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This article, Resident Evil: Fall of Lazarus/Weapons, was written by Hyper Zergling. Please do not edit this fiction without the writer's permission.

Resident Evil: Fall of Lazarus takes a more realistic approach on weapons in terms of damage and how they function in real life when compared to other Resident Evil titles. Because of this, several "rules" to weapon stats are included in the game.

Notable mechanics[]

General differences[]

In general, the firepower of weapons attempt to reflect how much damage they would do in real life; perhaps the most obvious example is the assault rifles dealing far more damage than in other Resident Evil titles and magnums dealing far less. Furthermore, the rate of fire on nearly all weapons is dramatically increased, although firing most weapons at full speed very often causes accuracy to suffer due to recoil, while the reloading times are also increased (thus giving noticeably slower reloading speeds).

Reloading and Capacity[]

Many weapons will have a different capacity depending on when they are reloaded. These weapons will have one extra bullet if reloaded mid-magazine, but will not have that extra bullet if reloaded before being empty. This is because in many firearms, a shot is loaded into the chamber of the weapon right after the previous shot, unless there is no shot left to be loaded.

Many weapons also reload somewhat more slowly if reloaded after being empty, due to the weapon being needed to be cocked.

The reload times of the M3 and M1014 vary depending on how many shots have been fired between reloads, as each shell or round needs to be loaded one at a time.

Speed Penalty[]

Many weapons possess some sort of speed penalty that will cause the player character to walk more slowly by a certain percentage. It should be noted that all handguns do not have speed penalties.

Carry Limit[]

There is limit to how many weapons a character can carry at a time, and as such, he/she must discard a weapon should he/she reach the limit and wish to acquire something else. Because of this, the same weapon can appear multiple times throughout the story to allow a character to pick it up should he/she have discarded it earlier. Each character can carry up to two two-handed weapons (Automatics, Shotguns, Rifles, the Rocket Launcher) and one Magnum. Each character's Handgun cannot be discarded and does not take up any sort of inventory slot. When items are dropped, they can be picked up again.

Target types[]

The amount of damage most weapons deal depend on the type of target. Enemies can either be Fleshy (Thin), Fleshy (Thick), Bony, Pistolproof, or Rifleproof. All enemies have different parts of the body as different target types. For example, a DarkRain Sergeant is Rifleproof on the torso, but Fleshy (Thin) at the head, neck and limbs.

Head Criticals are guaranteed to activate, but the target type of the head is determined whether or not Head Criticals can trigger. For example, most Handguns can trigger Head Criticals on humanoid enemies with Fleshy (Thin) heads, but cannot do the same to humanoid enemies with Pistolproof heads.

Enemies also possess weak spots that when successfully struck, receive a Vital Bonus, dealing four times the amount of damage the weapon would otherwise deal. Like with the Head Criticals however, a Vital Bonus can only be triggered depending on the weapon and the target type.

Some weapons can pierce through Fleshy (Thin) enemies, while only the Leader 50 can pierce through most target types. For weapons that can pierce through only Fleshy (Thin) targets, any secondary target behind the main target will receive reduced damage from the shot that pierced through the main target. These weapons can only pierce through a single target, with the ability to damage up to two enemies at once in a single shot. The Leader 50 can pierce through two targets, allowing it to damage up to three targets at once per shot.

Weapons Information Chart[]

Below details how to read the weapons charts listed on this page.

Ammo Ammo type used by weapon
Pierces through Target type(s) the weapon pierces through
Base Firepower The base firepower of the weapon
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

% of Base Firepower upon direct hit on a Fleshy (Thin) target

% of Base Firepower upon direct hit on a Fleshy (Thin) target after already passing through another target

Fleshy (Thick)

% of Base Firepower upon direct hit on a Fleshy (Thick) target

% of Base Firepower upon hit on a Fleshy (Thick) target after already passing through another target

Bony

% of Base Firepower upon direct hit on a Bony target

% of Base Firepower upon hit on a Bony target after already passing through another target

