Resident Evil 6 (known as Biohazard 6 in Japan) is the eight numbered installment (counting Resident Evil Zero and Code Veronica) in the Resident Evil video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.
The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.
- Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.
- Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).
- Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.
- Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as "Agent" takes the role of Ada's partner, who has no interactions with the story.
The following weapons appear in the video game Resident Evil 6:
WARNING: MINOR SPOILERS
Resident Evil 6 ditches the store and money system found in 4 and 5. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, "points" can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is still present but functionally simplified, as each weapon in each player characters' complete arsenals will have its own ammo type.
Gameplay in Resident Evil 6 involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in 4 and 5 have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.
Like 4 and 5, almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.
As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.
The "Wing Shooter" is Leon's handgun. It is primarily based on the H&K VP70 with elements of the Walther P5, but longer than both, with the magazine release of a Walther P99QA. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.
The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.
As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard "staging" the trigger. This is a feature of the real VP70, where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.
Heckler & Koch VP70Z - 9x19mm
Leon holds his Wing Shooter in the Tall Oaks university. While Resident Evil 4
rigidly used high ready pistol positions, Resident Evil 6
uses low ready positions instead.
Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.
Reloading the single Wing Shooter.
Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.
Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.
Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...
...and inserts both of the new ones.
Leon quick fires his pistols while dual-wielding.
After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.
Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.
Leon dual-welds his Wing Shooters in Lanshiang.
A cutscene during the prologue (an in medias res
segment chronologically set near the end of Leon & Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.
Leon racks the slide on his Wing Shooter.
The "Wing Shooter"'s raw model.
Helena's primary sidearm is the "Picador" (named after the lancers in traditional Spanish bullfighting), which appears to be a Steyr M9. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.
The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.
Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.
Helena and Leon aims at a small group of zombies.
Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.
Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.
Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.
A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.
Chris carries a Picador in a holster in addition to his 909 pistol.
Imposter Ada carries the Picador.
The raw model of the Picador.
Chris Redfield, Jake Muller, and "Agent" carry the Taurus PT909 as their starting gun, which is called "Nine-Oh-Nine" in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.
Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.
Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.
Holding the pistol in cover.
Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.
Jake aims his Taurus PT909 at the Ustanak.
Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a PT92
. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the USP
's slide release.
Sherry's primary sidearm is called the "Triple Shot". It appears to mostly be a Frankenstein gun, combining elements of the SIG-Sauer P220 Sport and Beretta 93R. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts. As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.
Unlike all the other pistols, the "Triple Shot" has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead.
SIG-Sauer P220 Sport - .45 ACP
Promotional image of Sherry with her "Triple Shot" pistol.
Sherry aims her Triple Shot at several attacking J'avos. Continuing with the "intelligent non-zombie zombie-like enemies" pattern set since RE4, the J'avo have human intelligence and use guns all the time.
Sherry reloads her pistol.
The pistol's slide locks back on empty.
Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.
Sherry aims her Triple Shot pistol in a cutscene.
Model of the "Triple Shot." The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.
IMI Desert Eagle Mark XIX
Returning yet again as the "Lightning Hawk", it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the "Elephant Killer's" .500 S&W magnum ammo). As in Resident Evil 5 the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.
Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and "Agent") get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.
Leon aims his Deagle on the shaky plane. Note the cocked hammer.
The recoil is just as high as ever.
Leon reloads the Lightning Hawk.
The Lightning Hawk's raw model.
The Elephant Killer is a Magnum found in Jake & Sherry's campaign, and is loosely based on the Smith & Wesson Model 500. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.
The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.
Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum
Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words "Elephant Killer".
The left side is marked with "50 mag Special" instead.
Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.
Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.
Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.
Heckler & Koch UMP9
Instead of a pistol, Piers carries a submachine gun largely based on the Heckler & Koch UMP9 as one of his two starting weapons (alongside the "Anti-Materiel Rifle"). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as "MP-AF", short for "Machine Pistol-Accurate Fire". Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds.
Heckler & Koch UMP9 - 9x19mm
Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.
Piers aims at a J'avo in cover.
Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her "Triple Shot", as if there is a massive, invisible selector switch on the side of her pistol.
Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.
Piers advances with his UMP9 at the ready. While it imitates it, the gun is vastly different from an actual UMP9. The selector appears to be borrowed from the 90-degree selectors switches used with FN SCARs
. The notch used to hold the charging handle when pulled back is missing. Both the front and rear sights have been removed and is replaced with a top rail that runs along the entire top of the receiver. The smooth profile of the magazine suggests it feeds from MP5 magazines, rather than the proprietary 9mm magazines exclusive to it. Lastly it appears to be using an AR-15 style gas block, despite real UMPs relying on blowback than a direct-impingement system to cycle itself.
