<?xml version="1.0"?>
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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PrototypeFan</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PrototypeFan"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/PrototypeFan"/>
	<updated>2026-06-21T17:15:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Watcher&amp;diff=963931</id>
		<title>The Watcher</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Watcher&amp;diff=963931"/>
		<updated>2015-09-26T08:31:35Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Watcher &lt;br /&gt;
|picture = The Watcher poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] &lt;br /&gt;
|director = Joe Charbanic&lt;br /&gt;
|date= 2000&lt;br /&gt;
|language = English, Vietnamese&lt;br /&gt;
|studio=Lewitt &amp;lt;br&amp;gt;Eberts Prouctions &amp;lt;br&amp;gt;Choi / Niami Prouctions &amp;lt;br&amp;gt;Driven Productions&lt;br /&gt;
|distributor=Universal Pictures&lt;br /&gt;
|character1=Griffin&lt;br /&gt;
|actor1=[[Keanu Reeves]]&lt;br /&gt;
|character2=Campbell&lt;br /&gt;
|actor2=[[James Spader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Watcher}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Campbell ([[James Spader]]) carries [[Glock 17]] as his sidearm. Later he gave it to Griffin ([[Keanu Reeves]]).&lt;br /&gt;
[[image:Glock171stGen.jpg|thumb|none|300px|1st Generation Glock 17 - 9x19mm.]]&lt;br /&gt;
[[Image:The Watcher pistol 2.jpg|thumb|none|600px|Campbell holds his Glock 17.]]&lt;br /&gt;
[[Image:The Watcher pistol 3.jpg|thumb|none|600px|Campbell takes aim at Griffin.]]&lt;br /&gt;
[[Image:The Watcher pistol 1.jpg|thumb|none|600px|Campbell fires his pistol.]]&lt;br /&gt;
[[Image:The Watcher pistol 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:The Watcher pistol 8.jpg|thumb|none|600px|Griffin threatens Polly.]]&lt;br /&gt;
[[Image:David_allen_griffin_with_a_gun_by_jasonpictures-d9axb86.jpg|thumb|none|600px|Griffin points Glock 17 at Campbell.]]&lt;br /&gt;
[[Image:David_Allen_Griffin_With_a_Gun.jpg|thumb|none|600px|Ready to shoot.]]&lt;br /&gt;
[[Image:The Watcher pistol 9.jpg|thumb|none|600px|Close view of the muzzle.]]&lt;br /&gt;
[[Image:The Watcher pistol 10.jpg|thumb|none|600px|Pistol's number can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed Off 12 Gauge Double Barreled Shotgun==&lt;br /&gt;
Griffin uses the Sawed Off [[12 Gauge Double Barreled Shotgun]]. Later we can se this gun in the Campbell's hands.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[Image:The Watcher shotgun 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:The Watcher shotgun 2.jpg|thumb|none|600px|Campbell holds the captured shotgun...]]&lt;br /&gt;
[[Image:The Watcher shotgun 3.jpg|thumb|none|600px|...and press the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==M16 Rifle==&lt;br /&gt;
Special Forces were armed with the [[M16 Rifle]].&lt;br /&gt;
[[Image:M16-SP1.jpg|thumb|none|500px|The original M16, the first version, firing in a 20-round magazine, adopted in large numbers by the U.S. Air Force in Vietnam. This has the original '''3-prong flash hider'''.  It would later be replaced by the upgraded M16A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:The Watcher M16 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:The Watcher M16 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:David_Allen_Griffin_With_a_Gun.jpg&amp;diff=963930</id>
		<title>File:David Allen Griffin With a Gun.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:David_Allen_Griffin_With_a_Gun.jpg&amp;diff=963930"/>
		<updated>2015-09-26T08:31:01Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:David_allen_griffin_with_a_gun_by_jasonpictures-d9axb86.jpg&amp;diff=963929</id>
		<title>File:David allen griffin with a gun by jasonpictures-d9axb86.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:David_allen_griffin_with_a_gun_by_jasonpictures-d9axb86.jpg&amp;diff=963929"/>
		<updated>2015-09-26T08:28:40Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Time_Crisis_3&amp;diff=962114</id>
		<title>Time Crisis 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Time_Crisis_3&amp;diff=962114"/>
		<updated>2015-09-19T12:33:33Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Accuracy International Precision Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Time Crisis 3&lt;br /&gt;
|picture=Timecrisis3.jpg&lt;br /&gt;
|caption=''Time Crisis 3 (2003)''&lt;br /&gt;
|series=Time Crisis&lt;br /&gt;
|date=2003 (Arcade)&amp;lt;br&amp;gt; 21 October 2003 (Playstation 2)&lt;br /&gt;
|developer=Nextech&amp;lt;br&amp;gt;(Currently known as Nex Entertainment)&lt;br /&gt;
|platforms=Arcade&amp;lt;br&amp;gt;Playstation 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Namco&lt;br /&gt;
|genre=Light gun shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Time Crisis 3}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW99==&lt;br /&gt;
VSSE agents Alan Dunaway and Wesley Lambert both use a heavily modified [[Smith &amp;amp; Wesson SW99]] pistols with a laser sight. Like the previous game, Wesley's SW99 is two-tone while Alan's is not. &lt;br /&gt;
In the final mission of Crisis mission mode, their sidearms are inaccurately depicted as capable of full auto fire and firing 12 gauge buckshot, even grenade rounds. This is done for gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sw99 small.jpg|thumb|none|400px|Smith &amp;amp; Wesson SW99 - 9x19mm]]&lt;br /&gt;
[[Image:Timecrisis-3-alan.jpg|thumb|none|500px|VSSE agent Alan Dunaway with his SW99.]]&lt;br /&gt;
[[Image:TC3 AdamSW99.jpeg|thumb|none|500px|Alan aims his SW99 at Zott.]]&lt;br /&gt;
[[Image:SW99 2Tone.jpg|thumb|none|400px|Smith &amp;amp; Wesson SW99 - Two Tone with Silver Slide - 9x19mm]]&lt;br /&gt;
[[Image:Timecrisis3_wesley.jpg|thumb|none|500px|VSSE agent Wesley Lambert with his two-tone SW99.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220==&lt;br /&gt;
The [[SIG-Sauer P220]] appears as a weapon icon.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGP220.38Super.jpg|thumb|none|400px|SIG-Sauer P220]]&lt;br /&gt;
[[Image:Timecrisis3 handgun.jpg|thumb|none|500px|The P220 in the highlighted weapons icon.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P239==&lt;br /&gt;
Alicia Winston, a guerrilla fighter of the Lukano Liberation Army, uses a [[SIG-Sauer P239]] with a two tone finish.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSauerP239TwoTone.jpg|thumb|none|400px|SIG-Sauer P239 with two tone finish - .40 S&amp;amp;W, .357 SIG]]&lt;br /&gt;
[[Image:Timecrisis3_alicia_victor.jpg|thumb|none|500px|Alicia Winston (Left) with her P239. Note full engraved cocking serrations.]]&lt;br /&gt;
[[Image:Timecrisis3 p90 2.jpg|thumb|none|500px|Alicia Winston with her P239.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
M1911A1 variants are used by Zagorias Federation soldiers. It is also used by LLA fighters, most likely taken from slain ZF soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Veteran_Colt_1991A1_Series_80.jpg|thumb|none|400px|Colt M1911A1 Series 80 - .45 ACP]]&lt;br /&gt;
[[Image:Timecrisis3 enemyhandgun.jpg|thumb|none|500px|Red Zagorian soldiers with their M1911A1s.]]&lt;br /&gt;
&lt;br /&gt;
An engraved golden M1911A1 variant is used by Giorgio Zott, commander of the Zagorias Federation Army. He uses it to threaten Daniel Winston, LLA commander.&lt;br /&gt;
&lt;br /&gt;
[[File:1911engraved.jpg|thumb|400px|none|M1911A1 with nickel engraved slide and pearl grips - .45 ACP]]&lt;br /&gt;
[[Image:Timecrisis3 zotthandgun.jpg|thumb|none|500px|Giorgio Zott and his M1911 threaten Daniel Winston.]]&lt;br /&gt;
[[Image:TC3 ZottColt.jpg|thumb|none|500px|Zott cocks his M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712==&lt;br /&gt;
Wild Dog and his disciple Wild Fang use a [[Mauser M712 Schnellfeuer]] with a 20 round magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|400px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Timecrisis3 WildDog.jpg|thumb|none|500px|Wild Dog with his M712 during a boss fight.]]&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
A [[Kampfpistole Z#Leuchtpistole|Leuchtpistole]] appears as a weapon icon. It appears in the game as a grenade launcher and it's the most powerful weapon at the agent's disposal, though it acts more like an RPG.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg |thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:Timecrisis3 grenade.jpg |thumb|none|500px|The Leuchtpistole in the highlighted weapons icon.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
Zagorian heavy soldiers and Victor Zahn use modified [[FN P90]]s equipped with a suppressor style compensator and custom fore end. In cutscenes, it is often used by normal Zagorian soldiers. But in story mode, only heavy soldiers use it. In the PS2 version, very few normal Zagorian soldiers use it in Crisis Mission mode. It is also used by LLA fighters, taken from slain ZF soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - left side view - 5.7x28mm]]&lt;br /&gt;
[[Image:Timecrisis3 p90.jpg|thumb|none|500px|normal Zagorian soldiers hold P90 in Arcade Story cutscenes.]]&lt;br /&gt;
[[Image:Timecrisis3 p90 2.jpg|thumb|none|500px|P90 used by LLA fighters during a gunfight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
Giorgio Zott uses a (rather large) [[Heckler &amp;amp; Koch MP5A3]] in the final battle. It's equipped with a triple magazine clamp, a red dot scope and a custom flash hider.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|380px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:Timecrisis_3_Giorgio_Zott.jpg|thumb|none|500px|Giorgio Zott and his MP5A3.]]&lt;br /&gt;
[[Image:Timecrisis3_mp5ingame.jpg|thumb|none|500px|Giorgio Zott and his MP5A3 during a boss fight.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The Ingram MAC-11 appears as a weapon icon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|400px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[Image:Timecrisis3_machinegun.jpg|thumb|none|500px|The MAC-11 in the highlighted weapons icon.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Precision Marksman ==&lt;br /&gt;
Both Zagorian snipers and Alicia Winston use the Accuracy International Precision Marksman, the early version of the [[L96A1]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|400px|Accuracy International Precision Marksman - 7.62x51mm NATO (Designated L96A1 by the British Military)]]&lt;br /&gt;
[[Image:Timecrisis3_scoutrifle.jpg|thumb|none|500px|In the opening, a normal Zagorian soldier holds his Precision Marksman.]]&lt;br /&gt;
[[Image:TC3 AliciaPM.jpg|thumb|none|500px|Alicia checks on Daniel with the PM slung over her back.]]&lt;br /&gt;
[[Image:Alicia_Sniper.jpg|thumb|none|500px|Alicia holding the PM in one of the cutscenes at her stages.]]&lt;br /&gt;
&lt;br /&gt;
== Unknown Rifle ==&lt;br /&gt;
Used by Zagorian snipers in some cutscenes. In-game, all Zagorian snipers use precision marksmen-type rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:Timecrisis3_unkownrifle.jpg|thumb|none|500px|A Zagorian sniper shoots his bolt-action rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
A short-barreled [[Remington 870]] appears as a weapon icon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Pstlgrip.jpg |thumb|none|400px|Short-barreled Remington 870 with Pachmayr &amp;quot;Vindicator Grip&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:Timecrisis3 shotgun.jpg|thumb|none|500px|A Remington 870 in the highlighted weapons icon.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
== Carl Gustav M1 ==&lt;br /&gt;
The [[Carl Gustav M1]] is used by Zagorian soldiers. It is also used by Lukano Liberation Army soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Carl Gustaf recoilless rifle.jpg|thumb|none|400px|Carl Gustav M1 - 84mm]]&lt;br /&gt;
[[Image:Timecrisis3_M1_M2.jpg|thumb|none|500px|A Zagorian soldier (left) firing the Carl Gustav M1.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
Giorgio Zott dual-wields [[M202 FLASH]] launchers as a last resort against Alan and Wesley in the final boss fight.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|380px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:TC3 ZottFlash.jpg|thumb|none|500px|Zott drops dead. Note the single, forward-mounted grip and trigger, and the rocket visible in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
A [[Mk 2 hand grenade]] is used by Victor Zahn as his main weapon in a boss fight.&lt;br /&gt;
[[File:MkII post-WWII grenade.JPG|thumb|none|300px|Mk.2 hand grenade made after WWII.]]&lt;br /&gt;
[[Image:Timecrisis3_alicia_victor.jpg|thumb|none|500px|Victor Zahn (right) with his Mk 2 hand grenades in a bandolier.]]&lt;br /&gt;
&lt;br /&gt;
== M26 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M26 hand grenade]]s are used by Zagorian soldiers.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|400px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Timecrisis3_M1_M2.jpg|thumb|none|500px|Zagorian soldier (right) prepares to throw M26.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
The [[M2 Flamethrower]] is used by Zagorian soldiers.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|400px|M2 Flamethrower]]&lt;br /&gt;
[[Image:Timecrisis3_m2.jpg|thumb|none|500px|Zagorian soldier uses M2 flamethrower during a gunfight in Crisis Mission Mode.]]&lt;br /&gt;
&lt;br /&gt;
