Resident Evil Fanon Wiki
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[[File:MP5SD_FoL.jpg|thumb|MP5SD]]The '''MP5SD''' is one of [[Chie Chau]]'s starting weapons and is therefore exclusive to her. The MP5SD has the advantage of not alerting distant enemies when fired, due to being suppressed. The MP5SD 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 [[Resident Evil: Fall of Lazarus/Weapons#Leader 50|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 Gravling|Mary]].
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[[File:MP5K.png|thumb|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 [[Resident Evil: Fall of Lazarus/Weapons#Leader 50|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 Gravling|Mary]].
 
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Revision as of 05:09, 3 August 2020

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.

Levels of armor

The amount of damage most weapons deal depend on the type of target. Enemies can either be Unarmored, Lightly Armored, or Heavily Armored. Many enemies, most notably the DarkRain Agents, can have different levels of armor on different parts of the body. For example, a DarkRain Sergeant is Heavily Armored on the torso, but Unarmored at the head.

For humanoid enemies, the level of armor on the head is also determined whether or not Head Criticals can trigger. For example, most Handguns can trigger Head Criticals on humanoid enemies with Unarmored heads, but cannot do the same to humanoid enemies with Lightly Armored heads, although a direct shot to the eye will always trigger a Head Critical, regardless of armor type for humanoid enemies. It should be noted that no humanoid enemies have Heavily Armored heads, so should a weapon be able to trigger Head Criticals on Unarmored and Lightly Armored enemies, they can trigger Head Criticals on all humanoid enemies.

Some weapons can pierce through Unarmored enemies, while only the Leader 50 can pierce through Unarmored and Lightly Armored enemies. For weapons that can pierce through only Unarmored 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

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 Ammo
Firepower
Unarmored 160
Lightly Armored 20
Heavily Armored 10
Head Critical Unarmored
Capacity 7 (+1)
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. Each shot of the Thunder 9 can pierce through an Unarmored target, dealing 80 damage to said target while dealing another 70 damage to a potential additional Unarmored target, or 10 to a potential additional Lightly or Heavily Armored target. 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 Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 80 70
Lightly Armored 10 10
Heavily Armored 10 10
Head Critical Unarmored
Capacity 17 (+1)
Speed Penalty -0%

909

909

909

The 909 is the starting weapon of Jill Valentine and Jane Bradstreet, and is therefore exclusive to them. Each shot of the 909 can pierce through an Unarmored target, dealing 90 damage to said target while dealing another 70 damage to a potential additional Unarmored target, or 10 to a potential additional Lightly or Heavily Armored target. 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 Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 90 70
Lightly Armored 10 10
Heavily Armored 10 10
Head Critical Unarmored
Capacity 15 (+1)
Speed Penalty -0%

Five-seveN

FN Five-SeveN FoL

Five-seveN

The Five-seveN is the starting weapon of Dom Lee, 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. 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 5.7mm Ammo
Firepower
Unarmored 60
Lightly Armored 60
Heavily Armored 10
Head Critical Unarmored
Lightly Armored
Capacity 20 (+1)
Speed Penalty -5%

Ammunition gallery

Shotguns

All shotguns fire 8 pellets per shot. The number displayed for firepower is the total damage of all 8 pellets together. 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.

Shotguns also deal underwhelming damage to Armored targets of all types, but will knock down Lightly Armored targets despite the lack of heavy damage, incapacitating said enemies for a few seconds.

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 Unarmored
Firepower
Primary target Secondary target
Unarmored 680 140
Lightly Armored 40 20
Heavily Armored 20 10
Head Critical Unarmored
Capacity 10 (+1)
Speed Penalty -15%

M3

M3 FoL

M3

The M3 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 Unarmored
Firepower
Primary target Secondary target
Unarmored 690 140
Lightly Armored 40 20
Heavily Armored 20 10
Head Critical Unarmored
Capacity 8
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 Unarmored
Firepower
Primary target Secondary target
Unarmored 670 140
Lightly Armored 40 20
Heavily Armored 20 10
Head Critical Unarmored
Capacity 8
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, and Yvonne. It possesses great firepower at a high rate, making it a very effective weapon against most enemies.

