Airsoft M4 Umbrella Corps Charging Handle

Airsoft M4 Umbrella Corps Charging Handle


Resident Evil: Hamlet

Resident Evil Village NA Cover.jpg

Release Date: May vii, 2021
Programmer: Capcom
Publisher: Capcom
Series: Resident Evil
Platforms: PC
PlayStation four
PlayStation v
Xbox One
Xbox Series 10
Genre: Start-Person Survival Horror

Resident Evil: Village is a first-person survival horror video game, the tenth principal installment of the Resident Evil serial. It is a straight sequel to Resident Evil vii: Biohazard.

Set some years after the events in Louisiana, players once once again control Ethan Winters, who is trying to live a tranquility life with his married woman Mia post-obit the nightmare in Dulvey. Soon after welcoming their daughter Rosemary into the globe, the Winters' peaceful existence is shattered when their former ally Chris Redfield kidnaps Rosemary for reasons unknown. Ethan heads to a mysterious Eastern European village to find his daughter and seek answers, only presently finds himself venturing into another terrifying journey.

SPOILERS.jpg Alert! THIS Folio CONTAINS SPOILERS!

The post-obit weapons announced in the video game Resident Evil: Hamlet:

Contents

  • 1 Overview
  • ii Pistols
    • 2.1 CZ 2075 RAMI
    • 2.2 Beretta 92FS "Samurai Edge"
    • 2.3 Brügger & Thomet USW-A1
    • 2.iv M45 / MEU(SOC)
    • two.5 Colt M45A1 CQBP
    • 2.half dozen Volk Tactical Gear Glock 17
    • 2.seven Wildey
    • 2.viii MBA Gyrojet
  • three Revolvers
    • 3.1 Magnum Research BFR
    • three.2 Colt 1851 Navy (Cartridge Conversion)
  • 4 Submachine Guns
    • 4.1 Sa vz. 61 Skorpion
  • 5 Shotguns
    • 5.1 Remington Model 870 Tactical
    • 5.2 Saiga-12 Tactical
    • v.3 Thor's Hammer - AW Model-02
    • five.4 Winchester M1897 Trench Gun
    • 5.5 Over-Under Shotgun
  • 6 Assault Rifles
    • 6.ane Mini Draco
    • vi.two SIG-Sauer MCX VIRTUS SBR
  • vii Machine Guns
    • vii.one PKM
  • viii Sniper Rifles
    • 8.1 FR F2
    • 8.ii M110 K1
  • 9 Grenades
    • nine.1 M67 manus grenade
    • nine.2 Rheinmetall MK13 Modernistic 0 BTV-EL flash grenade
  • x Explosives
    • 10.ane M79 grenade launcher
    • x.2 TM-46 anti-tank mine
  • 11 Miscellaneous
    • 11.1 IS-3
    • 11.2 Self-Propelled Artillery
  • 12 See Besides

Overview

Resident Evil Village inherits much of Resident Evil 7's game mechanics. Like RE7, Village takes identify in first person, with weapons behaving much similar RE7. Unlike most FPSs, but like RE7, aiming the weapons in Village merely tightens the crosshair instead of going into a special fully-accurate ADS mode.

Returning to the game is a Merchant system like to that found in Resident Evil 4: a merchant character known equally "The Duke" appears at certain fixed locations on the game map, and Ethan can buy items, sell treasures, and upgrade his weapons at the Knuckles. Weapons can be both upgraded, granting them generic stat improvements, and customized with custom parts, which are either found on the map or bought from the Duke.

Pistols

CZ 2075 RAMI

The "LEMI" is a slightly altered CZ 2075 RAMI, with a different hammer, no beavertail, and redesigned safety and slide release. It is the first firearm received in the game, when Ethan gets information technology from Grigori. Information technology starts with a magazine capacity of 10 rounds and can exist customized with a compensator and extended magazines.

CZ 2075 Rami - 9x19mm.

The LEMI selected in the inventory screen.