{{Time Crisis Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Alicia_Sniper.jpg&amp;diff=962113</id>
		<title>File:Alicia Sniper.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Alicia_Sniper.jpg&amp;diff=962113"/>
		<updated>2015-09-19T12:32:26Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Heathers&amp;diff=961917</id>
		<title>Heathers</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Heathers&amp;diff=961917"/>
		<updated>2015-09-18T12:07:26Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Colt Python */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:HeathersPoster.jpg|thumb|right|300px|''Heathers'' (1988)]]&lt;br /&gt;
&lt;br /&gt;
'''''Heathers''''' is a 1988 dark, almost surrealistic 'teen' movie that focuses on a young girl named Veronica ([[Winona Ryder]]), who is friends with three of the most popular girls in her high school, all coincidentally named Heather.  Eventually she meets up with a strange and dark rebel, JD ([[Christian Slater]]) who begins to kill the 'popular kids' at school, staging them to look like suicides and using Veronica in the process.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) uses a [[Colt Python]] as his sidearm throughout the movie. He uses this to fire blanks at Kurt Kelly and Ram Sweeney at the cafeteria. He uses this to kill Ram in the woods. During the scene where he tries to blow up the school, Veronica Sawyer ([[Winona Ryder]]) manages to take the gun away from him and severely wound him with it.&lt;br /&gt;
[[Image:ColtPython6In.jpg‎ |thumb|350px|none|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Vlcsnap-32012.jpg|thumb|500px|none|Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) pulls out his Colt Python against Kurt Kelly and Ram Sweeney.]]&lt;br /&gt;
[[Image:Heathers (20th High School Reunion Edition) Screenshot.jpeg|thumb|500px|none|Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) pulls out his Colt Python to shoot at Ram Sweeney.]]&lt;br /&gt;
[[Image:Heathers (20th High School Reunion Edition) Screenshot1.jpeg|thumb|500px|none|Veronica Sawyer ([[Winona Ryder]]) holds JD's Python.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 21 Bobcat ==&lt;br /&gt;
Veronica Sawyer ([[Winona Ryder]]) is given a [[Beretta 21 Bobcat]] by Jason Dean, who lies to her by saying that the bullets won't kill the guys, only knock them out. She uses this gun to shoot at Kurt in the woods but misses.  &lt;br /&gt;
[[Image:StainBob.jpg|thumb|300px|none|Beretta 21 Bobcat in .25 ACP]]&lt;br /&gt;
[[Image:Heathers 216.jpg.jpeg|thumb|500px|none|Veronica Sawyer ([[Winona Ryder]]) pulls the [[Beretta 21 Bobcat]].]]&lt;br /&gt;
[[Image:Heathers 223.jpg.jpeg|thumb|500px|none|Veronica opens fire with the Bobcat.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
Officer McCord (Mark Bringelson) chases after JD and Veronica with his [[Smith &amp;amp; Wesson Model 10]] drawn.&lt;br /&gt;
[[Image:S&amp;amp;W-Model-10.jpg|thumb|350px|none|Smith &amp;amp; Wesson Model 10 Revolver - .38 Special]]&lt;br /&gt;
[[Image:Heath 10.jpg|thumb|500px|none|Officer McCord (Mark Bringelson) chases after JD and Veronica with his [[Smith &amp;amp; Wesson Model 10]] drawn. The officer's name is likely a homage to [[Kent McCord]], the actor who portrayed Officer Reed in the series ''[[Adam-12]]''.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Heathers&amp;diff=961916</id>
		<title>Heathers</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Heathers&amp;diff=961916"/>
		<updated>2015-09-18T12:06:33Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Colt Python */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:HeathersPoster.jpg|thumb|right|300px|''Heathers'' (1988)]]&lt;br /&gt;
&lt;br /&gt;
'''''Heathers''''' is a 1988 dark, almost surrealistic 'teen' movie that focuses on a young girl named Veronica ([[Winona Ryder]]), who is friends with three of the most popular girls in her high school, all coincidentally named Heather.  Eventually she meets up with a strange and dark rebel, JD ([[Christian Slater]]) who begins to kill the 'popular kids' at school, staging them to look like suicides and using Veronica in the process.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) uses a [[Colt Python]] as his sidearm throughout the movie. He uses this to fire blanks at Kurt Kelly and Ram Sweeney at the cafeteria. He uses this to kill Ram in the woods. During the scene where he tries to blow up the school, Veronica Sawyer ([[Winona Ryder]]) manages to take the gun away from him and severely wound him with it.&lt;br /&gt;
[[File:Vlcsnap-32012.jpg|Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) pulls out his Colt Python against Kurt Kelly and Ram Sweeney.]]&lt;br /&gt;
[[Image:ColtPython6In.jpg‎ |thumb|350px|none|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Heathers (20th High School Reunion Edition) Screenshot.jpeg|thumb|500px|none|Jason &amp;quot;JD&amp;quot; Dean ([[Christian Slater]]) pulls out his Colt Python to shoot at Ram Sweeney.]]&lt;br /&gt;
[[Image:Heathers (20th High School Reunion Edition) Screenshot1.jpeg|thumb|500px|none|Veronica Sawyer ([[Winona Ryder]]) holds JD's Python.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 21 Bobcat ==&lt;br /&gt;
Veronica Sawyer ([[Winona Ryder]]) is given a [[Beretta 21 Bobcat]] by Jason Dean, who lies to her by saying that the bullets won't kill the guys, only knock them out. She uses this gun to shoot at Kurt in the woods but misses.  &lt;br /&gt;
[[Image:StainBob.jpg|thumb|300px|none|Beretta 21 Bobcat in .25 ACP]]&lt;br /&gt;
[[Image:Heathers 216.jpg.jpeg|thumb|500px|none|Veronica Sawyer ([[Winona Ryder]]) pulls the [[Beretta 21 Bobcat]].]]&lt;br /&gt;
[[Image:Heathers 223.jpg.jpeg|thumb|500px|none|Veronica opens fire with the Bobcat.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
Officer McCord (Mark Bringelson) chases after JD and Veronica with his [[Smith &amp;amp; Wesson Model 10]] drawn.&lt;br /&gt;
[[Image:S&amp;amp;W-Model-10.jpg|thumb|350px|none|Smith &amp;amp; Wesson Model 10 Revolver - .38 Special]]&lt;br /&gt;
[[Image:Heath 10.jpg|thumb|500px|none|Officer McCord (Mark Bringelson) chases after JD and Veronica with his [[Smith &amp;amp; Wesson Model 10]] drawn. The officer's name is likely a homage to [[Kent McCord]], the actor who portrayed Officer Reed in the series ''[[Adam-12]]''.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Vlcsnap-32012.jpg&amp;diff=961915</id>
		<title>File:Vlcsnap-32012.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Vlcsnap-32012.jpg&amp;diff=961915"/>
		<updated>2015-09-18T12:05:27Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Baccano!&amp;diff=901013</id>
		<title>Baccano!</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Baccano!&amp;diff=901013"/>
		<updated>2015-03-14T05:31:58Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Pump-Action Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:BaccanoCover.jpg|thumb|right|450px|''Baccano!'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
''Baccano!'' (translated from Italian as &amp;quot;Ruckus&amp;quot;) is a anime television series based on a series of light novels by Ryohgo Narita. The show consists of 13 televised episodes and 3 DVD-exclusive episodes, and is primarily set in New York City and Chicago between 1930 to 1932. The author has cited several American gangster flicks such as ''[[Untouchables, The (1987)|The Untouchables]]'', ''[[Public Enemy, The|The Public Enemy]]'', ''[[Once Upon A Time In America]]'' and ''[[Miller's Crossing]]'' as being key inspirations.&lt;br /&gt;
&lt;br /&gt;
{{Anime Title|Baccano!}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===M1911A1===&lt;br /&gt;
The iconic [[M1911A1]] is one of the more frequently seen weapons in the series. Most are unmodified, save for the Gandor brothers who all carry M1911A1s equipped with sound suppressors.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Baccano451.jpg|thumb|none|600px|A Russo family thug threatens Jacuzzi with a M1911A1.]]&lt;br /&gt;
[[Image:Baccano452.jpg|thumb|none|600px|A closeup of a M1911A1.]]&lt;br /&gt;
[[Image:Baccano453.jpg|thumb|none|600px|Luck Gandor holds Dallas Genoard at gunpoint with his suppressed M1911A1.]]&lt;br /&gt;
[[Image:Baccano454.jpg|thumb|none|600px|Berga Gandor threatens one of Dallas' thugs.]]&lt;br /&gt;
&lt;br /&gt;
===Luger P08===&lt;br /&gt;
Goose, the leader of the Lemures, carries a [[Luger P08]].&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|400px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BaccanoLuger1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BaccanoLuger2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 with Stock===&lt;br /&gt;
One of the ''Daily Days'' reporters is seen with a [[Mauser C96]] fitted with a stock.&lt;br /&gt;
[[Image:C96STOCK.jpg|thumb|none|400px|C96 &amp;quot;Broomhandle&amp;quot; Mauser fitted with holster/stock combo - 7.63x25mm.]]&lt;br /&gt;
[[Image:BaccanoDailyDays1.jpg|thumb|none|600px|Mauser C96; third from the left]]&lt;br /&gt;
&lt;br /&gt;
==Revolvers==&lt;br /&gt;
===Schofield Model 3===&lt;br /&gt;
A [[Smith &amp;amp; Wesson Schofield|Schofield Model 3]] can be seen in a case on the table during Firo's induction ceremony.&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldleft.jpg|thumb|none|400px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield. (left side)]]&lt;br /&gt;
[[Image:BaccanoM3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 10]] is frequently seen in the hands of various characters.&lt;br /&gt;
[[Image:SW103inch.jpg|thumb|400px|none|Smith &amp;amp; Wesson Model 10 w/ 3&amp;quot; barrel - .38 Special]]&lt;br /&gt;
[[Image:Baccano381.jpg|thumb|none|600px|The phony conductor thumbs back the hammer on his S&amp;amp;W Model 10.]]&lt;br /&gt;
[[Image:Baccano382.jpg|thumb|none|600px|''&amp;quot;There is no way to be spared!&amp;quot;'']]&lt;br /&gt;
[[Image:Baccano383.jpg|thumb|none|600px|&amp;quot;Little Vicky&amp;quot; takes the Flying Pussyfoot's dining car hostage.]]&lt;br /&gt;
[[Image:Baccano384.jpg|thumb|none|600px|&amp;quot;Little Vicky&amp;quot; fires one of his S&amp;amp;W Model 10s.]]&lt;br /&gt;
[[Image:Baccano385.jpg|thumb|none|600px|''I shall fire the ceremonial pistola!'']]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
One of the reporters at the ''Daily Days'' uses a [[Webley Mk IV]].&lt;br /&gt;
[[Image:Webley-MK-4.jpg|thumb|none|400px|Webley Mk.IV WW2 British Army version - .38 S&amp;amp;W]]&lt;br /&gt;
[[Image:BaccanoDailyDays1.jpg|thumb|none|600px|Webley Mk. IV; bottom-most weapon]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===M1903 Springfield===&lt;br /&gt;
One of the Lemures uses a [[M1903 Springfield#1903A4 Springfield Sniper Rifle|1903A4 Springfield Sniper Rifle]] with an M84 scope.&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|none|400px|M1903A4 Springfield sniper w/ M84 scope - .30-06 with]]&lt;br /&gt;
[[Image:BaccanoSniper1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BaccanoSniper2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Pump-Action Rifle===&lt;br /&gt;
Ladd Russo's weapon of choice is an unidentified pump-action rifle with a straight-grip stock and hexagonal barrel.&lt;br /&gt;
[[Image:BaccanoLadd1.jpg|thumb|none|600px|Ladd chambers a round in his rifle.]]&lt;br /&gt;
[[Image:BaccanoLadd2.jpg|thumb|none|600px|''You're just so sure that I'm not gonna do this!'']]&lt;br /&gt;
[[Image:BaccanoLadd3.jpg|thumb|none|600px|A closeup of the muzzle of Ladd's rifle.]]&lt;br /&gt;
[[Image:BaccanoLadd4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BaccanoLadd5.jpg|thumb|none|600px|One of the bullets from Ladd's rifle.]]&lt;br /&gt;
[[Image:128027-baccano02_super.jpg|thumb|none|600px|Another closeup of the muzzle of Ladd's rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Winchester Model 1897===&lt;br /&gt;
The [[Winchester Model 1897]] makes an appearance in the hands of a police officer during the first episode.&lt;br /&gt;
[[File:1897 riot gun.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge.]]&lt;br /&gt;
[[Image:BaccanoShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===M1928 Thompson Submachine Gun===&lt;br /&gt;
Keeping with the classic Depression-era feel, the most prevalent weapon in ''Baccano!'' is the iconic [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928 Thompson Submachine Gun]].&lt;br /&gt;
[[Image:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; - .45 ACP with 50-round drum magazine, made famous through countless classic gangster movies.]]&lt;br /&gt;
[[Image:BaccanoTommygun1.jpg|thumb|none|600px|A shot of a M1928 being fired as a clip-show of Depression-era images rolls in the background.]]&lt;br /&gt;
[[Image:BaccanoTommygun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BaccanoTommygun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BaccanoTommygun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Other Weapons==&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
Near the end of the ''Flying Pussyfoot'' arc, Goose is seen using a flamethrower of an unidentified model.&lt;br /&gt;
[[Image:BaccanoFlame1.jpg|thumb|none|600px|A shot of the flamethrower's tanks.]]&lt;br /&gt;
[[Image:BaccanoFlame2.jpg|thumb|none|600px|Goose aims the flamethrower at Jacuzzi.]]&lt;br /&gt;
[[Image:BaccanoFlame3.jpg|thumb|none|600px|Goose with his flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
===Glove Gun===&lt;br /&gt;