Ammo 5.56mm Ammo
Firepower
Unarmored 450
Lightly Armored 450
Heavily Armored 10
Head Critical Unarmored
Lightly Armored
Capacity 30 (+1)
Speed Penalty -10%

Assault Rifle for Special Tactics

Assault rifle for special tactics by gojifan1996-dbw1vtv

Assault Rifle for Special Tactics

The Assault Rifle for Special Tactics appears in the story of Jill and Jane. The first Assault Rifle for Special Tactics can be found from the corpses of a pair of BSAA SOU operatives. Like the FNC, the Assault Rifle for Special Tactics possesses great firepower at a high rate. It does not deal quite as much damage as the FNC, but it possesses a lower Speed Penalty.

Ammo 5.56mm Ammo
Firepower
Unarmored 430
Lightly Armored 430
Heavily Armored 10
Head Critical Unarmored
Lightly Armored
Capacity 30 (+1)
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 Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 80 70
Lightly Armored 10 10
Heavily Armored 10 10
Head Critical Unarmored
Capacity 30 (+1)
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 Ammo
Firepower
Unarmored 460
Lightly Armored 460
Heavily Armored 10
Head Critical Unarmored
Lightly Armored
Capacity 25 (+1)
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 Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 660 310
Lightly Armored 970 310
Heavily Armored 20 10
Head Critical Unarmored
Lightly Armored
Capacity 5 (+1)
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 12.7mm FMJ Ammo and the more-powerful but much rarer 12.7mm Anti-B.O.W. Ammo. Switching ammunition will cause the player character to reload.

Ammo 12.7mm FMJ Ammo

12.7mm Anti-B.O.W. Ammo

Pierces through (12.7mm FMJ Ammo) Unarmored (2)
Lightly Armored (2)
Firepower (12.7mm FMJ Ammo)
Primary target Secondary target Tertiary target
Unarmored 1600 1600 1500
Lightly Armored 1600 1600 1500
Heavily Armored 4700 3100 1500
Firepower (12.7mm Anti-B.O.W. Ammo)
Unarmored 20,000
Lightly Armored 20,000
Heavily Armored 20,000
Head Critical Unarmored
Lightly Armored
Capacity 10 (+1)
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. Furthermore, they also deal underwhelming damage to Armored targets of all types, but will knock down Lightly Armored targets despite the lack of heavy damage, incapacitating said enemies for a few seconds.

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 the highest rate of fire, with recoil that is just slightly worse than that of the Hardballer.

Ammo .357 Magnum Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 220 80
Lightly Armored 30 10
Heavily Armored 10 10
Head Critical Unarmored
Capacity 7 (+1)
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 Magnum Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 500 90
Lightly Armored 40 10
Heavily Armored 20 10
Head Critical Unarmored
Capacity 7 (+1)
Speed Penalty -5%

Colt Anaconda

Colt Anaconda FoL

Colt Anaconda

After Dom's and Chie's second fight against Hannibal, Razor drops a pair of Colt Anacondas that can be picked up. No additional Colt Anacondas can be picked up later in the game.

Ammo .44 Magnum Ammo
Pierces through Unarmored
Firepower
Primary target Secondary target
Unarmored 470 50
Lightly Armored 40 10
Heavily Armored 20 10
Head Critical Unarmored
Capacity 6
Speed Penalty -0%

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 5000 damage, while the rest of the explosion deals around 1000. 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 10 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 Unarmored and Lightly Armored targets, and deals only 10 damage to Heavily Armored targets.

Wakizashi

The Wakizashi is Chie's melee weapon. It is far superior to the Knife, dealing 400 damage per swing against Unarmored and Lightly Armored targets and possesses greater reach. The Wakizashi, however, deals 200 damage to Heavily Armored targets.

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 vertically propelling any basic enemy that comes in contact with the attack. 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 Unarmored
Firepower
Primary target Secondary target
Unarmored 650 310
Lightly Armored 960 310
Heavily Armored 20 10
Head Critical Unarmored
Lightly Armored
Capacity 300
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 30,000
Capacity 1
Speed Penalty -25%