Some enemies are armed with guns mainly based on the Ruger MP9, with elements of the Cobray M11/9. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the "Ammo Box 50" in game, it holds 50 rounds per magazine.
Ruger MP9 (with stock folded) - 9x19mm
Ada's idle animation with the "Ammo Box 50".
Ada's aims at a J'avo also armed with the "Ammo Box 50". Much like in Resident Evil 4
, Ada aims the weapon from her hip.
Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.
The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the "Triple Shot".
Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.
The Ruger MP9 being wielded by several Edonian J'avos.
Promotional image of a J'avo armed with an MP9.
FN Tactical Police
The "Assault Shotgun" is primarily based on the FN Tactical Police. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC "Survivors" (a mode first introduced in the previous game); when paired with the "Rock Steady" skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.
FN Tactical Police - 12 gauge
Chris holds his on-site procured FN Tactical Police shotgun in Edonia.
Aiming the Assault Shotgun.
Reloading the shotgun. Unlike 4
, the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.
Giving the shotgun a pump at the end of the reload.
The fictional, triple-barreled Hydra shotgun from Resident Evil 5 makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.
Resident Evil 5 Hydra Shotgun
Helena holds the Hydra while her partner Leon performs an idle animation.
Helena aims the Hydra shotgun at a zombie who tried to attack her.
After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.
Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded in gameplay).
Ithaca 37 "Stakeout"
A pump-action shotgun that resembles the Ithaca 37 makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the "Triple Shot", the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.
Ithaca 37 "Stakeout" - 12 gauge
Leon holds an empty shotgun in a forest cemetary.
After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.
The reload is always ended with a pump of the handle.
The shotgun is aimed at a crawling zombie.
Leon fires the shotgun at the zombie.
Leon pumps the shotgun, ejecting a spent shell.
Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.
The "Bear Commander" is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of Resident Evil 5's SIG-Sauer SIG556 HOLO, the DSA SA58 OSW, Remington ACR, and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.
Sherry readies her "Bear Commander".
Sherry aims her assault rifle. Like many others, the "Bear Commander" doesn't have a modeled laser sight, so the laser comes out of the barrel instead.
Sherry reloads her weapon.
"Assault Rifle for Special Tactics"
In addition to his 909 (and a combat knife), Chris starts with the "Assault Rifle for Special Tactics", a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the G36s and SIG556 HOLOs they previously carried. Its design is similar to an ACR, but it has a carry handle and charging handle similar to the FAMAS. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.
One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.
Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO
Chris readies his assault rifle moments after fast-roping off of a helicopter.
Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from 4
, J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.
Chris and Piers enter an alleyway filled with J'avo fighters.
Chris aims his rifle from cover.
After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the "MP-AF", complete with Chris flipping the gun over to rack the charging handle.
Chris looks at one of his BSAA teammates, who is armed with the "Assault Rifle for Special Tactics".
Chris and Piers advancing together, equipped with the "Assault Rifle for Special Tactics" and the "MP-AF" respectively.
Promotional image of Chris Redfield with his rifle.
A 5.56mm NATO rifle most closely resembling the AEK-971 appears in Leon's campaign as the "Assault Rifle RN". It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.
AEK-971 (Current Model) with folding stock - 5.45x39mm
Helena discovers the "Assault Rifle RN" right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.
Helena skulks around in the catacombs with the "Assault Rifle RN".
Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.
Helena kills a downed zombie with a bayonet thrust.
After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.
The model of the "Assault Rifle RN". Note that its charging handle is ambidexterous, unlike the AEK-971.
SIG-Sauer SSG 3000
In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the SIG-Sauer SSG 3000 or the Steyr Scout can be found and used. It is simply named "Sniper Rifle".
Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by "The Family" also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.
SIG-Sauer SSG 3000 - 7.62x51mm NATO
Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.
Aiming the sniper rifle at a J'avo.
Sherry operates the bolt after a shot.
Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.
Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the "Anti-Materiel Rifle".
Piers' other starting weapon (in addition to the "MP-AF") is a massive fictional sniper rifle called the "Anti-Materiel Rifle". It appears to be a cross between the Mechem NTW-20 and the Accuracy International Arctic Warfare 50. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.