Goose's glove has a semi-automatic gun built into it that fires when the barrel is pressed inward with the intent of pressing the barrel up against a target. This general concept is similar to the [[OSS Pistol Glove]].&lt;br /&gt;
[[Image:BaccanoGlove.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Fantasy]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Television]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:128027-baccano02_super.jpg&amp;diff=901012</id>
		<title>File:128027-baccano02 super.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:128027-baccano02_super.jpg&amp;diff=901012"/>
		<updated>2015-03-14T05:31:16Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=901011</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=901011"/>
		<updated>2015-03-14T05:15:07Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Skorpion Vz. 61 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''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, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to Resident Evil 5 and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
'''Note''' In the console versions of this game (and on the PC when using a gamepad), weapons are aimed using their undermounted laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These are ''not'' present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen. As such, many of these screenshots will not depict the LAMs, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Resident Evil 5'' and its DLC:''' &lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS|Beretta 92FS]] is Chris and Sheva's starting gun. Is also used by Irving in a few cut scenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot;. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; 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 &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37 and Sako 75.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
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 &amp;quot;Mercenaries&amp;quot; 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.&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Custom Samurai Edge Beretta 92FS in Resident Evil 5]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in the concept art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. In game the optional shoulder stock is permanently attached and there is a laser sight bolted to the frame like a pistol scope in order to accommodate the folding forward hand grip. It's similar to Resident Evil 4's &amp;quot;Matilda&amp;quot; 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.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
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 &amp;quot;Mercenaries Reunion&amp;quot; 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 &amp;quot;Samurai Edge&amp;quot; but it is a [[Beretta 96 pistol series|96FS]] (this model fires .40 S&amp;amp;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.&lt;br /&gt;
[[Image:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Airsoft replica of Barry's Samurai Edge - Fake .40 S&amp;amp;W&amp;lt;br&amp;gt;''For more images of the custom Samurai Edge, please visit the [[Talk: Resident Evil 5|discussion page]].'']]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a zombie with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Barry Burton carries a custom [[Colt Python]] in the &amp;quot;Mercenaries Reunion&amp;quot; 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 &amp;quot;Silver Serpent.&amp;quot;&lt;br /&gt;
[[Image:Resident_Evil_1_Magnum.jpg‎ |thumb|none|350px|Prop version of Barry's .44 Magnum]]&lt;br /&gt;
[[Image:RE1 44magnum.jpg|thumb|none|600px|Custom Colt Python as seen in Resident Evil (2002)&amp;lt;br&amp;gt;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.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the customized Python.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|351px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|599px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;. 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. &amp;quot;Thanks&amp;quot; to its fast rate of fire and quick reload, it is both the &amp;quot;weakest&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the zombie onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin. ''Resident Evil 5'' is undoubtedly one of the most detailed and realistic video games when it comes to weapons. (Let's just forget the 92FS with the 100-round magazine for a second...)]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|Recoil of a shot, exaggerated a little bit, considering how Wesker is a veteran S.T.A.R.S. commanding officer (and superhumanly strong). Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
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 &amp;quot;SIG P226&amp;quot; in the game. Chris carries one in his Safari outfit with the aforementioned 16-shot magazine in the Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; 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.&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; 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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it.&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
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 &amp;quot;starter&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|400px|none|Ithaca Model 37 - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a zombie in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|600px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|450px|Benelli M3 Super 90 - 12 gauge with pistol grip stock combination]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a zombie with the M3 in Mercenaries mode.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a zombie from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|500px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from Resident Evil 4, an [[Armsel Striker and variants#SWD/Cobray Street Sweeper|SWD/Cobray Street Sweeper]] is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game (odd since it was the only gun in the previous game with the correct name), it has an upgradable effective range. Oddly, in game this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. For an unknown reason, he is going to always insert only two shells to the drum, no matter how many rounds were fired before the reload. The same happens with the other guns with an internal magazine, such as the Sako 75 rifle, or the other pump-action shotguns. This trend likely comes from Resident Evil 4's version of this gun, which had an exclusive upgrade capacity of 100 shells; the two shells-then-done animation is probably to keep that from getting tiresome.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra Sawed-off Shotgun==&lt;br /&gt;
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 &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. Due to a bug, the characters first insert two shells at once, and another one later.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3]] is the second submachine gun found in the game and can be bought after that. Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
The MP5A3 appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot; 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.&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does a so called HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion Vz. 61]] is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be &amp;quot;upgraded&amp;quot; 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 &amp;quot;starter&amp;quot; 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 &amp;quot;Desperate Escape&amp;quot; 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.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion Vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion Vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the Vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her Vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Experimental Facility,&amp;quot; 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.&lt;br /&gt;
The Ak-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
Sheva carries one in her Clubbin' costume in the base game's Mercenaries mode; Excella has one in Mercenaries Reunion.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 556==&lt;br /&gt;
The [[SIG SG 556]] is depicted as the primary weapon of the BSAA. Like the MP5A3, it is equipped with a EOTech sight (a holosight in this case) that has no function in-game; Josh uses one with some form of scope during a battle between his team and a group of motor-cycle riding Majini for which there exists an ingame model, though it also isn't used. The SIG SG 556 maxes out its ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90 round drum. Depicted to be fully automatic; the real Sig 556 is a semi-auto only DMR for civilian use. From a purely in-universe standpoint, the SIG is a logical choice for the BSAA to use as their primary rifle, since they often operate alongside regular NATO and UN member nations at this point in the series, and the SIG 556 can share STANAG magazines.&lt;br /&gt;
&lt;br /&gt;
Chris carries one in his STARS costume in the Mercenaries with his STARS costume; Sheva has one in her Fairytale costume in Reunion. &lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|450px|SIG SG 556 - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG SG 556.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SG 556 with polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SG 556.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SG 556, unlucky for the zombie trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG SG 556's.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
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 &amp;quot;starter&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
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&amp;amp;K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR, similar to magnums and &amp;quot;machine guns.&amp;quot; It has mid level performance, less powerful than the Sako but more than the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries one in her BSAA costume in the Mercenaries.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range zombie-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found later in the game in Chapter 5-3 and can be bought after you find it. Starts out with 5 round capacity, but it cannot be upgraded beyond the capacity of the real rifle. In game the rifle can only be upgraded to a total of 15 round magazines. In real life the PSG1 can use any magazine that the G3 battle rifle can 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;weakest&amp;quot; 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.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a zombie tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has a [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies in Resident Evil 6.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, one of the Tricell pets. During this boss battle, the game switches to first-person perspective.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for N50,000.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;chainsaw grip&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Chris carries one in his Heavy Metal costume in the Mercenaries Reunion.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle break and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Ship Deck&amp;quot; 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.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7  - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aiming at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. 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.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) 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.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, some soldiers are throwing low-detail [[Model 24 Stielhandgranate]]s at Chris and Sheva, possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies, although these only effect the player.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
=Beta / Removed Weapons=&lt;br /&gt;
==Silver Ghost ==&lt;br /&gt;
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211]. The reason it appeared in trailer might be the project was set in the same time with [[Resident Evil 4]] PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Samurai Edge&amp;quot; despite he used this silenced variant during the last event of Umbrella Chronicles.&lt;br /&gt;
[[Image:RE5-1.jpg|thumb|none|600px|Chris aims the &amp;quot;Silver Ghost&amp;quot;, Teaser's final moment.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Silver Ghost&amp;quot; from the previous game, or a more high-res version of the Army Handgun from Resident Evil 0.&lt;br /&gt;
[[Image:RE5_Colt1911_1.jpg|thumb|none|600px|The 1911 in the E3 2007 Trailer, a moment before the first Majini encounter, resembles 2005's Teaser final moment. The scene later appears in official game, but Beretta 92FS equipped instead.]]&lt;br /&gt;
[[Image:RE5_Colt1911_2.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris alone, encounters a town Majini group. ''Note Majini never appear this many in the console versions of the official game, but possibly from a Bench-Mark''. They can spawn like this in the Mercenaries No Mercy, though.]]&lt;br /&gt;