Pistolproof

% of Base Firepower upon hit on a Pistolproof target

% of Base Firepower upon hit on a Pistolproof target after already passing through another target

Rifleproof

% of Base Firepower upon hit on a Rifleproof Target

% of Base Firepower upon hit on a Rifleproof Target after already passing through another target

Head Critical Target type(s) that the weapon can score Head Criticals on
Vital Bonus Target type(s) that the weapon can deal quadruple damage to when shooting a non-head weak spot
Capacity Number of rounds held by the weapon
Rate of Fire The weapon's rate of fire in rounds per minute
Speed Penalty % of movement speed reduction with the weapon equipped

Weapons[]

Handguns[]

Handguns do not take up any inventory and cannot be discarded.

Hardballer[]

Hardballer

Hardballer

The Hardballer is one of David Chambers' starting weapons and is therefore exclusive to him. It possesses the highest firepower out of all of the handguns, but the lowest capacity.

Ammo .45 ACP Rounds
Pierces through Fleshy (Thin)
Base Firepower 200
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

60%

40%

Fleshy (Thick)

100%

40%

Bony

75%

20%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Capacity 7 (+1)
Rate of Fire 150 rpm
Speed Penalty -0%

Thunder 9[]

Bersa Thunder 9 REFoL

Thunder 9

The Thunder 9 is one of Mary Gravling's starting weapons and is therefore exclusive to her. The Thunder 9 is very similar to the 909 in terms of firepower and capacity, although it possesses a greater capacity while being slightly weaker.

Ammo 9mm Luger Rounds
Pierces through Fleshy (Thin)
Base Firepower 140
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

55%

45%

Fleshy (Thick)

100%

45%

Bony

25%

11%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 17 (+1)
Rate of Fire 164 rpm
Speed Penalty -0%

909[]

909

909

The 909 is the starting weapon of Jill Valentine and is therefore exclusive to her. The 909 is very similar to the Thunder 9 in terms of firepower and capacity, although it possesses slightly greater firepower while having a smaller capacity.

Ammo 9mm Luger Rounds
Pierces through Fleshy (Thin)
Base Firepower 150
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

55%

45%

Fleshy (Thick)

100%

45%

Bony

25%

11%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 15 (+1)
Rate of Fire
(Jill)
164 rpm
Rate of Fire
(Razor)
400 rpm
Speed Penalty -0%

Five-seveN[]

FN Five-SeveN FoL

Five-seveN

The Five-seveN is the starting weapon of James McGrath and Yvonne Aiken, and is therefore exclusive to them. The Five-seveN is notable for having several advantages and disadvantages when compared to the other handguns. In terms of advantages, the Five-seveN is the only handgun to be able to score Head Criticals on DarkRain forces wearing helmets, possesses the greatest capacity, has the least recoil and highest rate of fire, and will not alert the presence of enemies when fired from a distance, as it is suppressed, the last of which it shares with the 96A1. This makes the Five-seveN an incredibly effective weapon at taking out groups of unaware DarkRain forces, as the player can simply headshot each DarkRain soldier without being noticed. In terms of disadvantages, the Five-seveN is the weakest handgun in terms of base damage, and its ammunition is quite rare.

Ammo 5.7×28mm FN Rounds
Pierces through None
Base Firepower 60
Target Modifiers
Fleshy (Thin)

100%

Fleshy (Thick)

50%

Bony

25%

Pistolproof

100%

Rifleproof

5%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Capacity 30 (+1)
Rate of Fire
(James & Yvonne)
189 rpm
Speed Penalty -0%

96A1[]

The 96A1 is the starting weapon of Dom Lee and is therefore exclusive to him. Like with the Five-seveN, the 96A1 will not alert the presence of enemies when fired from a distance, as it is suppressed.

