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Resident Evil 5

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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 town 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 and its DLC:


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, capacity, and attack range upgraded. A few weapons can also upgrade their 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.

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), weapons are aimed using their attached 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.

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 an accessory rail 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 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 the concept 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 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 redundantly fitted with a folded shoulder stock.

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.

Airsoft replica of Barry's Samurai Edge
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 B.S.A.A: 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.
Jill reloads the Px4.
Jill finishes a wounded Majini with a double knee drop.
A great close-up of Jill's Px4.

Colt Python

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."

Prop version of Barry's .44 Magnum
File:RE1 44magnum.jpg
Custom Colt Python as seen in Resident Evil (2002)
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.
"I have THIS!"
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

The Bundeswehr-issue variant of the 9mm H&K USP, identified by its reversed safety lever markings, 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. Wesker carries a P8 (along with a Model 500 and a lot of explosives) in the Mercenaries mode 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 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. 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
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. Wesker carries one in the Mercenaries when equipping his STARS costume, while Sheva uses one alongside the P8 in her "Business" costume.

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. 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. 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-round magazine in the 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.

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. 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. 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
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. 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. 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
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. Chris carries one in his default costume (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. 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.

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. 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. Called the "Jail Breaker" in-game, it has an upgradable effective range. 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 Sawed-off Shotgun

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. 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.

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. Due to a bug, the characters first insert two shells at once, and another one later.

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." 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.

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, Jill also uses one in her Battlesuit costume (alongside a PSG-1). Sheva carries another, alongside a Beretta 92FS and an SVD, in her default BSAA Mercenaries costume.

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. Sheva carries one in her Clubbin' costume in the base game's Mercenaries mode; 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 soldiers. It is found fairly late into the game, in Chapter 5-2. Chris carries one in his STARS costume in the Mercenaries with his STARS costume; Sheva has one in her Fairytale costume 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 SIG SG 556 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. Sheva carries one in her BSAA costume 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. 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.

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 SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.
Chris reloads his PSG1.

Heavy Weapons

Milkor MGL Mk 1L

The 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.

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.

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 you beat the game on any difficulty, the "Gatling gun" can be purchased for N50,000.

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.

Chris carries one in his Heavy Metal costume in the Mercenaries Reunion.

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
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. 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.

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.

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 break 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

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.

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.

RPG-7 - 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 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.

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.

File:-0976t.jpg
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 SG 556.

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, some soldiers are throwing low-detail Model 24 Stielhandgranates (likely recycled from RE4) 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.

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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