[[Image:RE5-2.jpg|thumb|none|600px|Chris with the 1911. Note the threaded barrel, trigger and finger rest.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Dead Rising&amp;quot; Hybrid Assault Rifle==&lt;br /&gt;
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 &amp;amp; Koch HK33|Heckler &amp;amp; Koch G41]] nor [[FN SCAR]], even [[SIG  SG 550|SIG SG 556]]. It features a [[FN FAL]]-style ''fixed'' stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.&lt;br /&gt;
&lt;br /&gt;
An early screenshot in the official strategy guide's &amp;quot;Development&amp;quot; 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.&lt;br /&gt;
[[Image:DRM4d.jpg|thumb|none|800px|Hybrid Assault Rifle, as it originally appears in [[Dead Rising]]]]&lt;br /&gt;
[[Image:RE5_Assault_Prototype.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris use the Hybrid weapon against Majini, probably in '''Public Assembly'''. While the grenade launcher has been retained from ''Dead Rising'' (complete with its nonexistent trigger), the ANPEQ is now gone, and an EOTech holosight (similar to the one equipped to the Sig 556) has been added in place of the scope.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternate Benelli M3==&lt;br /&gt;
&lt;br /&gt;
In the early trailers for the game, Chris can bee seen blasting huge groups of Majini with a stockless version of the Benelli M3. The weapon's utility is unknown, thought judging by the location it's seen used in it seems to have been replaced by the Ithaca 37. Whether or not the weapon was present at the same time as the Merchant is also unknown, so it's possible the weapon would've been upgradeable with a stock (as some weapons in RE4 were). As a final note, the model used here appears to be a higher resolution version of the one seen in [[Resident Evil 3: Nemesis]], complete with wooden furniture. This would make it the third &amp;quot;throwback&amp;quot; weapon present, alongside the Samurai Edge and the heavily customized Desert Eagle from Resident Evil 2.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 Super 90 Shorty.jpg|thumb|none|800px|]]&lt;br /&gt;
[[Image:Re4.5 Benelli M3S.jpg|thumb|none|800px| Chris fires the Benelli atop an early build of &amp;quot;Public Assembly.&amp;quot; The distinctly different profile of the Benelli versus the Ithaca 37 (magazine tube flush with the barrel, different butt plate, different sights) can be clearly seen here.]]&lt;br /&gt;
[[Image:Re4.5 Benelli M3S Recoil.jpg|thumb|none|800px| The Benelli in full recoil as Chris pumps it. Here we can see the laser, which is mounted where it would be on the full-size Benelli in the final version of the game. Though it could be a trick of the light, the pump appears to be lighter than the rest of the weapon, suggesting it is wooden, like the one in [[Resident Evil 3: Nemesis]].]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
{{Template:Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Jill_valentine_shooting_2_by_jasonpictures-d82wrfi.jpg&amp;diff=901010</id>
		<title>File:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Jill_valentine_shooting_2_by_jasonpictures-d82wrfi.jpg&amp;diff=901010"/>
		<updated>2015-03-14T05:13:47Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Jill_valentine_shooting_by_jasonpictures-d82wr9c.jpg&amp;diff=901009</id>
		<title>File:Jill valentine shooting by jasonpictures-d82wr9c.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Jill_valentine_shooting_by_jasonpictures-d82wr9c.jpg&amp;diff=901009"/>
		<updated>2015-03-14T05:13:22Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=624767</id>
		<title>Marvel vs. Capcom 3: Fate of Two Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=624767"/>
		<updated>2012-10-24T05:14:40Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Beretta 92FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marvel_Vs_Capcom_3_box_artwork.jpg|thumb|right|300px|''Marvel vs. Capcom 3: Fate of Two Worlds'' (2011)]]&lt;br /&gt;
&lt;br /&gt;
'''Marvel vs. Capcom 3: Fate of Two Worlds''' is a fighting video game for PS3 and Xbox 360.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in video game ''Marvel vs. Capcom 3: Fate of Two Worlds'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Wesker's signature handgun from the [[Resident Evil]] games appears as one of his moves. It's triggered by pressing left or right and circle in normal mode play.&lt;br /&gt;
[[Image:STARGun.jpg|thumb|none|400px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; Custom from the Resident Evil videogame franchise.]]&lt;br /&gt;
[[File:1000px-Mvc3_wesker_samurai_edge_fire.jpg|thumb|none|600px|Wesker shooting Iron Man with his Beretta. It's triggered by pressing left or right and circle in normal mode play.]]&lt;br /&gt;
[[File:Marvel-vs-Capcom-3-Wesker.jpg|thumb|none|600px|A close up to Wesker with his Beretta.]]&lt;br /&gt;
&lt;br /&gt;
==M911==&lt;br /&gt;
Deadpool carries a dual of M911 as one of his main attacks. It's also used as a level 1 hyper combo. His rival, Dante also carries a dual of M911 as his level 1 hyper combo. Both of them can use them in airborne.&lt;br /&gt;
[[File:M1911.jpg|thumb|none|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=620252</id>
		<title>Marvel vs. Capcom 3: Fate of Two Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=620252"/>
		<updated>2012-10-09T01:18:19Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marvel_Vs_Capcom_3_box_artwork.jpg|thumb|right|300px|''Marvel vs. Capcom 3: Fate of Two Worlds'' (2011)]]&lt;br /&gt;
&lt;br /&gt;
'''Marvel vs. Capcom 3: Fate of Two Worlds''' is a fighting video game for PS3 and Xbox 360.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in video game ''Marvel vs. Capcom 3: Fate of Two Worlds'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Wesker's signature handgun from the [[Resident Evil]] games appears as one of his moves. It's triggered by pressing circle in normal mode play.&lt;br /&gt;
[[Image:STARGun.jpg|thumb|none|400px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; Custom from the Resident Evil videogame franchise.]]&lt;br /&gt;
[[File:1000px-Mvc3_wesker_samurai_edge_fire.jpg|thumb|none|600px|Wesker with his Beretta. It's triggered by pressing circle in normal mode play.]]&lt;br /&gt;
[[File:Marvel-vs-Capcom-3-Wesker.jpg|thumb|none|600px|A close up to Wesker with his Beretta.]]&lt;br /&gt;
&lt;br /&gt;
==M911==&lt;br /&gt;
Deadpool carries a dual of M911 as one of his main attacks. It's also used as a level 1 hyper combo. His rival, Dante also carries a dual of M911 as his level 1 hyper combo. Both of them can use them in airborne.&lt;br /&gt;
[[File:M1911.jpg|thumb|none|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Marvel-vs-Capcom-3-Wesker.jpg&amp;diff=620250</id>
		<title>File:Marvel-vs-Capcom-3-Wesker.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Marvel-vs-Capcom-3-Wesker.jpg&amp;diff=620250"/>
		<updated>2012-10-09T01:08:25Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=620132</id>
		<title>Marvel vs. Capcom 3: Fate of Two Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Marvel_vs._Capcom_3:_Fate_of_Two_Worlds&amp;diff=620132"/>
		<updated>2012-10-08T11:58:04Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: Created page with &amp;quot;right  '''Marvel vs. Capcom 3: Fate of Two Worlds''' is a video game for PS3 and Xbox 360. Continuing from   '''The following...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Marvel_Vs_Capcom_3_box_artwork.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
'''Marvel vs. Capcom 3: Fate of Two Worlds''' is a video game for PS3 and Xbox 360. Continuing from &lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in video game ''Marvel vs. Capcom 3: Fate of Two Worlds'':'''&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Wesker's signature handgun appears as one of his moves. It's triggered by pressing circle in normal mode play.&lt;br /&gt;
[[File:1000px-Mvc3_wesker_samurai_edge_fire.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M911==&lt;br /&gt;
Deadpool carries a dual of M911 as one of his main attacks. It's also used as a level 1 hyper combo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:1000px-Mvc3_wesker_samurai_edge_fire.jpg&amp;diff=620128</id>
		<title>File:1000px-Mvc3 wesker samurai edge fire.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:1000px-Mvc3_wesker_samurai_edge_fire.jpg&amp;diff=620128"/>
		<updated>2012-10-08T11:22:20Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Marvel_Vs_Capcom_3_box_artwork.jpg&amp;diff=620118</id>
		<title>File:Marvel Vs Capcom 3 box artwork.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Marvel_Vs_Capcom_3_box_artwork.jpg&amp;diff=620118"/>
		<updated>2012-10-08T10:51:09Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: Marvel vs. Capcom 3 poster.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marvel vs. Capcom 3 poster.&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_IV&amp;diff=619928</id>
		<title>Grand Theft Auto IV</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_IV&amp;diff=619928"/>
		<updated>2012-10-08T00:08:25Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Glock 22 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Grand Theft Auto IV&lt;br /&gt;
|picture = Gta-iv-boxart.png&lt;br /&gt;
|caption =  ''Official Box Art''&lt;br /&gt;
|series= Grand Theft Auto&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Rockstar North&lt;br /&gt;
|platforms=Playstation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= 2K Games&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
'''''Grand Theft Auto IV''''' is the fourth numbered game in the popular ''Grand Theft Auto'' franchise, developed by Rockstar North and published by Rockstar Games. The game was released in April of 2008 for PS3 and Xbox 360, with a PC version following in December of that year. Two additional downloadable content packs for the game, ''The Lost and the Damned'' and ''The Ballad of Gay Tony'', were released on Xbox 360 in 2009 as timed exclusives, with PS3 and PC versions following in 2010.&lt;br /&gt;
&lt;br /&gt;
The game is set in &amp;quot;Liberty City,&amp;quot; a fictionalised, compacted version of New York City, with the main game's plot focusing on an Eastern European immigrant, Niko Bellic, as he moves to Liberty City to join his cousin Roman and live the American dream, only to become involved with the city's criminal underworld. The DLC episodes instead cast the player in the role of two minor characters from Niko's story, respectively starring biker Johnny Klebitz and Dominican gangster Luis Fernando Lopez.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Grand Theft Auto IV'':'''&lt;br /&gt;
'''NOTE: The following article contains spoilers.'''&lt;br /&gt;
&lt;br /&gt;
= Grand Theft Auto IV =&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
== Glock 22 ==&lt;br /&gt;
&lt;br /&gt;
The standard handgun in Grand Theft Auto IV is visibly a second generation [[Glock#Glock_22|Glock 22]]. It is the standard issue police sidearm and is used by all law enforcement agents and many other characters throughout the game. Though it's difficult to discern in-game, looking at the weapon's texture close-up reveals the number &amp;quot;22&amp;quot; on the slide, confirming that it is a Glock 22, despite its seventeen-round magazine (incorrect for the caliber) and in-game references to it being a &amp;quot;9mm.&amp;quot; In addition, the front sights are simply a mirror image of the rear sights. It is also the primary gun a vigilante will use when attacking the player.&lt;br /&gt;
&lt;br /&gt;
In ''The Ballad of Gay Tony'', Tony Prince attempts to commit suicide with a Glock after an associate of his is kidnapped, but fails because he &amp;quot;didn't know to take the safety off.&amp;quot; This is incorrect for a real Glock, though some Airsoft Glocks use the slide lock tabs as a trigger safety; this may have been the source of the error since other guns in the game are based on Airsoft weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock_22.jpg|thumb|none|350px|Glock 22 (2nd Generation) - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:Pistol 4.png|thumb|none|400px|&amp;quot;Pistol.&amp;quot; Note the 22 marking and the barley visible [[Glock]] logo.]]&lt;br /&gt;
[[Image:GTAIV-Glock-1.jpg|thumb|none|600px|Niko takes aim with his Glock 22.]]&lt;br /&gt;
[[File:GTAIVTBOGTGlock22.jpg|thumb|none|600px|A civilian playing hero during the mission &amp;quot;Three Leaf Clover&amp;quot; takes aim with his Glock 22. As an interesting easter egg if you listen to this guy's dialog while he is on the floor you can spot a reference to a [[Point Break|certain movie with a similar scene]].]]&lt;br /&gt;
[[File:GTAIVGlock22Finale.jpg|thumb|none|600px|During the most emotional moment of the game Niko continues to shoot the dead body of an assassin after an accidental discharge that kills the groom during his own wedding.]]&lt;br /&gt;
[[File:Gtaiv1353.jpg|thumb|none|400px|Dimitri holding a Glock 22 at Pegorino, revealing his betraying colors.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