Ammo .40 Rounds
Pierces through None
Base Firepower 150
Target Modifiers
Fleshy (Thin)

100%

Fleshy (Thick)

50%

Bony

25%

Pistolproof

10%

Rifleproof

5%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 12 (+1)
Rate of Fire 327 rpm

Speed Penalty -0%

Ammunition gallery[]

Shotguns[]

All shotguns fire 8 pellets per shot. Unlike shotguns of most Resident Evil titles, the shotguns of Resident Evil: Fall of Lazarus possess considerably tighter patterns in their shots, making taking out groups of enemies at point-blank range borderline impossible. However, this also allows all pellets to strike the target at close ranges, dealing maximum damage to individual targets at such ranges. Also due to the tighter patterns, all shotguns have substantially longer effective ranges as the pellets do not spread too radically beyond point-blank range.

Saiga-12[]

Saiga-12 FoL

Saiga-12

The Saiga-12 is a semi-automatic shotgun and is one of David Chambers' starting weapons. Compared to the M1014, the Saiga-12 possesses a slower rate of fire, but has a greater capacity and reloads substantially more quickly.

Ammo 12-Gauge Shells
Pierces through Fleshy (Thin)
Base Firepower 90×8
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

85%

15%

Fleshy (Thick)

100%

10%

Bony

50%

7%

Pistolproof

10%

1%

Rifleproof

5%

1%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 10 (+1)
Rate of Fire 144 rpm
Speed Penalty -15%

Supernova[]

Supernova FoL

Supernova

The Supernova is the pump-action shotgun of Resident Evil: Fall of Lazarus. It can be found early in the stories of David, Mary, Jill, Jane, Dom, and Chie.

Ammo 12-Gauge Shells
Pierces through Fleshy (Thin)
Base Firepower 90×8
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

85%

15%

Fleshy (Thick)

100%

10%

Bony

50%

7%

Pistolproof

10%

1%

Rifleproof

5%

1%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 4 (+1)
Rate of Fire
(David, Mary, Jill, Jane)
69 rpm
Rate of Fire
(Dom & Chie)
138 rpm

Speed Penalty -15%

M1014[]

M4 Super 90 FoL

M1014

The M1014 is a semi-automatic shotgun that can be found in the story of James and Yvonne. The M1014 fires more quickly than the Saiga-12, the other semi-automatic shotgun, but takes much longer to reload and has a lower capacity.

Ammo 12-Gauge Shells
Pierces through Fleshy (Thin)
Base Firepower 90×8
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

85%

15%

Fleshy (Thick)

100%

10%

Bony

50%

7%

Pistolproof

10%

1%

Rifleproof

5%

1%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 7 (+1)
Rate of Fire 150 rpm
Speed Penalty -15%

Ammunition gallery[]

Automatics[]

FNC[]

FNC FoL

FNC

The FNC can be found among defeated DarkRain agents in the stories of David, Mary, James, Yvonne, Dom and Chie. It possesses great firepower at a high rate, making it a very effective weapon against most enemies.

Ammo 5.56mm NATO Rounds
Pierces through None
Base Firepower 470
Target Modifiers
Fleshy (Thin)

100%

Fleshy (Thick)

75%

Bony

50%

Pistolproof

100%

Rifleproof

5%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Capacity 30 (+1)
Rate of Fire 720 rpm

Speed Penalty -10%

M4A1[]

M4A1 Gambit

M4A1

The M4A1 appears in the story of Jill and Jane as starting weapons. More can be found from the corpses of BSAA SOU operatives. Like the FNC, the M4A1 possesses great firepower at a high rate.

Ammo 5.56mm NATO Rounds
Pierces through None
Base Firepower 460
Target Modifiers
Fleshy (Thin)

100%

Fleshy (Thick)

75%

Bony

50%

Pistolproof

100%

Rifleproof

5%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Capacity 30 (+1)
Rate of Fire 720 rpm
Speed Penalty -7.5%

MP5K[]

MP5K

MP5K

The MP5K is one of Chie Chau's starting weapons and is therefore exclusive to her. While suppressed, the MP5K will alert enemies when fired, but said enemies will not immediately know of Chie's position. The MP5K cannot be discarded from Chie's inventory and is considered a two-handed weapon. Because of this, Chie is limited to one additional two-handed weapon she can store in her inventory. When she obtains the Leader 50, this weapon cannot be removed from her inventory either, leaving her unable to pick up any additional weapons until she gives her Leader 50 to Mary.