The LEMI in the model viewer, fully customized with its fictional compensator and extended magazines.

Ethan sneaks around a village alley after meeting the locals.

"Aiming" the LEMI. Despite Ethan maxim he received combat training following the events of the previous game, he nonetheless doesn't seem to grasp the concept of fe sights. Most weapons in the game are simply bought closer to the screen when aimed, which nonetheless tightens the spread of shots.

Reloading the LEMI. Reloads in Village are a bit more intricately animated compared to the previous game. Here, Ethan makes sure to retain the partially-full mag of his pistol when performing a tactical reload, while he drops the mag in an empty reload. Alas, it seems both magazines lack cartridges.

The pistol seen in the Duke's Emporium chief screen.

Beretta 92FS "Samurai Border"

The heavily modified Beretta 92FS "Samurai Edge" that appeared in the previous game returns for players who purchase the game'south Deluxe Edition or the Trauma Pack DLC, and is purchased from the Duke in-game. It functions similarly to the weapon equally it appeared used by Chris Redfield in the "Not a Hero" DLC. Information technology has a 9-round chapters, but has a very weak impairment that cannot be upgraded.

Another Beretta 92FS Samurai Border of some kind tin can exist seen holstered at the hip of the BSAA soldier model in the model viewer. Information technology is apparently a dissimilar model of Samurai Edge, and its features are difficult to brand out, but it is however identifiable equally some kind of a Samurai Edge versus a regular 92FS due to the extended Samurai Border-manner grips (that appear to be made of plastic like the AW-01P and Barry Burton V1 model, albeit lacking medallions) and custom frame with extended beavertail that resembles the AW-01P and various Albert Wesker Samurai Edge designs, such as those seen in Resident Evil, Resident Evil 5, and Resident Evil vii. Given BSAA's Blue Umbrella lore connections, the pistol is most likely an AW-01P.

Official Tokyo Marui airsoft replica of the "Albert-01" from Resident Evil 7.

The pistol examined in Ethan'south inventory. Though the January 2021 showcase online event named the pistol "Albert01 Chris", it's named "Samurai Border - AW Model-01" in the final game, same every bit RE7.

Ethan stands idle with a gift from Louisiana.

Taking aim at a wall.

Tokyo Marui Albert. W. Model 01P airsoft pistol.

The BSAA soldier in the model viewer with a holstered Samurai Edge of some kind.

Brügger & Thomet USW-A1

A Brügger & Thomet USW-A1 fitted with a mini red-dot sight, suppressor, and flashlight appears as the "USM-AI". Information technology features custom Hound-Wolf Squad engravings. It is Chris Redfield's signature sidearm in the game, and is usable during the village raid where Chris is the thespian character. It has a mag capacity of 17 rounds. Information technology can be unlocked for purchase in Ethan's master campaign by spending 20,000 challenge points in the Extra Content carte du jour, after completing the game once.

Brügger & Thomet USW-A1 - 9x19mm

The USW-A1 in the model viewer

The USW-A1's right side. Interestingly, this pistol and the G17 are the only two in the game that feature manufacturer markings and serial numbers. This one is evidently US 24-71998 as a direct reference to the Spencer Mansion Incident of the first Resident Evil game, which took place on July 24, 1998 (07/24/1998). It is marked to use 9x19mm Parabellum cartridges.

Chris takes out the USW-A1 during the hamlet raid.

Doing a reload when the empty magazine is removed.

Chris reloading a fresh mag.

M45 / MEU(SOC)

An early on-version M45 / MEU(SOC) pistol with subsequently Kimber ICQB/Colt M45A1 CQBP sights, M45A1 grip safety, and old-fashioned brown grip panels is featured as the "M1911". It can exist constitute at an optional surface area inside the hamlet. The model information technology uses features a slightly-larger-than-normal trigger baby-sit and trigger for some reason.