A variety of characters use a &amp;quot;Combat Pistol,&amp;quot; a [[Desert Eagle Mark XIX]] with a 9-round magazine, but with the .50AE version's unfluted barrel. The lettering on the slide implies it was based on a reference model with .50AE or .44 markings, since it says it is a &amp;quot;Deagle .47.&amp;quot; It is (obviously) more powerful than the Glock.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Deagle.png|thumb|400px|none|&amp;quot;Combat Pistol.&amp;quot; It is likely this was based on a replica: note the missing magazine release and uneven colouration typical of poor-quality plastic.]]&lt;br /&gt;
[[Image:GTAIV-Deagle-1.jpg|thumb|none|600px|Having just been run over by a car, Niko is in no mood for ornery pedestrians.]]&lt;br /&gt;
[[Image:GTAIV-Deagle-2.jpg|thumb|none|600px|His anger satisfied for now, Niko reloads. Reloads in ''GTAIV'' are limited in detail due to the mostly static in-game weapon models; here Niko inserts an invisible magazine into his Desert Eagle, followed by miming pulling back the model's immobile slide. The slide also remains stationary when the weapon is fired.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Ithaca 37 Stakeout&amp;quot;  == &lt;br /&gt;
&lt;br /&gt;
A cheap and poorly done airsoft version of the [[Ithaca_37#Ithaca_37_.22Stakeout.22|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] appears as the &amp;quot;Pump Shotgun.&amp;quot; Various gang members, biker vigilantes, and some LCPD, NOOSE, and FIB officers make use of it. The in-game version has a side-mounted ejection port instead of the Ithaca's underside loading/ejection port, no loading port at all, and holds eight shells instead of the Ithaca's four.&lt;br /&gt;
&lt;br /&gt;
Packie McReary uses one during &amp;quot;Three Leaf Clover&amp;quot; before switching to his AK47 and Gordon Sargent uses one during the mission &amp;quot;Waste Not Want Knots.&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
[[Image:xxhardball.jpg|none|400px|thumb|Airsoft Ithaca 37 &amp;quot;Stakeout&amp;quot; replica, identical to the one used in the game.]]&lt;br /&gt;
[[Image:Shotgun 4.png|thumb|none|400px|In-game &amp;quot;Pump Shotgun.&amp;quot; Note obvious features from the above airsoft gun, including the missing loading port and a receiver which is both too short and upside-down, grip and trigger guard, and strange flared section at the base of the barrel.]]&lt;br /&gt;
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|A real Ithaca 37 &amp;quot;Stakeout&amp;quot; for comparison - 12 gauge]]&lt;br /&gt;
[[Image:GTAIV-Stakeout-1.jpg|none|600px|thumb|&amp;quot;Ithaca 37 Stakeout&amp;quot; in GTA IV]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene.jpg|none|600px|thumb|A paranioded Jimmy Pegorino holds a Ithaca 37 at Niko.]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene2.jpg|none|600px|thumb|&amp;quot;Speak you Balkan piece of shit.&amp;quot; Jimmy hold the Ithaca 37.]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene3.jpg|none|600px|thumb|Packie McReary holds the Ithaca 37 during the famous bank robbery mission.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1100 TAC 4 ==&lt;br /&gt;
The [[Remington 1100|Remington 1100 TAC 4]] semi-auto appears as the &amp;quot;Combat Shotgun.&amp;quot; It becomes available later in the game, and can be obtained from LCPD patrol cars even though the cops themselves use the Pump Shotgun when provoked. The in-game version can hold ten shells, two more than its real-life counterpart. It also has a fancy thumbhole stock, barrel ribbing, and a bayonet mount.  Interesting to note, while the shotgun is semi-automatic in normal combat, when blind-firing the weapon around a corner, Niko will rack a non-existent pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:1100tac4-prod.jpg|none|400px|thumb|Remington Model 1100 TAC 4 Shotgun - 12 gauge. This is a factory configuration for a tactical setup.]]&lt;br /&gt;
[[Image:1187 4.png|thumb|none|400px|&amp;quot;Combat Shotgun.&amp;quot;]]&lt;br /&gt;
[[Image:GTAIV-Remington-1.jpg|none|600px|thumb|Niko holds his Remington Model 1100 TAC 4 shotgun.]]&lt;br /&gt;
[[Image:GTAIV-Remington-2.jpg|none|600px|thumb|Remembering the title of the game, Niko uses his Model 1100 TAC 4 to commit the deed in question.]]&lt;br /&gt;
[[File:GTAIVRemington1187.jpg|none|600px|thumb|A closeup on Nikos Remington 1100 TAC 4.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== IMI Micro Uzi ==&lt;br /&gt;
&lt;br /&gt;
Many criminals in Liberty City use the [[Uzi#Micro_Uzi|Micro Uzi]]. The weapon packs fifty rounds into the modeled thirty-two round magazine. It compensates for short range and low accuracy with a high rate of fire. Jacob uses one several times during the story.&lt;br /&gt;
&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|365px|Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[Image:Uzi.png|thumb|none|400px|&amp;quot;Micro-SMG.&amp;quot;]]&lt;br /&gt;
[[Image:4457-gta-iv-screenshot.jpg|thumb|400px|none|Niko shows us his Micro Uzi.]]&lt;br /&gt;
[[Image:3357 gtaiv broker full auto.jpg|thumb|400px|none|Niko fires a Micro Uzi.]]&lt;br /&gt;
&lt;br /&gt;
== SW MP-10 ==&lt;br /&gt;
&lt;br /&gt;
The [[MP5#Special_Weapons_MP-10_and_SP-10|MP-10]] is standard issue for LCPD N.O.O.S.E. teams and is also used by some gang members. It has a smaller magazine capacity (thirty rounds) than the Micro SMG, but is more accurate and has a somewhat longer effective range.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mp10catch1.JPG|thumb|none|350px|Special Weapons MP-10 - 9x19mm]]&lt;br /&gt;
[[Image:Mp5 4.png|thumb|none|400px|&amp;quot;SMG. Humorously, the fire selector is set on zero&amp;quot;]]&lt;br /&gt;
[[Image:Sw-mp10.jpg|thumb|none|400px|The MP-10 used in game.]]&lt;br /&gt;
[[Image:1205334895screen.jpg|thumb|none|400px|Niko fires the MP-10.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
Liberty City's criminals make extensive use of [[AK-47]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|400px|none|Type III AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Ak47.png|thumb|400px|none|The &amp;quot;Assault Rifle&amp;quot; lacks the muzzle brake and stock angle of the AKM.]]&lt;br /&gt;
[[Image:GTAIV-AK-1.jpg|thumb|600px|none|AK-47 in GTA IV. The &amp;quot;rifle in cover&amp;quot; hand positions seem designed for a gun with a magazine for Niko to rest the base of his left hand against; as can be seen here, this doesn't exactly work with the AK.]]&lt;br /&gt;
[[File:GTAIVAK47Finale.jpg|thumb|600px|none|&amp;quot;You fucking double crossing immigrant shit.&amp;quot; In an alternate take on the mission &amp;quot;Mr and Mrs Bellic&amp;quot; Jimmy Pegorino opens fire on the wedding with an AK-47.]]&lt;br /&gt;
[[File:GTAIVAK47TBoGT.jpg|thumb|600px|none|A thug in the mission [[Borat|Sexy Time]] runs with his AK-47.]]&lt;br /&gt;
&lt;br /&gt;
== M4A1 Carbine ==&lt;br /&gt;
&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is issued to LCPD N.O.O.S.E teams, prison guards, and select officers guarding public places such as subway stations and the airport, and appears to have the carry handle removed and has only a stick-up rear sight. Niko uses an M4A1 during the mission &amp;quot;Three Leaf Clover.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1-2.jpg|thumb|none|400px|Colt M4A1 with carry handle removed - 5.56x45mm]]&lt;br /&gt;
[[Image:M4.4.png|thumb|400px|none|&amp;quot;Carbine Rifle.&amp;quot; This is a contradiction in the strictest sense, since &amp;quot;carbine&amp;quot; usually refers to a shortened version of a full-sized rifle or musket; &amp;quot;carbine rifle&amp;quot; would mean the weapon is both shortened ''and'' full-length.]]&lt;br /&gt;
[[Image:GTAIV-M4.jpg|thumb|none|600px|Niko lurks around near the el, armed with an M4A1.]]&lt;br /&gt;
[[Image:GTAIV-M4-2.jpg|thumb|none|600px|Niko uses the iron sights of the M4A1 as he evades the police very slowly.]]&lt;br /&gt;
[[Image:M4gta.jpg|none|thumb|600px|Niko reloads his M4A1.]]&lt;br /&gt;
[[File:GTAIVM4A1TBoGT.jpg|none|thumb|600px|Niko holds the M4A1 in the mission during a robbery.]]&lt;br /&gt;
[[File:GTAIVFIBM4A1.jpg|none|thumb|600px|An FIB squad with their M4A1s.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
&lt;br /&gt;
The basic bolt action sniper rifle featured in the game is the [[Remington 700]], used by the majority of marksmen. The weapon is fitted with a ten-round box magazine like an M24A2, but only holds five rounds for gameplay purposes. Niko uses one to cover Packie during a drug deal and when he later hits a construction site with Playboy X.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg‎|thumb|none|400px|Remington 700 Sniper Rifle - 7.62x51mm]]&lt;br /&gt;
[[Image:Sniper 4.png|thumb|none|400px|&amp;quot;Sniper Rifle&amp;quot;]]&lt;br /&gt;
[[Image:GTAIV-Sniper-4.jpg|thumb|none|600px|Niko with a Remington 700. Note the &amp;quot;rifle in cover&amp;quot; hand positions again, here meaning Niko is gripping a non-existent pistol grip.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-1.jpg|thumb|none|600px|Niko sneaks along, armed with his Remington 700. Note the right-handed bolt on the model. From this angle, it's even clearer than the hand positions were never designed with this weapon in mind.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-2.jpg|thumb|none|600px|The Remington uses a mil-dot scope with an illuminated centre.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-3.jpg|thumb|none|600px|Niko reloads the Remington. As well as the usual invisible magazine, he operates the bolt as if it is ''left'' handed.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Combat Sniper&amp;quot; rifle is a [[Heckler_%26_Koch_G3#H.26K_PSG-1|PSG-1]]. It has pinpoint accuracy and holds ten rounds, but is (appropriately) very expensive. The weapon's scope is modelled after the [[SVD Dragunov]]'s PSO-1 reticle and features a stadiametric rangefinder, which (as is standard in most games) is for decoration only; the bullets always hit the dead centre of the crosshair regardless of range.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Psg 4.png|thumb|none|400px|&amp;quot;Combat Sniper.&amp;quot;]]&lt;br /&gt;
[[Image:GTAIV-PSG1-1.jpg|thumb|none|600px|Out and about at dawn, Niko brandishes his H&amp;amp;K PSG-1.]]&lt;br /&gt;
[[Image:GTAIV-PSG1-2.jpg|thumb|none|600px|Niko sights up a gang member with the scope of his PSG-1. He later died mysteriously.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is the only rocket launcher in the game and can be found occasionally in the game world; it is also given to the player during some missions. It can destroy most vehicles in the game in a single hit.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 rocket launcher - 40mm]]&lt;br /&gt;
[[Image:Rl_4.png‎|thumb|400px|none|&amp;quot;Rocket Launcher&amp;quot;]]&lt;br /&gt;
[[Image:GTAIV-RPG-1.jpg|none|thumb|600px|Niko holds an RPG-7 in ''Grand Theft Auto IV''. Note that he only uses one grip while the weapon is not in use.]]&lt;br /&gt;
[[Image:GTAIV-RPG-2.jpg|none|thumb|600px|On the other hand, he holds it properly when aiming down the sights.]]&lt;br /&gt;
[[Image:GTAIV-RPG-3.jpg|none|thumb|600px|The conventional methods of hailing a cab having failed him, Niko resorts to more extreme measures. Note the swirling smoke trail from the rocket. Here Niko is reloading; a few frames after this the rocket simply reappears in the launcher after Niko brings his empty left hand up to the muzzle.]]&lt;br /&gt;
[[Image:GTAIV-RPG-4.jpg|none|thumb|600px|An RPG-7 can be seen on the &amp;quot;Battle Babe&amp;quot; poster left of the gun dealer's head.]]&lt;br /&gt;
[[File:GTAIVNikoRPG7.jpg|none|thumb|600px|Closeup on the blast port and sights.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== M26A1 Grenade ==&lt;br /&gt;
&lt;br /&gt;
The [[M26 hand grenade]] has a five-second fuse from pin release. An audible alarm beep sounds after three seconds. &lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|250px|M26 HE Frag hand grenade]]&lt;br /&gt;
[[Image:Grenade 4.png|thumb|none|250px|&amp;quot;Grenade.&amp;quot;]]&lt;br /&gt;
[[Image:GTAIV-M26-1.jpg|thumb|none|600px|Niko finds a case of M26 Hand Grenades in an underground gun store.]]&lt;br /&gt;
&lt;br /&gt;
== Molotov Cocktails ==&lt;br /&gt;
&lt;br /&gt;
Rudimentary spirit bottles with a rag. Set alight when equipped. Amusingly, Niko does not extinguish the rag before putting them inside his jacket when switching weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:Molotov_4.png|thumb|400px|none|Molotov]]&lt;br /&gt;
&lt;br /&gt;
= ''The Lost and Damned'' =&lt;br /&gt;
&lt;br /&gt;
[[Image:gta-iv-lost-and-damned.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
'''In addition to the previous weapons.'''&lt;br /&gt;
&lt;br /&gt;
== CZ 75 Automatic ==&lt;br /&gt;
&lt;br /&gt;
The game's version of this weapon is a [[CZ 75|CZ 75 Automatic]], the machine pistol version of the CZ 75 pistol. It holds seventeen rounds and is referred to as the &amp;quot;Automatic 9mm.&amp;quot; It is introduced in the mission &amp;quot;Bad Cop Drop.&amp;quot; It is very accurate and has a very high firing rate, but it isn't that powerful. The game's Glock 22 even seems to do more damage than this pistol. &lt;br /&gt;
&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:Automatic9mm-TLAD.png|thumb|none|400px|&amp;quot;Automatic 9mm&amp;quot;]]&lt;br /&gt;
[[Image:ColtM1911 1.jpg|thumb|400px|none|Johnny holds a CZ 75 Automatic]]&lt;br /&gt;
[[Image:ColtM1911 2.jpg|thumb|400px|none|Johnny fires his CZ 75 Automatic]]&lt;br /&gt;