Ammo 9mm Luger Rounds
Pierces through Fleshy (Thin)
Base Firepower 140
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

55%

45%

Fleshy (Thick)

100%

45%

Bony

25%

11%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Capacity 30 (+1)
Rate of Fire 900 rpm

Speed Penalty -5%

Ammunition gallery[]

Rifles[]

HK93[]

HK93FullStock

HK93, without scope

The HK93 is a semi-automatic sniper rifle. It is one of Mary's starting weapons, and is therefore exclusive to her.

Ammo 5.56mm NATO Rounds
Pierces through None
Base Firepower 480
Target Modifiers
Fleshy (Thin)

100%

Fleshy (Thick)

75%

Bony

50%

Pistolproof

100%

Rifleproof

5%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Capacity 25 (+1)
Rate of Fire 171 rpm
Speed Penalty -10%

S75[]

Sako 75

S75, without scope

The S75 is a bolt-action rifle, and can be found in the stories of Jill, Jane, James, and Yvonne.

Ammo .308 Winchester Rounds
Pierces through Fleshy (Thin)
Pistolproof
Base Firepower 1,020
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

60%

40%

Fleshy (Thick)

100%

40%

Bony

100%

40%

Pistolproof

60%

40%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Capacity 5 (+1)
Rate of Fire 42 rpm
Speed Penalty -20%

Leader 50[]

Leader 50 FoL

Leader 50, without scope

The Leader 50 is an exceedingly powerful semi-automatic rifle that is found in the story of Dom and Chie. When obtained, Dom and Chie cannot rid the weapon from their inventory. In the story of David and Mary, Dom and Chie will hand their Leader 50s to the former two, freeing up their inventory for their own story later on. The Leader 50 utilizes two types of ammunition, the .50 BMG FMJ and the more-powerful but much rarer .50 BMG Anti-Synth Ammo, the former of which can pierce through a single enemy to damage up to a total of two in a single shot, and the latter of which deals immense damage to a single target. Switching ammunition will cause the player character to reload.

Ammo .50 BMG FMJ Rounds
.50 BMG Anti-Synth Rounds
Pierces through (.50 BMG FMJ) Fleshy (Thin)
Fleshy (Thick)
Pistolproof
Base Firepower (.50 BMG FMJ) 4,120
Target Modifiers (.50 BMG FMJ)
Primary target Secondary target
Fleshy (Thin)

50%

50%

Fleshy (Thick)

50%

50%

Bony

100%

50%

Pistolproof

50%

50%

Rifleproof

100%

50%

Pierces through (.50 BMG Anti-Synth) None
Base Firepower (.50 BMG Anti-Synth) 20,000
Target Modifiers (.50 BMG Anti-Synth)
Fleshy (Thin)

100%

Fleshy (Thick)

100%

Bony

100%

Pistolproof

100%

Rifleproof

100%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Rifleproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Rifleproof
Capacity 5 (+1)
Rate of Fire
(David & Mary)
138 rpm
Rate of Fire
(Dom & Chie)
300 rpm

Speed Penalty -20%

Ammunition gallery[]

Magnums[]

Magnums are substantially weaker in Resident Evil: Fall of Lazarus when compared to magnums of other Resident Evil titles. Because of this, ammunition for them is much more plentiful and characters can carry more of the types of magnum ammunition at a time. They are notable for being effective against Bony enemies.

Anaconda[]

Colt-anaconda-6

Anaconda

The Anaconda is one of Jane's starting weapons.