Mechem NTW-20 - 20x83.5mm MG151
Accuracy International Arctic Warfare 50 - .50 BMG
Piers looks around anxiously while carrying his "Anti-Materiel Rifle". For some reason, when characters go idle, most characters play an "anxious" animation before going into their actual relaxed idle animation.
Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.
Piers operates the massive bolt on the AMR after his epic shot.
Piers reloads his "Anti-Materiel Rifle" while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.
Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a "T-42" tank, which appears to be a over-sized Sherman tank(!).
The AM Rifle's raw model.
"Semi Automatic Sniper Rifle"
A 7.62mm sniper rifle that appears to be a combination of the Mk 14 Mod 0 and a Remington MSR can be used, called the "Semi Automatic Sniper Rifle." It holds five rounds and fires in semi-automatic.
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner "Agent" also uses one, as does Ellis from Left 4 Dead 2 in No Mercy.
Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO
Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum
Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.
The scope of the hybrid sniper rifle.
Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...
...and pulls the charging handle.
Enemy J'avo snipers that appear in some levels wield what appears to be SVD Dragunov sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.
SVD Dragunov - 7.62x54mm R
A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.
The sniper aims at Sherry.
A closer look at a J'avo sniper and his sniper rifle.
Light Machine Guns
Hybrid Machine Gun
The fictional M249-RPD-PKM hybrid machine gun from Resident Evil 5 reappears again and is seen being carried by some J'avo. Similar to Resident Evil 5, this weapon is only used during a car chase sequence in Chris campaign Chapter 3.
M249-E2 SAW with a 200 round ammo drum - 5.56x45mm
RPD light machine gun - 7.62x39mm
PKM with latest version of flash hider - 7.62x54mmR
Promotional image of a J'avo with the Resident Evil 5
hybrid machine gun.
Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.
After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.
The RPG-7 appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach.
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only "power" weapon which doesn't spawn ammo.
RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm
"There's always a final boss, always a helicopter, always a rocket launcher..."
Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.
After defeating Major Spoilers, Helena holds the empty RPG-7.
Promotional image of a J'avo armed with an RPG-7.
A J'avo aims his RPG-7 at a BSAA helicopter.
The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.
Fictional Grenade Launcher
The "Bear Commander" assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.
The "Bear Commander" in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.
Sherry reloads the grenade launcher.
Hybrid Grenade Launcher
A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the Resident Evil series, the ARWEN 37 and the Milkor MGL. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds.
Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.
Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.
After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the "Elephant Killer" reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).
GL model. Note the stock, similar to a Mk 14
During Chris' campaign, a BSAA cleanup crew armed with M2 Flamethrowers is seen destroying J'avo pupae in the wreckage of an apartment block. The flamethrower model is lifted directly from the Uroboros Mkono fight in Resident Evil 5.
Piers takes a moment to examine a BSAA soldier's M2 flamethrower. He then makes plans to stay as far away from this man as possible when the bullets start flying.
Browning M2s in remote weapon stations can be seen mounted on BSAA APCs during Chris' campaign.
Piers examines the Browning M2 mounted on a BSAA BRDM-2 APC, experiencing acronym overload.
During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage Flakvierling 38 anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.
Flakvierling 38 - 20x138mm B
Piers watches as one of his BSAA friends operates his secret Gun Sabotaging Case.
The GAU-19 hybrid that was seen in Resident Evil 5 makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in Resident Evil 5, all of these guns have unlimited ammo but will overheat from continous fire.
GD GAU-19/A with muzzle brake and mount - .50 BMG
Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.
The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.
Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...
...who is chasing the duo via a fleet of attack helicopters, armed with three GAU-19s
. "Over-the-top" doesn't even begin to describe this.
During a remarkably silly battle in Chris' campaign, he and Piers must face off with a parked aircraft armed with three giant GE M134 Miniguns.
General Electric M134 - 7.62x51mm NATO
The Minigun Plane makes its grand entrance.
"Well, that was certainly something..."
M230 Chain Guns are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.
Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.
Helena and Leon make their escape in Ada's helicopter.
A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm Schwerer Gustav railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.
While wandering around his local warzone, Piers encounters a gun almost as big as Chris.
The railway gun enters the battle.
After firing a few shots, the railway gun stops moving and becomes an enemy spawnpoint.
Like Resident Evil 5, there are three types of grenades in Resident Evil 6: Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as 5. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.
Chris prepares to throw a hand grenade in Mercenaries mode. Like 5
, Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.
Jake about to toss a flash grenade at a few charging J'avos.
Ada prepares to burn some zombies.