[[Image:GTAIVCZ75.jpg|thumb|400px|none|Johnny aims his CZ 75 Automatic at an unknown target as Billy Grey watches.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1100 TAC 4 ==&lt;br /&gt;
&amp;quot;The Lost and Damned&amp;quot; has two versions of this particular weapon: The first is the thumbhole-stocked version from the original game (seen above), which is available for purchase from Terry's gun van and normal weapon shops. The second version is fitted with a carbine retractable stock, pistol grip, and Picatinny rail. This version seems to be an Easter egg found in certain locations, such as the apartment building in the mission &amp;quot;Buyers Market.&amp;quot; This version also appears in one of the trailers. &lt;br /&gt;
&lt;br /&gt;
[[Image:1100tac4-prod.jpg|none|400px|thumb|Remington Model 1100 TAC 4 - 12 gauge. This is a factory configuration for a tactical setup.]]&lt;br /&gt;
[[Image:CombatShotgun-TLAD.png|400px|thumb|none|Combat Shotgun seen in &amp;quot;The Lost and Damned&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Sawn-off double barreled shotgun == &lt;br /&gt;
This sawed-off [[12 Gauge Double Barreled Shotgun]] is called the &amp;quot;Sawed off Shotgun&amp;quot; in the game. It is the first weapon that you are equipped with at the start. It is the only shotgun in the series so far that can be fired from a motorcycle. Unlike the other shotguns in the game, this shotgun has an accurate ammo capacity of only two shells. On a bike, this weapon is very effective, as it can take down almost any target in no time. On foot, it has a very wide range but a very slow rate of fire due to its small capacity. It's a good weapon to have, but can't compare to the Street Sweeper.&lt;br /&gt;
  &lt;br /&gt;
[[Image:RossiOverlandSBSSide.jpg|thumb|none|400px|Rossi Overland Sawn-Off Shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Sawn-OffShotgun-TLAD.png|thumb|none|400px|&amp;quot;Sawn-off Shotgun&amp;quot;]]&lt;br /&gt;
[[Image:SWDBSG1.jpg|thumb|400px|none|Johnny shooting with his sawn-off shotgun while riding.]]&lt;br /&gt;
[[Image:SWDBSG2.jpg|thumb|400px|none|Johnny holding his sawn-off shotgun while sliding.]]&lt;br /&gt;
[[Image:SWDBS3.jpg|thumb|400px|none|Johnny takes cover in an Angels of Death clubhouse with a sawn-off shotgun.]]&lt;br /&gt;
[[Image:gta_lost_damned_achievement.jpg|thumb|400px|none|Johnny with a sawn-off shotgun.]]&lt;br /&gt;
&lt;br /&gt;
== SWD / Cobray Street Sweeper ==&lt;br /&gt;
&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD / Cobray Street Sweeper]] is called an &amp;quot;Assault Shotgun&amp;quot; in the game, but characters also refer to it as a &amp;quot;Street Sweeper.&amp;quot; It holds an incorrect eight shells and is incorrectly portrayed as being fully automatic with an extremely high rate of fire (the real-life Cobray Street Sweeper holds ten or twelve rounds and is semi-automatic). It can dispatch enemies and vehicles in no time, including helicopters. It is introduced in the mission &amp;quot;Heavy Toll,&amp;quot; but is notably used during the mission &amp;quot;Shifting Weight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|400px|none|SWD / Cobray Street Sweeper with barrel extension removed - 12 gauge. The location of the in-game version's foregrip suggests it is the full-size version with the barrel extension cut off.]]&lt;br /&gt;
[[Image:AssaultShotgun-TLAD.png|thumb|none|400px|&amp;quot;Assault Shotgun&amp;quot;]]&lt;br /&gt;
[[Image:L&amp;amp;DStriker.jpg|thumb|400px|none|The &amp;quot;Assault Shotgun&amp;quot; in-game.]]&lt;br /&gt;
[[Image:1340.jpg|thumb|400px|none|Johnny destroys a police cruiser with his Assault Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK69A1 40mm Launcher ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK69A1 40mm Launcher]] is called the &amp;quot;Grenade Launcher&amp;quot; in the game. It can be used to bounce grenades off walls and corners in a similar fashion to the RPG. It is introduced in the mission &amp;quot;Action/Reaction.&amp;quot; It is very effective, but sometimes overshoots your intended target. Though it fires one grenade at a time, up to twenty can be held in reserve. It returns in ''The Ballad of Gay Tony'', this time with grenades which explode on impact with enemies or on a timer otherwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK69A1.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK69A1 - 40mm.]]&lt;br /&gt;
[[Image:GrenadeLauncher-TLAD.png|thumb|none|400px|&amp;quot;Grenade Launcher&amp;quot;]]&lt;br /&gt;
[[Image:Grenadelauncher.jpg|thumb|400px|none|Johnny with an HK69A1.]]&lt;br /&gt;
&lt;br /&gt;
==Pipe Bombs==&lt;br /&gt;
Has basically the same attributes as grenades. Introduced in the mission &amp;quot;Hit the Pipe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:PipeBomb-TLAD.png|thumb|none|250px|Pipe Bomb]]&lt;br /&gt;
[[Image:up-pipe_bomb.jpg|thumb|400px|none|Johnny tosses a bomb.]]&lt;br /&gt;
&lt;br /&gt;
= ''The Ballad of Gay Tony'' =&lt;br /&gt;
&lt;br /&gt;
[[Image:gta_ballad_of_gay_tony.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
== AMP Auto Mag Model 180 ==&lt;br /&gt;
Called the &amp;quot;Pistol .44&amp;quot;, it still oddly shares ammo with the two other pistols. It's first obtained in the &amp;quot;Boulevard Baby&amp;quot; mission.&lt;br /&gt;
[[Image:HiStandard44AutomagMod180.jpg|thumb|400px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[Image:Pistol.44-TBOGT.png|thumb|none|400px|&amp;quot;Pistol .44&amp;quot;]]&lt;br /&gt;
[[File:GTAIVAMPClimax.jpg|thumb|none|600px|Luis holds the AMP in the climax mission &amp;quot;Party's Over&amp;quot;.]]&lt;br /&gt;
[[File:GTAIVAMPClimax2.jpg|thumb|none|600px|Luis holds the AMP at Rocco who is off screen.]]&lt;br /&gt;
 &lt;br /&gt;
== AA-12 CQB==&lt;br /&gt;
An [[AA-12 (Auto Assault-12)|AA-12 CQB]] with a twenty-round drum magazine. Called &amp;quot;Automatic Shotgun&amp;quot;, despite the fact it (incorrectly) fires in semi-automatic. It is also available as the &amp;quot;Explosive Shotgun&amp;quot;, which as the name implies, fires explosive FRAG-12 rounds, identifiable by the green shells it ejects.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:AutomaticShotgun-TBOGT.png|thumb|none|400px|&amp;quot;Automatic Shotgun&amp;quot;]]&lt;br /&gt;
[[Image:IV-TBOGT-unknown.jpg|thumb|none|400px|AA-12 fired by Luis. Notice the green-colored FRAG-12 shell casing]]&lt;br /&gt;
[[Image:BGT-AA12-2.jpg|thumb|none|600px|Luis stands in front of a Buzzard helicopter with an AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 ==&lt;br /&gt;
The [[FN P90]], called &amp;quot;Assault SMG&amp;quot; is found early in the game. It is outfitted with a suppressor and despite using the armor-piercing 5.7x28mm ammo in real life, it still shares ammo with the three other SMGs. It's the only SMG unable for drive-bys.&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:AssaultSMG-TBOGT.png|thumb|none|400px|&amp;quot;Assault SMG&amp;quot;]]&lt;br /&gt;
[[Image:IV-TBOGT-P90.jpg|thumb|none|400px|Luis fires an FN P90.]]&lt;br /&gt;
[[Image:BGT-P90-2.jpg|thumb|none|600px|Luis with a suppressed FNP90.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
The &amp;quot;Gold SMG,&amp;quot; obtained from Yusuf Amir's car after finishing all of his missions, is an [[IMI Uzi]] submachine gun with a golden finish and the stock removed.&lt;br /&gt;
[[File:GTAIVTBoGTGoldUzi.jpg|thumb|none|400px|Gold IMI Uzi similar to the one in game - 9x19mm]]&lt;br /&gt;
[[Image:GoldSMG-TBOGT.png|thumb|none|400px|&amp;quot;Gold SMG&amp;quot;]]&lt;br /&gt;
[[File:GTAIVGoldUzi.jpg‎|thumb|none|600px|&amp;quot;We getting Arab money. We getting Arab money.&amp;quot; Yusuf holds one of his golden Uzis .]]&lt;br /&gt;
[[File:GTAIVGoldUzi2.jpg|thumb|none|600px|Another view of Yusuf's gold Uzi.]]&lt;br /&gt;
[[File:GTAIVGoldUzi3.jpg|thumb|none|600px|Bad trigger discipline + cocaine - pants = PSA on how cocaine is one hell of a drug.]]&lt;br /&gt;
&lt;br /&gt;
== M249 SAW ==&lt;br /&gt;
The [[M249 SAW]], called &amp;quot;Advanced MG&amp;quot; is found mid-late in the game. Accurately holds two-hundred rounds.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249-E2 SAW5 - 5.56x45mm]]&lt;br /&gt;
[[Image:AdvancedMG-TBOGT.png|thumb|none|400px|&amp;quot;Advanced MG&amp;quot;]]&lt;br /&gt;
[[Image:IV-M249.jpg|thumb|none|400px|A &amp;quot;terrorist expert&amp;quot; fires an [[M249 SAW]]]]&lt;br /&gt;
[[Image:BGT-M249-2.jpg|thumb|none|600px|Luis with an M249.]]&lt;br /&gt;
&lt;br /&gt;
== DSR-1 ==&lt;br /&gt;
The [[DSR-precision GmbH DSR-1|DSR-1]] sniper rifle is first used in the mission &amp;quot;Caught with your Pants Down&amp;quot; to free an APC from a helicopter. It holds ten rounds, has an unique green-tinted scope and fires explosive rounds.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|none|400px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:AdvancedSniper-TBOGT.png|thumb|none|400px|&amp;quot;Advanced Sniper&amp;quot;]]&lt;br /&gt;
[[Image:IV-DSR1.jpg|thumb|none|400px|A DSR-1 is wielded by a &amp;quot;terrorist expert&amp;quot;.]]&lt;br /&gt;
[[Image:BGT-DSR1-2.jpg|thumb|none|600px|Luis aims a DSR-1 from a Swift helicopter.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK69A1 ==&lt;br /&gt;
&lt;br /&gt;
[[Heckler &amp;amp; Koch HK69A1]], see above, is the only weapon returning from &amp;quot;The Lost and Damned&amp;quot; expansion pack.&lt;br /&gt;
[[Image:HK69A1.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK69A1 - 40mm]]&lt;br /&gt;
[[Image:GrenadeLauncher-TLAD.png|thumb|400px|none|&amp;quot;Grenade Launcher&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Satchel Charges ==&lt;br /&gt;
Sachel charges called &amp;quot;Sticky Bombs&amp;quot; are first used in the &amp;quot;Bang Bang&amp;quot; mission.&lt;br /&gt;
[[Image:StickyBomb-TBOGT.png|thumb|300px|none|Satchel Charge]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
Two [[GE M134 Minigun]]s are seen attached to the game's two attack helicopters, the Annihilator and the Buzzard.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:BGT-AA12-2.jpg|thumb|none|600px|A GE M134 Minigun is seen attached to a Buzzard]]&lt;br /&gt;
[[File:GTAIVM134Closeup.jpg|thumb|none|600px|Closeup on the GE M134.]]&lt;br /&gt;
&lt;br /&gt;
= Unusable Weapons =&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
One of the loading screens as the game is starting up depicts two police officers climbing a flight of stairs while brandishing weapons; one has what could be either a Heckler &amp;amp; Koch MP5 or MP10, with the angle making it hard to judge for sure, while the other has a [[Franchi SPAS-12]] shotgun. Also, early artwork of Niko depict him holding a [[Franchi SPAS-12]] with its stock removed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge.]]&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 Gauge.]]&lt;br /&gt;
[[Image:GTAIVPolice.jpg|thumb|none|400px|The loading screen in question. Trigger discipline is apparently not taught to Liberty City's finest.]]&lt;br /&gt;
[[File:GTAIVSpas12NoStock.jpg|thumb|none|400px|Niko holding a stockless SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
&lt;br /&gt;
In a piece of game artwork, a criminal can be seen aiming a sawed-off [[Remington 870]] out of a car window, while the driver next to him holds a [[Desert Eagle|IMI Desert Eagle]]. In another, Niko can also be seen holding a sawed-off [[Remington 870]] as he exits a car.&lt;br /&gt;
&lt;br /&gt;
[[Image:SawnoffShotgun2.jpg|thumb|none|400px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[Image:3373_gta_iv_artwork_shootout.jpg|thumb|none|400px|A criminal aims a sawed-off [[Remington 870]] out of a car window.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
&lt;br /&gt;
One early press screenshot from the beta version of the game depicted Niko holding a [[Heckler &amp;amp; Koch MP5A3]] with its stock extended. However, this weapon was removed from the final version of the game, and replaced with the [[MP5#Special_Weapons_MP-10_and_SP-10|MP-10]]. This was presumably due to H&amp;amp;K's trademarking of the distinctive shape of the MP5.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm - 9x19mm with stock extended]]&lt;br /&gt;
[[Image:gta4.jpg|thumb|none|400px|Niko holds a Heckler &amp;amp; Koch MP5A3 in the beta version of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
&lt;br /&gt;
An [[Uzi]] with the stock removed is seen on a piece of artwork for The Lost and Damned.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|350px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:GTATLADUzi.jpg|thumb|none|400px|The Uzi in the hands of Angus.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-style=&amp;quot;height: 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;125&amp;quot;|'''GTA 1 Era'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;500&amp;quot;|''[[Grand Theft Auto: Mission Packs]]'' (1999)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;125&amp;quot;|'''GTA III Era'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot; width=&amp;quot;500&amp;quot;|''[[Grand Theft Auto III]]'' (2001) • ''[[Grand Theft Auto: Vice City]]'' (2002) • ''[[Grand Theft Auto: San Andreas]]'' (2005) • ''[[Grand Theft Auto: Liberty City Stories]]'' (2005) • ''[[Grand Theft Auto: Vice City Stories]]'' (2006)&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#D0E7FF align=center width=&amp;quot;125&amp;quot;|'''GTA IV Era'''||bgcolor=#E8E8E8 style=&amp;quot;padding-left: 1em&amp;quot;|''[[Grand Theft Auto IV]]'' (2008) • ''[[Grand Theft Auto: Chinatown Wars]]'' (2009) • ''[[Grand Theft Auto V]]'' (Coming TBD)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=597887</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=597887"/>