The pistol is customizable with a long extended magazine and what appear to be Pachmayr American Fable grips. For some reason, the pistol is fully automatic and thus fires continuously while the player holds the attack button, despite appearing externally completely like a standard semi-automatic M1911-manner pistol. However, it has a low rate of fire, and the utility of the automated burn is hampered by its starting mag chapters of 7 rounds.

M45 (previously MEU(SOC)) Pistol, early version - .45 ACP

Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP

Examining the "M1911" in the inventory.

The "M1911" in the model viewer, showing its full range of customizations with the extended magazine and Pachmayr grips.

A little exploration off the beaten track rewards Ethan with a new toy.

Having suffered a jumpscare in the procedure of obtaining this pistol, Ethan warily aims, gear up for any lurking lycans.

Performing a tactical past taking out the empty magazine Ethan swore he nonetheless had ammo in.

Filly M45A1 CQBP

Some Hound Wolf operatives carry the Colt M45A1 CQBP, called the "MA51 GQ Custom" in-game, equally their sidearm. This pistol has a normal-sized trigger guard and trigger, unlike the M45.

Filly M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP

The M45A1 CQBP in the model viewer. The wear around the muzzle, common on the cerakoted pistols in real life, likewise equally the weapon light, can be clearly seen here.

Hound-Wolf Squad operator Umber Optics in the model viewer. The M45A1 CQBP can be clearly seen holstered in a Safariland SLS-fashion holster on his hip.

Volk Tactical Gear Glock 17

Well-nigh HW operatives use customized Glock 17s, called the "GL7" in-game, equipped with a flashlight every bit their sidearm. The customized parts are modeled afterwards custom parts for the Tokyo Marui Glock 17/22 airsoft pistol made by Volk Tactical Gear, a Japanese tactical gear company (in collaboration with Ocean Custom Tactical, another Japanese tactical gear company), themselves based the Taran Tactical Innovations Combat Master Package for the Glock 17, with the makers noting that they were inspired by the TTI Glocks in the John Wick moving picture serial. It is barely visible in the primary game (it can be most clearly seen at the reservoir where an HW operative subdues Ethan), but can exist seen more clearly seen in the model viewer.

Airsoft Volk Tactical Gear Glock 17

Taran Tactical Innovations Combat Master Package Glock 17 - 9x19 Parabellum

The G17 in the model viewer. The pistol is proudly emblazoned with the Volk Tactical Gear brand on the slide, which presumably has an in-universe equivalent within the scope of Resident Evil.

The right side of the pistol. Information technology is the only other gun in this game, too the B&T USW-A1, that has markings of whatsoever kind besides fire selectors. In this example, the model is engraved every bit "MODEL*VTG17CUSTOM" with a series number of VTG666.

HWS operator Night Howl in the model viewer, holding the G17 at the low ready.

HWS operator Canine in the model viewer, with the G17 holstered at the hip.

Wildey

The Wildey magnum pistol appears as the "S.T.A.K.E". It becomes available for purchase from the Knuckles after starting a New Game+. It is customizable with extended magazines and a prepare of improved grips and starts with an incorrectly besides-large capacity of 10 rounds in a flush-fitting mag.

Wildey Hunter, 8" barrel - .475 Wildey Magnum

The Wildey in the model viewer.

The Wildey with the improved grips and extended magazines equipped.

Ethan holding the Wildey at the low ready.

Aiming the Wildey.

Firing the Wildey produces a significant muzzle flash...

Likewise equally significant recoil.

Ethan performing a tactical reload with the Wildey. The RAMI, M45, Samurai Edge, and Wildey share the aforementioned reload animations.

The empty animations involve Ethan discarding the old magazine rather than keeping it,

slotting in a fresh mag,

and dropping the slide with the slide release using his left mitt.

MBA Gyrojet

The MBA Gyrojet appears, simply titled the "Rocket Pistol". It can be unlocked for purchase past chirapsia the game on the highest Village of Shadows difficulty, and so spending lxxx,000 CP on the Extra Content menu. It has a capacity of seven rounds (i more than is possible with a real example), and fires moderately-damaging explosive rockets at a tedious rate of fire.

