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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 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.

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


Handguns

Beretta 92FS

The 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". 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 Berettas as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses the 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.

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 is ridiculously high capacity shared by the "starter" weapons of each type - the Skorpion, Ithaca 37 and Sako 75.

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"

This modified 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, an extended rail mount, a skeleton 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.

Wesker's Custom Samurai Edge Beretta 92FS 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, the Beretta 93R 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" which is a burst firing pistol but 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 carries one in-game.

Beretta 93R - 9x19mm
Resident Evil 5 Beretta 93R
Chris sends a quick burst into the Majini's stomach.
Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.

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 in bursts. 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 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 P-8 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.

Airsoft replica of Barry's Samurai Edge - Fake .40 S&W
For more images of the custom Samurai Edge, please visit the discussion page.
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 zombie 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 mini-game. It does not exist in the game's story because Jill equipped a regular Beretta 92FS during the flashback scene (Lost in Nightmares).

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 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).

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". 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. 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.

The in-game version is identical to the Desert Eagle Leon Kennedy/Brian Iron 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.

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 zombie onslaught in Chapter 1-1.
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...)
Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.
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.

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 P-8, 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.

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 .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.

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.

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.

Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it.

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 and is a 5-shot riot gun fitted with a Stakeout model's rear pistol grip. while the weakest of shotguns in game 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.

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, being covered by the laser sight.

Ithaca Model 37 - 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 zombie 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 (this time with its correct name but without the Benelli M4-style folding stock), the Benelli M3 Super 90 is the second available shotgun in game. 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.

Chris carries one (along with a Sig 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.

Benelli M3 Super 90 - 12 gauge with pistol grip stock combination
Resident Evil 5 Benelli M3 Super 90
Wesker aims a Benelli M3 in Mercenary mode.
Chris carries a Benelli M3 on his back.
"Agent Zebra"...sorry, "Safari Chris" kills a zombie with the M3 in Mercenaries mode.
Chris pumps the M3 Super 90 after gunning down a zombie 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 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, in game this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.

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 MP-5) in Mercenaries Reunion.

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. 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.
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

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.

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.

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 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 MP5A3 appears in the game as "H&K MP5" and features an unrealistic 45-round magazine by default, which can be upgraded to holds an impressive and impossible load of 150 rounds. 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.

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 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.

Skorpion Vz. 61

The 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.

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 carrying these in Resident Evil: Retribution.

Assault Rifles

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.

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 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.

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.

SIG SG 556

The SIG SG 556 is depicted as the primary weapon of the BSAA. Like the MP5A3, it is equipped with a EOTech sight (a holosighht 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 ingame model, though it also isn't used. The SIG SG 556 maxes out it's ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90 round drum. Depicted to be fully automatic; the real Sig 556 is a semi-auto only DMR for civilian use.

Chris carries one in his STARS costume in the Mercenaries with his STARS costume; Sheva has one in her Fairytale costume in Reunion.

SIG SG 556 - 5.56x45mm
Resident Evil 5 SIG SG 556.
The SG 556 with polymer magazine.
Chris reloads the SG 556.
Sheva pulls the charging handle of the SG 556.
Sheva reloads the SG 556.
Chris opens fire with the SG 556, unlucky for the zombie trying to eat him.
Josh and the rest of Delta team, armed with SIG SG 556's.
Josh with his SIG SG 556.

Sniper Rifles

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.

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. 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 7.62mm 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.

Sheva carries one in her BSAA costume in the Mercenaries.

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 zombie-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 later in the game on the tanker 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 this includes 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 final capacity lower than it can hold in real life.

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. 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.

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. In game 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 zombie 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 a RPK style fore grip, and a PKM style carry handle and front sight. This same gun is used by several enemies 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, one of the Tricell pets. During this boss battle, the game switches to first-person perspective.

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.

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.

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 a naval mounting in the third chapter. Two GAU-19/A's are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat.

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.

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.

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. Due to a bug, 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 about to throw a frag grenade towards the Majini soldiers.
Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majinies.
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 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, although these only effect the player.

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.

Beta / Removed Weapons

Silver Ghost

Chris uses a modified version of Leon's custom handgun called the Silver Ghost [1]. 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.

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, or a more high-res version of the Army Handgun from Resident Evil 0.

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.
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.
Chris with the 1911. Note the threaded barrel, trigger and finger rest.

"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 G41 nor FN SCAR, even 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 (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, just like the default handgun animation.

Hybrid Assault Rifle, as it originally appears in Dead Rising
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.

See Also


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