		<updated>2012-08-05T09:41:43Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Beretta 92FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Resident Evil 5'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS|Beretta 92FS]] is Chris and Sheva's starting gun. Is also used by Irving in a few cut scenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot;. Jill also wields one in a cut scene during the raid on the Spencer mansion estate. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris.&lt;br /&gt;
&lt;br /&gt;
The 92FS can be upgraded to hold an impossible number of rounds for the real firearm, close to 100 bullets a magazine! This is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37 and Sako 75. Appears as &amp;quot;M92F&amp;quot;.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
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 &amp;quot;Mercenaries&amp;quot; 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.&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Custom Samurai Edge Beretta 92FS in Resident Evil 5]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in the concept art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
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 &amp;quot;Matilda&amp;quot; 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).&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
This weapon is wielded exclusively by Barry Burton which he kept after the events of [[Resident Evil (2002)]]. It can be used in the &amp;quot;Mercenaries Reunion&amp;quot; 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 &amp;quot;Samurai Edge&amp;quot; but it is a [[Beretta 96 pistol series|96FS]] (this model fires .40 S&amp;amp;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.&lt;br /&gt;
[[Image:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Airsoft replica of Barry's Samurai Edge - Fake .40 S&amp;amp;W&amp;lt;br&amp;gt;''For more images of the custom Samurai Edge, please visit the [[Talk: Resident Evil 5|discussion page]].'']]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a zombie with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Barry Burton carries a custom [[Colt Python]] in the &amp;quot;Mercenaries Reunion&amp;quot; mode and that only use in quick time events. This revolver is originally from [[Resident Evil (2002)]]&lt;br /&gt;
[[Image:Resident_Evil_1_Magnum.jpg‎ |thumb|none|350px|Prop version of Barry's .44 Magnum]]&lt;br /&gt;
[[Image:RE1 44magnum.jpg|thumb|none|600px|Custom Colt Python as seen in Resident Evil (2002)&amp;lt;br&amp;gt;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.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the customized Python.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;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, both Chris and Sheva always have one each due to graphic mistakes.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the &amp;quot;Punisher&amp;quot; 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).&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|351px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|599px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;. Caliber is not stated but presumed to be .44 Magnum as the maximum magazine capacity is only 8 rounds and it shares ammo with the Model 29. It can be found in a stone tomb during the battle with Wesker.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the zombie onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin. ''Resident Evil 5'' is undoubtedly one of the most detailed and realistic video games when it comes to weapons. (Let's just forget the 92FS with the 100-round magazine for a second...)]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|Recoil of a shot, exaggerated a little bit, considering how Wesker is a veteran S.T.A.R.S. commanding officer. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds. Appears as &amp;quot;SIG P226&amp;quot; in the game.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a 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.&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] is 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.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it.&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
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 &amp;quot;starter&amp;quot; weapons of each type - the Beretta 92FS, Skorpion, and Sako 75.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|400px|none|Ithaca Model 37 - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a zombie in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|600px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|450px|Benelli M3 Super 90 - 12 gauge with pistol grip stock combination]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a zombie with the M3 in Mercenaries mode.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a zombie from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|500px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
An [[Armsel Striker and variants#SWD/Cobray Street Sweeper|SWD/Cobray Street Sweeper]] is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game, 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. &lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. For an unknown reason, he is going to always insert only two shells to the drum, no matter how many rounds were fired before the reload. The same happens with the other guns with an internal magazine, such as the Sako 75 rifle, or the other pump-action shotguns.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra Sawed-off Shotgun==&lt;br /&gt;
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 &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. Due to a bug, the characters first insert two shells at once, and another one later.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3]] is the second submachine gun found in the game and can be bought after that. Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
The MP5A3 appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot; and features an unrealistic 45-round magazine by default, which can be upgraded to holds an impressive and impossible load of 150 rounds.&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does a so called HK-slap to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion Vz. 61]] is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be &amp;quot;upgraded&amp;quot; to do a ridiculous amount of damage considering its low caliber rounds, and to hold a truly absurd 300(!) rounds of ammunition per magazine. (This is shared by the &amp;quot;starter&amp;quot; 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 in-game.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion Vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion Vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the Vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her Vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
It's also equipped by some of the Majini soldiers in Chapter 5, which they use it against Chris and Shiva. Their AK's are equipped with green laser sights.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 556==&lt;br /&gt;
B.S.A.A. agents are seen with the [[SIG SG 556]] as their primary weapon. Like the MP5A3, it is equipped with a EOTech sight that has no function in-game. 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.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|450px|SIG SG 556 - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG SG 556.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SG 556 with polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SG 556, unlucky for the zombie trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG SG 556's.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the bolt-action sniper rifle. It is the most powerful out of the 3 sniper rifles when fully upgraded and can be upgraded to hold more ammunition that what the real rifle actually has. This is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Beretta 92FS, Skorpion, Ithaca.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
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 7.62x51mm NATO with the Sako 75 and H&amp;amp;K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR. It has mid level performance, less powerful than the Sako but more than the PSG-1.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range zombie-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|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.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a zombie tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has a [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. &lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, one of the Tricell pets. During this boss battle, the game switches to first-person perspective.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for N50,000.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;chainsaw grip&amp;quot; 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.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle break and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
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, it 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.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7  - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aiming at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) 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.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majinies.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, some soldiers are throwing low-detail [[Model 24 Stielhandgranate]]s at Chris and Sheva. These soldiers also appear in Mercenaries mode.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beep's 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.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
=Beta / Removed Weapons=&lt;br /&gt;
==Silver Ghost ==&lt;br /&gt;
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211]. The reason it appeared in trailer might be the project was set in the same time with [[Resident Evil 4]] PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Samurai Edge&amp;quot; despite he used this silenced variant during the last event of Umbrella Chronicles.&lt;br /&gt;
[[Image:RE5-1.jpg|thumb|none|600px|Chris aims the &amp;quot;Silver Ghost&amp;quot;, Teaser's final moment.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Silver Ghost&amp;quot; from the previous game.&lt;br /&gt;
[[Image:RE5_Colt1911_1.jpg|thumb|none|600px|The 1911 in the E3 2007 Trailer, a moment before the first Majini encounter, resembles 2005's Teaser final moment. The scene later appears in official game, but Beretta 92FS equipped instead.]]&lt;br /&gt;
[[Image:RE5_Colt1911_2.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris alone, encounters a town Majini group. ''Note Majini(es) never appear this many in the official game, but possibly from a Bench-Mark''.]]&lt;br /&gt;
[[Image:RE5-2.jpg|thumb|none|600px|Chris with the 1911. Note the threaded barrel, trigger and finger rest.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Dead Rising&amp;quot; Hybrid Assault Rifle==&lt;br /&gt;
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 &amp;amp; Koch HK33|Heckler &amp;amp; Koch G41]] nor [[FN SCAR]], even [[SIG  SG 550|SIG SG 556]]. It features a [[FN FAL]]-style ''fixed'' stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.&lt;br /&gt;
[[Image:DRM4d.jpg|thumb|none|800px|Hybrid Assault Rifle, as it originally appears in [[Dead Rising]]]]&lt;br /&gt;
[[Image:RE5_Assault_Prototype.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris use the Hybrid weapon against Majini(es), probably in '''Public Assembly'''.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=597886</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=597886"/>
		<updated>2012-08-05T09:39:06Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* Beretta 92FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Resident Evil 5'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS|Beretta 92FS]] is Chris and Sheva's starting gun. Is also used by Irving in a few cut scenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot;. Jill also wields one in a cut scene during the raid on the Spencer mansion estate. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris.&lt;br /&gt;
&lt;br /&gt;
The 92FS can be upgraded to hold an impossible number of rounds for the real firearm, close to 100 bullets a magazine! This is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37 and Sako 75. Appears as &amp;quot;M92F&amp;quot;.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
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 &amp;quot;Mercenaries&amp;quot; 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.&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Custom Samurai Edge Beretta 92FS in Resident Evil 5]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|Wesker with his Samurai Edge in the concept art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