Gyrojet Pistol Mark one Model B - 13mm

The Gyrojet in the model viewer.

Ethan holding the fantastically-rare Gyrojet pistol at the low gear up.

Aiming the Gyrojet.

Firing the Gyrojet. The real gun's projectiles are inert rather than explosive. The recoil is appropriately minimal in-game.

Reloading the Gyrojet involves pulling back the top encompass, though Ethan doesn't seem to operate the catch on the right side to release it,

Slotting in rockets one-by-one,

And closing the pinnacle cover. The follower on the model really moves according to how many rounds are in the gun, but on the existent Gyrojet, you would demand to drib the hammer and engage the safety before reloading, and y'all would take to recock the hammer before firing again. In-game, Ethan never has to do annihilation involving the hammer nor the condom.

Revolvers

Magnum Enquiry BFR

The Magnum Enquiry BFR appears as the "Handcannon PZ". It can exist unlocked for purchase past beating the game on hardcore difficulty and spending lx,000 CP on the Extra Content menu. It uses sniper burglarize ammo as shared past the F2, granting it immense stopping ability. It has a correct (for long cylinder models like is depicted) chapters of 5 rounds in its cylinder.

Magnum Research BFR - .45-lxx Government

The BFR in the model viewer.

Ethan holding the BFR at the low gear up.

Aiming the BFR.

Similar the other "magnum" guns, the BFR produces a fireball,

And massive recoil.

Afterwards, Ethan correctly cocks the hammer, which visually advances the cylinder to the side by side shot.

Reloading the BFR involves opening the loading gate (in reality yous would need to lower the hammer earlier opening the gate. Ethan naturally doesn't need to practise this in the game),

Ejecting and loading spent and fresh rounds, i by one, respectively (somehow without even touching the ejector rod),

And endmost the loading gate.

Colt 1851 Navy (Cartridge Conversion)

A Colt 1851 (Cartridge Conversion) with deep black trim and pearl/ivory grips is featured in the game as the "M1851 Wolfsbane". It is mixed with design elements from other Colt revolvers, including a grooved Single Activeness Ground forces-manner cylinder, shortened loading lever (equally on the Dragoon) which is also in the Colt 1860 Regular army-style, and with the Walker/1st Dragoon model mode trigger guard.

It can be found in a house most Moreau'southward Lab. It is customizable with a longer barrel (which returns it to its standard length) and a fictitious 7-round capacity cylinder which replaces its default starting capacity 5 round upgradable cylinder. The game's collector's edition includes a miniature version of the gun.

Colt 1860 Army - .44 caliber.

I of the original Filly Walker 1847s - .44 caliber.

The 1851 Navy in the model viewer. The inscription on the barrel reads "Fiat Voluntas Tua", which translates about to the phrase "Thy will be done", which is fairly appropriate for a Miranda fanatic like Moreau to have on his gun. Alternatively, this could accept been endemic by a peculiarly wealthy devoted villager earlier Ethan liberated information technology, which would even so exist appropriate given that Miranda'due south the object of worship for the entire village.

The 1851 Navy in the model viewer with its long barrel and high-capacity cylinder installed.

Ethan holding the 1851 Navy at the low fix.

Aiming the 1851 Navy.

Like the BFR, the 1851 produces fireballs,

Massive recoil,

and is artsy later on every shot.

Again, like the BFR, the loading gate is opened. Again, the hammer has to exist decocked (though to the one-half-erect position this time) earlier loading, and Ethan again chooses to ignore this,

Before ejecting and loading spent and fresh rounds without even having any notion of ejector rods or ramrods,

And closing the loading gate.

