
Another angle of that SVD on her back.
Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.
Sheva reloads the SVD.
Unlockable figure of Sheva posing with the SVD.

Heckler & Koch PSG1

The Heckler & Koch PSG1 is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the G3 battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the HK11 automatic rifle series, making it the only weapon in the game with a max capacity lower than it can hold in real life.

In "Lost in Nightmares," a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.

It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the "weakest" rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.

Heckler & Koch PSG1 - 7.62x51mm NATO
Resident Evil 5 H&K PSG1
A PSG1 rifle in a metal box.
View through the PSG1's scope. Josh's scoped SIG556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.
Chris reloads his PSG1.

Heavy Weapons

Milkor MGL Mk 1L

The Milkor MGL Mk 1L is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.

In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.

Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
Resident Evil 5 Grenade Launcher
The MGL Mk 1L in a metal crate.
The MGL Mk 1L on Chris's back.
Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.
Good view of the MGL as a Majini tries to eat Chris alive.

Hybrid Machine gun

A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a 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 an RPK style fore grip, and a PKM style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in Resident Evil 6.

M249-E2 SAW with a 200 round ammo drum - 5.56x45mm
RPK Light Machine Gun with 40 round magazine - 7.62x39mm
PKM with latest version of Flash hider - 7.62x54mmR
Chris opens fire on Majini pursuing the Humvee.
Chris with the Hybrid machine gun.
Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring Gigante enemies from Resident Evil 4 whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.

M134 Minigun

There are two Miniguns in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the "Gatling gun" can be purchased for ₦50,000. No upgrades are available for this weapon.

The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.

The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.

Heavy Metal Chris carries one in Mercenaries Reunion.

M134 Minigun with ammo backpack.
Chris fires the unlockable handheld minigun.
Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.
Sheva opens fire with the vehicle mounted M134.
A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called "JJ" who wielded a similar weapon in Resident Evil 4, and is another enemy copied from the previous game with no explanation.

M2 Flamethrower

The M2 Flamethrower can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.

As with the flamethrower in Resident Evil 2, the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.

M2 Flamethrower
Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.
Chris engages the mutant from up close. The flamethrower holds 100 "rounds", which last for about 12-15 seconds.
Sheva gives Mkono a warm welcome.

General Dynamics GAU-19/A

The General Dynamics GAU-19/A is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy tanks the weapon is treated more like a machine gun in Resident Evil (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.

GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG
Chris examines the GAU-19A that nearly blew his head off.
Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.
An angry Majini with a GAU-19/A aboard Irving's yacht.
Chris test fires the GAU-19/A machine gun.

RPG-7

Returning from Resident Evil 4, three varieties of the RPG-7 can be found in Resident Evil 5. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.

A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.

The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.

RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.

Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage "Ship Deck" in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.

Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5.

RPG-7V1 with PGO-7 scope - 40mm
Resident Evil 5 RPG-7
An RPG-7 placed in a metal box.
Chris and Sheva reload the RPG-7 at the hangar.
View through the scope of the standard RPG-7.
View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as "RPG-7 NVS" (Night Vision Sight).
A Majini soldier aims his RPG-7 at Chris and Sheva.

FIM-92A Stinger

A Majini uses a FIM-92A Stinger surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape". Unlike in Resident Evil 2, here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the pilot instead.

FIM-92A Stinger - 70mm
The Majini aims the FIM-92A Stinger at Doug's helo.
He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SIG556.

Explosives

Mk 48 Grenade Series

A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.

Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.
Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.
Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.
Uroboros Mkono about to taste an incendiary grenade.

M26 Frag Grenade

Some of the infested soldiers have M26 hand grenades on their vests. These can be shot, with predictable results.

M26 High-Explosive Fragmentation hand grenade
Bunch of M26 grenades visible on the soldier's vest.

Model 24 Stielhandgranate

Despite carrying M26 hand grenades, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail Model 24 Stielhandgranates (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report only affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed Plaga form.

Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve
A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).

Proximity Mine

The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.

The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.

A proximity mine placed on a shelf.
Chris about to place the proximity mine.

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