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 &amp;quot;Matilda&amp;quot; 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).&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
This weapon is wielded exclusively by Barry Burton which he kept after the events of [[Resident Evil (2002)]]. It can be used in the &amp;quot;Mercenaries Reunion&amp;quot; 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 &amp;quot;Samurai Edge&amp;quot; but it is a [[Beretta 96 pistol series|96FS]] (this model fires .40 S&amp;amp;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.&lt;br /&gt;
[[Image:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Airsoft replica of Barry's Samurai Edge - Fake .40 S&amp;amp;W&amp;lt;br&amp;gt;''For more images of the custom Samurai Edge, please visit the [[Talk: Resident Evil 5|discussion page]].'']]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a zombie with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Barry Burton carries a custom [[Colt Python]] in the &amp;quot;Mercenaries Reunion&amp;quot; mode and that only use in quick time events. This revolver is originally from [[Resident Evil (2002)]]&lt;br /&gt;
[[Image:Resident_Evil_1_Magnum.jpg‎ |thumb|none|350px|Prop version of Barry's .44 Magnum]]&lt;br /&gt;
[[Image:RE1 44magnum.jpg|thumb|none|600px|Custom Colt Python as seen in Resident Evil (2002)&amp;lt;br&amp;gt;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.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the customized Python.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;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, both Chris and Sheva always have one each due to graphic mistakes.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the &amp;quot;Punisher&amp;quot; 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).&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|351px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|599px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;. Caliber is not stated but presumed to be .44 Magnum as the maximum magazine capacity is only 8 rounds and it shares ammo with the Model 29. It can be found in a stone tomb during the battle with Wesker.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the zombie onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin. ''Resident Evil 5'' is undoubtedly one of the most detailed and realistic video games when it comes to weapons. (Let's just forget the 92FS with the 100-round magazine for a second...)]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|Recoil of a shot, exaggerated a little bit, considering how Wesker is a veteran S.T.A.R.S. commanding officer. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds. Appears as &amp;quot;SIG P226&amp;quot; in the game.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a 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.&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] is 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.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it.&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
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 &amp;quot;starter&amp;quot; weapons of each type - the Beretta 92FS, Skorpion, and Sako 75.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|400px|none|Ithaca Model 37 - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a zombie in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|600px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|450px|Benelli M3 Super 90 - 12 gauge with pistol grip stock combination]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a zombie with the M3 in Mercenaries mode.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a zombie from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|500px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
An [[Armsel Striker and variants#SWD/Cobray Street Sweeper|SWD/Cobray Street Sweeper]] is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game, 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. &lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. For an unknown reason, he is going to always insert only two shells to the drum, no matter how many rounds were fired before the reload. The same happens with the other guns with an internal magazine, such as the Sako 75 rifle, or the other pump-action shotguns.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra Sawed-off Shotgun==&lt;br /&gt;
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 &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. Due to a bug, the characters first insert two shells at once, and another one later.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3]] is the second submachine gun found in the game and can be bought after that. Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
The MP5A3 appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot; and features an unrealistic 45-round magazine by default, which can be upgraded to holds an impressive and impossible load of 150 rounds.&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does a so called HK-slap to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion Vz. 61]] is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be &amp;quot;upgraded&amp;quot; to do a ridiculous amount of damage considering its low caliber rounds, and to hold a truly absurd 300(!) rounds of ammunition per magazine. (This is shared by the &amp;quot;starter&amp;quot; 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 in-game.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion Vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion Vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the Vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her Vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
It's also equipped by some of the Majini soldiers in Chapter 5, which they use it against Chris and Shiva. Their AK's are equipped with green laser sights.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 556==&lt;br /&gt;
B.S.A.A. agents are seen with the [[SIG SG 556]] as their primary weapon. Like the MP5A3, it is equipped with a EOTech sight that has no function in-game. 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.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|450px|SIG SG 556 - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG SG 556.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SG 556 with polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SG 556.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SG 556, unlucky for the zombie trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG SG 556's.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the bolt-action sniper rifle. It is the most powerful out of the 3 sniper rifles when fully upgraded and can be upgraded to hold more ammunition that what the real rifle actually has. This is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Beretta 92FS, Skorpion, Ithaca.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
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 7.62x51mm NATO with the Sako 75 and H&amp;amp;K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR. It has mid level performance, less powerful than the Sako but more than the PSG-1.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range zombie-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|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.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a zombie tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has a [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. &lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, one of the Tricell pets. During this boss battle, the game switches to first-person perspective.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for N50,000.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;chainsaw grip&amp;quot; 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.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle break and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
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, it 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.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7  - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aiming at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) 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.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majinies.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, some soldiers are throwing low-detail [[Model 24 Stielhandgranate]]s at Chris and Sheva. These soldiers also appear in Mercenaries mode.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beep's 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.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
=Beta / Removed Weapons=&lt;br /&gt;
==Silver Ghost ==&lt;br /&gt;
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211]. The reason it appeared in trailer might be the project was set in the same time with [[Resident Evil 4]] PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Samurai Edge&amp;quot; despite he used this silenced variant during the last event of Umbrella Chronicles.&lt;br /&gt;
[[Image:RE5-1.jpg|thumb|none|600px|Chris aims the &amp;quot;Silver Ghost&amp;quot;, Teaser's final moment.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Silver Ghost&amp;quot; from the previous game.&lt;br /&gt;
[[Image:RE5_Colt1911_1.jpg|thumb|none|600px|The 1911 in the E3 2007 Trailer, a moment before the first Majini encounter, resembles 2005's Teaser final moment. The scene later appears in official game, but Beretta 92FS equipped instead.]]&lt;br /&gt;
[[Image:RE5_Colt1911_2.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris alone, encounters a town Majini group. ''Note Majini(es) never appear this many in the official game, but possibly from a Bench-Mark''.]]&lt;br /&gt;
[[Image:RE5-2.jpg|thumb|none|600px|Chris with the 1911. Note the threaded barrel, trigger and finger rest.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Dead Rising&amp;quot; Hybrid Assault Rifle==&lt;br /&gt;
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 &amp;amp; Koch HK33|Heckler &amp;amp; Koch G41]] nor [[FN SCAR]], even [[SIG  SG 550|SIG SG 556]]. It features a [[FN FAL]]-style ''fixed'' stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.&lt;br /&gt;
[[Image:DRM4d.jpg|thumb|none|800px|Hybrid Assault Rifle, as it originally appears in [[Dead Rising]]]]&lt;br /&gt;
[[Image:RE5_Assault_Prototype.jpg|thumb|none|600px|E3 2007 '''Extended''' Trailer, Chris use the Hybrid weapon against Majini(es), probably in '''Public Assembly'''.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:2456.jpg&amp;diff=597885</id>
		<title>File:2456.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:2456.jpg&amp;diff=597885"/>
		<updated>2012-08-05T09:34:50Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=444406</id>
		<title>Prototype 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=444406"/>
		<updated>2011-08-03T09:59:49Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: /* M16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons appear in video game ''Prototype 2''''':&lt;br /&gt;
&lt;br /&gt;
== [[M16]] ==&lt;br /&gt;
The Marines are carrying this in the E3 trailer. James Heller also uses it.&lt;br /&gt;
&lt;br /&gt;
[[File:Prototype 2 Reveal.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Prototype_2_Reveal.jpg&amp;diff=444405</id>
		<title>File:Prototype 2 Reveal.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Prototype_2_Reveal.jpg&amp;diff=444405"/>
		<updated>2011-08-03T09:59:14Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=438076</id>
		<title>Prototype 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=438076"/>
		<updated>2011-07-14T09:56:31Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons appear in video game ''Prototype 2''''':&lt;br /&gt;
&lt;br /&gt;
== [[M16]] ==&lt;br /&gt;
The Marines are carrying this in the E3 trailer. James Heller also uses it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=438075</id>
		<title>Prototype 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=438075"/>
		<updated>2011-07-14T09:55:27Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons appear in video game ''Prototype 2''''':&lt;br /&gt;
&lt;br /&gt;
== [[M16]] ==&lt;br /&gt;
The Marines are carrying this in the E3 trailer. James Heller also uses it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Games]]&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=437800</id>
		<title>Prototype 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Prototype_2&amp;diff=437800"/>
		<updated>2011-07-13T22:39:25Z</updated>

		<summary type="html">&lt;p&gt;PrototypeFan: Created page with &amp;quot;'''The following weapons appear in video game ''Prototype 2''''':  == M16 == The Marines are carrying this in the E3 trailer. James Heller also uses it.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons appear in video game ''Prototype 2''''':&lt;br /&gt;
&lt;br /&gt;
== [[M16]] ==&lt;br /&gt;
The Marines are carrying this in the E3 trailer. James Heller also uses it.&lt;/div&gt;</summary>
		<author><name>PrototypeFan</name></author>
	</entry>
</feed>