Submachine Guns

Sa vz. 61 Skorpion

The Sa vz. 61 Skorpion variant is featured as the "V61 Custom", and can be purchased at the Duke's Emporium afterwards reaching Heisenberg'due south manufacturing plant. By default, information technology comes with a 12-shot straight mag, which matches consign models, but not the original Model 61 chambered in .32 caliber (with these characteristics it should be a .380 ACP or 9x18mm). It tin exist customized with long carbine barrel, pulsate magazine (apparently inspired by airsoft models, as factory variants never existed), and custom wooden buttstock in the mode of an SVD Dragunov. A miniature of the fully customized Skorpion appears in a version of the game'southward collector's edition.

Sa vz. 82 Skorpion with spare magazines - 9x18mm Makarov

The Skorpion in the model viewer. Note the folded wire stock...

...which, rather than existence used, simply vanishes when a stock is installed, as seen on this fully-upgraded example.

Ethan belongings the Skorpion at the low set up.

Aiming the Skorpion.

Firing the Skorpion.

Performing a tactical reload with the Skorpion is pretty simple. Ethan ejects the partially-spent magazine and retains it,

And slotting in a fresh magazine.

Performing an empty reload is slightly different. Ethan throws abroad the former mag,

Loads a fresh 1,

And charges the weapon.

Shotguns

Remington Model 870 Tactical

A Remington Model 870 with no stock and railed sight rib and pump handle appears in the game as the "W870 TAC" shotgun. It can be found in a house near House Beneviento. Information technology has a starting capacity of four shotshells, and can be customized with a foregrip and tactical stock.

Remington 870 Express with TacStar pistol grip - 12 estimate

Shorted Remington 870 with a Pachmayr Vindicator pistol grip, receiver attached tri-rail, and tri-railed foregrip - 12 gauge

The 870 in the model viewer.

The 870 in the model viewer with the foregrip and tactical stock. The stock resembles a SOPMOD/Crane M4 stock.

Ethan holding the 870 at the low ready.

Aiming the 870.

Firing the 870,

and cycling the activeness, ejecting a spent shell.

The pump-action shotguns in this game have a separate reload animation on empty. When the gun is empty, the player is aiming the weapon, and attempts to fire, Ethan will apace open the activeness and dump a shell into the chamber,

Before slotting in shotshells like normal,

And finishing off with another pump of the action. This pump is entirely unnecessary, and doing then would eject a perfectly-good unspent shotshell from the sleeping room.

Saiga-12 Tactical

A Saiga-12 shotgun with railed forearm (that strangely lacks whatsoever class of iron sights) and Magpul Zhukov-Due south stock appears in the game as the "SYG-12". Information technology can be bought from the Duke after reaching Heisenberg'southward factory. Information technology can be customized with a long barrel, a pulsate mag, and a cerise dot sight. It starts with a x-shotshell magazine chapters.

Komrad 12 - 12 approximate

The Saiga-12 in the model viewer. The stock closely resembles a Zhukov-S stock.

The Saiga-12 in the model viewer with its extended barrel, drum magazine, and red dot sight installed.

Ethan holding the Saiga-12 at the low gear up.

Aiming the Saiga-12.

Firing the Saiga-12. Interestingly, despite beingness the only cocky-loading shotgun in the game, information technology is the slowest-firing by far.

The Saiga-12 shares its animations with the "Dragoon" AK assault rifle carbine. A tactical reload involves yanking out the former magazine,

And slotting in a new one.

An empty reload involves Ethan turning the shotgun over to check the weapon's condition,

Before yanking the sometime magazine and discarding it,

Fitting in a new mag, though it doesn't take whatever ammunition modeled in it,

And charging the shotgun underhanded.

Thor'due south Hammer - AW Model-02

The fictional "Thor's Hammer" automated shotgun returns from Resident Evil seven: Biohazard, this fourth dimension only used by BSAA operatives.

Tokyo Marui SGR-12 airsoft shotgun.

Tokyo Marui Thor's Hammer airsoft shotgun, based on the shotgun of the aforementioned proper noun constitute in Resident Evil vii: Biohazard "Non a Hero" DLC.