Ammo .44 Magnum Rounds
Pierces through Fleshy (Thin)
Base Firepower 580
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

60%

40%

Fleshy (Thick)

100%

40%

Bony

100%

30%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Capacity 6
Rate of Fire
(Jane, Doug)
138 rpm
Rate of Fire
(Razor)
300 rpm
Speed Penalty -5%

Coonan[]

Coonan Compensated4

Coonan

The Coonan is the other starting weapon of both James and Yvonne. It is by far the weakest magnum but also possesses a respectable rate of fire, with recoil that is just slightly worse than that of the Hardballer.

Ammo .357 Magnum Rounds
Pierces through Fleshy (Thin)
Base Firepower 300
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

60%

40%

Fleshy (Thick)

100%

40%

Bony

100%

40%

Pistolproof

10%

4%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Capacity 7 (+1)
Rate of Fire 144 rpm
Speed Penalty -0%

Lightning Hawk[]

Lightning Hawk FoL

Lightning Hawk

The Lightning Hawk can be found in the stories of Jill, Jane, David, and Mary.

Ammo .50 AE Rounds
Pierces through Fleshy (Thin)
Base Firepower 590
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

75%

25%

Fleshy (Thick)

100%

15%

Bony

75%

10%

Pistolproof

10%

2%

Rifleproof

5%

1%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Capacity 7 (+1)
Rate of Fire 138 rpm
Speed Penalty -5%

Ammunition gallery[]

Grenades[]

Hand Grenade[]

The Hand Grenade functions very much the same way as it has in other Resident Evil titles, except it deals substantially more damage. The center of the explosion deals 3,000 damage, while the rest of the explosion deals around 500. Because of this, Hand Grenades are also much less common in comparison.

Flash Grenade[]

The Flash Grenade functions nearly identically as it has in other Resident Evil titles, dealing 1 damage upon detonation and stunning anyone/anything nearby.

Other[]

Knife[]

The Knife, like those of other Resident Evil titles, is a melee weapon used by most characters in the game. Dom and Chie are the only two characters to not possess a knife and instead have their own unique melee method or weapon, respectively. The Knife deals 50 damage per swing against all targets except for Rifleroof targets, which cannot be damaged by the Knife.

Wakizashi[]

The Wakizashi is Chie's melee weapon. It is far superior to the Knife, dealing 400 damage per swing against all target types except for Rifleproof targets. Instead, Rifleproof targets receive half the full damage at 200.

Electric Burst[]

Electric Burst occupies the melee slot for Dom. When the button normally used for the knife is pressed, Dom releases a burst of electricity from his body in all directions, dealing 300 damage per strike and can lead to a Melee combo, depending on what part of the body of the enemy that was struck. Electric Burst does not need to be "readied" like a knife and Chie's Wakizashi do. It does, however, possesses even less range than the knife does and can therefore only damage enemies that are very close to touching Dom.

Gatling Gun[]

Minigun

Gatling Gun

The Gatling Gun is a weapon that is used by DarkRain Machine Gunners. When a DarkRain Machine Gunner is killed, the player character can retrieve its Gatling Gun. The Gatling Gun is absurdly powerful, dealing incredible damage with individual bullets at an extremely high rate of fire, but prevents the user from performing melee attacks, drastically slows down the player character, and cannot be reloaded, rendering it useless once all of its ammunition is used up.

Pierces through Fleshy (Thin)
Pistolproof
Base Firepower 1,010
Target Modifiers
Primary target Secondary target
Fleshy (Thin)

60%

40%

Fleshy (Thick)

100%

40%

Bony

100%

40%

Pistolproof

60%

40%

Rifleproof

5%

2%

Head Critical Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Vital Bonus Fleshy (Thin)
Fleshy (Thick)
Bony
Pistolproof
Capacity 300
Rate of Fire 1,800 rpm

Speed Penalty -40%

Rocket Launcher[]

Rocket Launcher REHE

Rocket Launcher

The Rocket Launcher appears in the story of James and Yvonne. It is the most powerful weapon in the game and deals a lot of splash damage with each rocket. Rockets, however, are very rare.

Ammunition Explosive Warhead
Firepower 32,000
Capacity 1
Speed Penalty -25%
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