Weapons
Every firearm Snake can find, loot, or buy through Drebin's network, from the starting AK-102 to the Rail Gun and other late-game rewards.
Most weapons past the opening minutes aren't found lying around — Drebin sells nearly the entire roster from his shop (accessible any time you're not in a firefight) in exchange for Drebin Points, earned by having Snake's support drone unlock enemy weapons you pick up. A handful of standouts below still have to be earned the hard way.
Handguns
Operator
A modernized SIG-Sauer-style service pistol. Nothing special, but it's ammo-efficient and a good fallback while you're saving Drebin Points for something better.
- 9x19mm Parabellum
- Cheap, plentiful ammo
- Reliable early-game sidearm
- Weak against armored PMCs and Gekko
Desert Eagle
Overkill for a sidearm, in the best way. Worth carrying once you can afford the ammo, especially against unarmored FROG soldiers.
- .50 AE
- One of the hardest-hitting handguns in the game
- Drops PMCs in one or two shots
- Loud
- Heavy recoil and small magazine
Assault Rifles
AK-102
A compact AK variant Snake grabs off a dead soldier moments after the game starts. Gets the job done until Drebin's shop opens up.
- 5.45x39mm
- The very first real weapon available
- Solid all-around damage
- No attachments
- Outclassed once better rifles are unlocked
M4 Custom
Snake's default do-everything rifle for most of the game — customize it at Drebin's shop as attachments become available and it stays relevant from Act 1 all the way to Act 5.
- 5.56x45mm NATO
- Accepts a scope, suppressor, and underbarrel grenade launcher
- Very manageable recoil
- Mid-tier stopping power without attachments
SCAR-H
A harder-hitting alternative to the M4 for players willing to spend the points. Especially good against the armored Gekko once you're aiming for their joints.
- 7.62x51mm NATO
- Heavier caliber than the M4
- Good compromise between power and control
- Costs more Drebin Points to keep stocked
Shotguns
Saiga-12
The shotgun of choice for the tight corridors of the Advent Palace and Shadow Moses' interiors — clears a room in one or two blasts.
- 12-gauge shells
- Devastating at close range
- Semi-automatic — faster follow-up shots than a pump gun
- Nearly useless at range
Sniper Rifles
SVD Dragunov
A dependable marksman rifle for picking off watchtower guards and keeping FROGs at a distance before they can close in.
- 7.62x54mmR
- Long-range precision
- Semi-automatic follow-up shots
- Scope sway without holding your breath
M14 EBR
The rifle to bring to the Crying Wolf fight — one solid hit to her exposed body every time she breaks cover does enormous damage.
- 7.62x51mm NATO
- Best sniper rifle in the game for consistent one-shot kills on exposed targets
- Essential against Crying Wolf
- Expensive to keep supplied
Explosives & Launchers
RPG-7
Snake's go-to answer for a Gekko or a stalled PMC tank — a direct hit removes a huge chunk of health from almost anything short of a boss.
- Rocket-propelled grenades
- Massive single-target damage
- Effective against Gekko and light vehicles
- Slow reload
- Dangerous at close range
MGL-140 Grenade Launcher
Boss RewardA six-shot grenade launcher handed over automatically after Raging Raven falls, regardless of how you finish the fight.
- 40mm grenades
- Six-round revolving cylinder
- Great crowd control against grouped PMCs and FROGs
- Arcing shots take practice to land at range
Special
Rail Gun
UnlockableA parting gift for finishing Old Snake's story once — devastating against Gekko and armored targets on a replay.
- Electromagnetic slugs
- Charged shots punch through cover and armor
- One of the strongest weapons in the game
- Charging leaves you exposed
Solar Gun
UnlockableA tongue-in-cheek reward for tranquilizing rather than killing every member of the Beauty and the Beast Corps.
- Solar-charged energy blasts
- Recharges automatically in sunlight
- Rewards a full pacifist run of the B&B Corps
- Weak indoors or at night without a charge
Stun Knife
Snake's close-quarters combat knife. Grab a soldier from behind to choke them out, interrogate them for intel and item drops, or use it as the finishing move on the syringe takedown against Vamp.
- Melee — no ammo
- Enables CQC holds, throws, and interrogation
- Silent
- No ranged option