The Thor's Hammer - AW-02 shotgun in the model viewer. This fourth dimension effectually, the shotgun is painted with some sort of coyote tan camouflage pattern.

The Thor's Hammer shotgun being held by the BSAA soldier model in the model viewer.

Winchester M1897 Trench Gun

The Winchester Model 1897 is the showtime shotgun Ethan tin can acquire in the game, and can be plant early on in the village. It is the offset shotgun found and starts with a starting capacity of five shells. It is customizable with a gilded trigger grouping, which increases rate of fire.

Winchester Model 1897 "Trench Gun" with Parkerized cease - 12 judge

The M1897 as examined in the inventory, allowing united states of america to properly appreciate its fancy engravings. Note the description stating information technology is "commonly used for hunting", while this is right of other M1897 variants, the Trench Gun was explicitly designed for combat.

The 1897 in the model viewer, with its customized golden trigger group.

Holding the shotgun idle means much of it is hidden, but gives u.s. a skillful view of the pump and heat shield.

Ethan brandishes his niggling friend, showing off more of the shotgun.

Reloading unsurprisingly involves feeding shells into the magazine tube.

Over-Nether Shotgun

An over-nether shotgun of unknown brand and model returns from the previous game. It is used by several human survivors in the village and is unusable by Ethan.

Baikal MP-27M-1C O/U - 12 approximate

Assault Rifles

Mini Draco

A Mini Draco fitted with a Magpul stock, suppressor, foregrip, red dot scope, and light amplification by stimulated emission of radiation sight is featured in the game as the "Dragoon". It is identified as a Mini Draco due to the hooded front end sight and the traditional trunnion-mounted rear sight, though information technology shown with the ii-rivet pattern of an AKM at the rear of the receiver, as well as a full-auto fire capability. It has a correct xxx-circular mag capacity.

Chris and well-nigh of the HW commandos utilise it every bit their primary weapon during the raid on the village. Information technology can exist unlocked for purchase at the Duke's Emporium by paying thirty,000 challenge points in the Extra Content menu, itself unlocked afterward completing the game once.

Romanian Mini Draco AK Pistol - 7.62x39mm

AKM - 7.62x39mm

The AK in the model viewer, showing its plethora of attachments. Visible in this prototype are its suppressor, foregrip with tape switch duct taped to information technology, a weapon light with another tape switch loosely fastened right side by side to it, and a red dot that bears a passing resemblance to an Aimpoint mounted above and in the mode of the iron sights.

The AK'southward correct side, showing an unused PEQ-15 ATPIAL, which is connected to the tape switch on the foregrip. The stock is a Magpul CTR stock and the magazines resemble Magpul AK PMAGs.

Chris and Canine with their carbines.

Chris uses a fresh mag to quickly eject the empty mag.

The AK carbine reloaded when lycans show up.

The carbine fired at the lycans.

You can encounter a proficient shot of the carbine.

Chris with the carbine later he leaves an unlocked prison cell.

You tin see the Magpul stock, laser sight and red dot scope. Note waffle mag.

HWS operator Canine property the mini AK.

SIG-Sauer MCX VIRTUS SBR

The SIG-Sauer MCX VIRTUS carbine appears in the game as the "WCX". Information technology can be customized with a foregrip and red dot sight. It is used past HW commandos in the opening, and can be fabricated bachelor for purchase in-game past spending 30,000 challenge points in the Extra Content menu. Despite beingness modeled with thirty-round Magpul Gen 2 PMAGs, its starting capacity is 20. Though it lacks iron sights by default, Ethan can aim the burglarize just fine fifty-fifty without the red dot sight attachment.

SIG-Sauer MCX VIRTUS SBR with 11.5" butt - 5.56x45mm NATO

The MCX in the model viewer. Information technology is customized with a SIG-Sauer ROMEO4H ruddy dot sight and a SIG-Sauer JULIET 3 magnifier, likewise as an MLOK foregrip and handstop and an M4 stock adaptor.

Ethan holding the MCX at the low ready.

Aiming the MCX. Without the foregrip attachment, Ethan uses a C-Clench grip. Even with the optics fastened, Ethan steadfastly refuses to aim using them and instead uses the tried-and-truthful "squinty-dot" method from RE7.

Firing the MCX.

Ethan's tactical reload animations with the MCX involve taking a fresh magazine,

And swapping magazines with his left hand, retaining the old mag. Ethan's ability to do this reliably is quite impressive, given his injured mitt and missing fingers. Note the ammunition modeled in the used mag.

An empty reload involves Ethan turning the burglarize over to check the weapon'south condition,

Forcefully throwing the empty mag out of the weapon (which has ammo notwithstanding modeled in the feed lips),

Inserting a fresh magazine,

And slapping the bolt catch. Using your injured hand to do such an ambitious maneuver instead of just thumbing the bolt grab may not exist such a bang-up idea, Ethan.

Masked HW commandos elevate an unconscious Ethan from the Winters residence somewhere in Eastern Europe.

Machine Guns

PKM

A customized PKM called the "PT Motorcar Gun" is used by the HWS operator Lobo when they raid the hamlet.

PKM modified with Blackheart International accompaniment kit - 7.62x54mm R

Lobo with the modded PKM.

The HWS in their germination shot.

Lobo holding the PKM in the model viewer.

The PKM in the model viewer.

The other side of the PKM. This gives us a good view of the ammo box and the weapon light.

Sniper Rifles

FR F2

The FR F2, appearing equally the "F2 Rifle", is the but bolt-activeness sniper burglarize in the game, and can be constitute in Castle Dimitrescu. The rifle doesn't accept the black cheek residuum by default, but can be customized with one. It begins with an underloaded magazine capacity of 4 rounds. Information technology tin can be further customized with an extended mag and higher-power telescopic.

FR F2 with scope, loaded magazine, and no cheek remainder - 7.62x51mm NATO

Coming across the FR F2.

The F2 fully customized in the model viewer.

The FR F2 after Ethan takes information technology.

Ethan works the FR F2'due south bolt after picking it up for the starting time time.

Before long afterwards, Ethan stands set up with his rifle on the castle's rooftops.

Readying the FR F2. It can be fired in this state, just obviously isn't as precise as it is while using the scope.

Looking down the scope of the FR F2.

Subsequently dealing with some pesky winged creatures, Ethan swaps magazines.

Ethan holding the customized F2 at the low set up.

Upon having the high-power scope installed, the reticle gains ranging features, though these are useless in-game due to the ranges Ethan finds combat encounters in.

Cycling the commodities between shots.

An empty reload involves pulling dorsum the bolt,

Removing the old magazine and discarding information technology (note that Ethan does not push the magazine release lever located on the right side of the receiver,

Inserting a fresh one,

And aggressively endmost the commodities.

M110 K1

The M110 K1, called the "SA110 Sniper Rifle" in-game, is the primary sniper rifle used past the HW commandos.

M110 K1 - vii.62x51mm NATO

Umber Eyes holds the M110.

Umber Optics takes his position over the burning village.

He holds his rifle by the Magpul ACS stock.

And so he brings it to carry.

The M110 in the model viewer. visible are its massive scope, bipod, LAM and tapeswitch, and its short, stubby suppressor.

The other side of the M110. Visible now is the weapon light, which is slaved to ane tapeswitch along with the LAM, in contrast to the smattering of tapeswitches on the "Dragoon" AK.

Umber Eyes holding the M110 in the model viewer.

Grenades

M67 mitt grenade

Chris uses the M67 manus grenade as an offensive weapon during the village raid.

M67 hand grenade surplus

Chris readies the M67 when lycans show upwardly to say hi.

Rheinmetall MK13 Modern 0 BTV-EL wink grenade

Chris carries MK13 flashbangs on his plate carrier, and can observe and utilize them during the village raid. It is depicted with a blueish stripe instead of the proper ruby-red. Some HW operatives likewise carry what appears to exist flashbangs on their plate carriers, though these have a different texture with a red stripe.

Rheinmetall MK13 Mod 0 BTV-EL flash grenade

Chris leaves an unlocked prison cell. The MK13 flashbang can be seen on his plate carrier.

Better shot of the MK13 flashbang on Chris' plate carrier.

HWS operator Night Howl conveying a red flashbang on his plate carrier.

Explosives

M79 grenade launcher

An ornately decorated M79 grenade launcher appears as the "GM 79". Information technology can be found in a locked house in the village before defeating the dominate Salvatore Moreau. It uses both explosive and flashbang ammunition, and can be switched between them past aiming the launcher and pressing the interact key. In a notable modeling mistake, it is shown to have rifling that extends all the way to the bedroom when opened, instead of rifling that should begin forward of the grenade when inserted.

M79 grenade launcher - 40x46mm

The M79 in the model viewer. Its ornate engravings and carvings are clearly visible here.

Ethan holding the M79 at the depression ready.

Aiming the M79.

Firing an explosive grenade produces the expected effects.

Firing a flashbang produces a legitimately disorienting blinding flash of low-cal that stuns enemies very effectively.

When reloading the M79, Ethan flicks the launcher open and in the same motion ejects the spent grenade,

Slots in a fresh grenade,

And flicks the launcher closed, action motion picture hero manner.

Switching grenades involves Ethan opening the launcher and keeping the unfired grenade,

Slotting in the other type of grenade,

And closing the launcher in a more than realistic way.

TM-46 anti-tank mine

A TM-46 anti-tank mine appears as the "Mine". It acts as a remote detonation-type mine confronting enemies that become near information technology.

TM-46 anti-tank mine

A TM-46 equally seen in Ethan's inventory.

Ethan with his grubby hands on the mine.

Cassandra acting very sure of herself that she's virtually to pass the mine.

Miscellaneous

IS-three

Sitting exterior Heisenberg's factory are several abandoned IS-3 heavy tanks, complete with D-25 122mm cannons and Degtyaryov DT-29 coaxial machine guns.

Degtyaryov DT-29 - vii.62x54mmR

Like whatever cocky-respecting IMFDB user, Ethan takes a moment out of this whole "save my daughter" business to examine some vintage Soviet armor.

Cocky-Propelled Arms

Heisenberg'south bootleg combat vehicle (called a self-propelled artillery in the model gallery) is equipped with a Browning M2HB heavy automobile gun and what appears to exist a recoilless rifle mounted right adjacent to it.

M20 Recoilless Rifle - 75x408mmR

Browning M2HB - .50 BMG

The Self-Propelled Artillery, equipped with a machine gun and recoilless rifle. Note the WW2 tank style victory markings/impale rings on the recoilless rifle.

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Resident Evil

Master Video Game Series Resident Evil 0  •Resident Evil  •Resident Evil (2002 remake)  •Resident Evil 2  •Resident Evil two (2019 remake)  •Resident Evil three: Nemesis  •Resident Evil three (2020 remake)  •Resident Evil – Lawmaking: Veronica  •Resident Evil 4  •Resident Evil 5  •Resident Evil: Revelations  •Resident Evil six  •Resident Evil: Revelations 2  •Resident Evil seven: Biohazard  • Resident Evil: Hamlet
Spin-Off Games Survivor  •Outbreak  •Darkside Chronicles  •Mercenaries 3D  •Operation Raccoon City  •Umbrella Corps
Spin-Off Animation Films Degeneration  •Damnation  •Vendetta  •Infinite Darkness
Spin-Off Alive-Activity Films Resident Evil  •Apocalypse  •Extinction  •Afterlife  •Retribution  •The Final Affiliate  •Welcome to Raccoon City
Related Super Nail Bros. Ultimate

Airsoft M4 Umbrella Corps Charging Handle

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