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Metal Gear Solid V: The Phantom Pain

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Metal Gear Solid V: The Phantom Pain for current discussions. Content is subject to change.

Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V The Phantom Pain pc box.jpg
Release Date: 2015
Developer: Kojima Productions
Publisher: Konami
Series: Metal Gear
Platforms: PC
Xbox One
Playstation 3
Playstation 4
Genre: Action-adventure, stealth

Metal Gear Solid V: The Phantom Pain is a 2015 third-person stealth-action open-world game developed by Kojima Productions and published by Konami, and is the direct follow on to the short first "episode" of the story, Metal Gear Solid V: Ground Zeroes. Set in 1984, a decade after Metal Gear Solid: Peace Walker, the story begins after the destruction of the old Mother Base facility by a team from the mysterious Cipher organisation's strike unit, XOF. Big Boss has been in a coma for nine years and much has changed, but, awakening as XOF assaults the hospital he is recovering in, he must come up with a plan to get his revenge on Cipher.

As well as the singleplayer campaign, the game features an online competitive "FOB mode" where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of Metal Gear Online.

The following weapons appear in the video game Metal Gear Solid V: The Phantom Pain:

For weapons relating to its sister game, see Metal Gear Solid V: Ground Zeroes.


The Phantom Pain expands on the gameplay systems of Peace Walker, extending some and simplifying others. The game takes place in an Assassin's Creed-style continuous open world rather than a series of short missions, with two main map hubs in Afghanistan and Africa (specifically an "Angola-Zaire border region"). The loadout system is similar to that of Peace Walker, with the player character only able to equip a small number of firearms at a time; like Ground Zeroes it is further restricted by the three slots for firearms being set up by class, with two being primary weapons (the player character's back and hip} and one a secondary weapon (their leg holster). Sniper rifles, machine guns, shields and launchers go on the back slot, assault and battle rifles, grenade launchers and shotguns on the hip, and pistols and SMGs on the leg. Additional non-firearm items can be equipped in one of two radial menus, one of which is for support weapons such as mines and grenades and the other for equipment. There is now also a "tool" category including the binoculars, iDroid, analyser and Fulton devices, which do not require equip slots and do not need to be selected to be used.

As before, the gameplay systems centre on a large offshore facility called "Mother Base," this time a platform in the Seychelles, which is used as justification for the various in-game systems. The player can recruit additional troops for the new mercenary unit, "Diamond Dogs," by either accepting volunteers or using the rather comical "Fulton Recovery" mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons, though these now require clear air above the extraction target to be used unless the late-game "Wormhole Fulton" device has been researched. In addition, upgrades allow the Fulton device to be used to extract larger objects such as resource containers, emplaced weapons and vehicles.

While the player character is able to pick up weapons used by enemies in the game world, this does not add them to the player's inventory permanently; to select new weapons from the loadout screen, they must be developed via the R&D department using points acquired by the Combat Team (as well as numerous other means). All weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Unlike Peace Walker, blueprints for weapons are generally only required to produce later versions, not to begin development. Certain high-level weapons also require staff with specific skills be part of the R&D team.

Like Ground Zeroes, The Phantom Pain uses fictional "frankengun" hybrids for most of the player-usable weaponry, much as Resident Evil 6 did. This appears to have been done so that the game's R&D tech tree could feature weapons which were clear upgrades to each other, and for parts commonality in the weapon customisation system. Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 6 originally, now 1 to 11), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank.

Resource management is more complex, with the money-substitute Gross Military Product (GMP) points being augmented by physical resources such as metals and fuel which must be gathered, and plants which must be found in the game world. Resources can be found in processed or unprocessed states; processed material is added to Mother Base's current stockpile, while unprocessed material (found as large shipping containers) must be processed first by the Base Development department, which also generates further unprocessed resources at regular intervals. The ammunition manufacturing system in Peace Walker (which manufactured ammo so quickly that running out was never an issue) is replaced with a system of charging the player for equipping weapons as well as researching them; all weapons cost GMP to equip, while high-end weapons require additional resources as well. For example, a rocket launcher may require fuel resources, or a tranquilizer gun a specific amount of soporific digitalis plants.

Side-missions now all take place in the game world; as before these include vehicle battles, though these are now battles against regular tanks and infantry rather than protracted endurance matches with battleship-strength super-vehicles supported by entire platoons. Presumably because it would be difficult to allow the player to use them in the open world, it is no longer possible to capture helicopters. As before, captured vehicles can be used in a side-mission battle mode, though this mode ("Deployment") is more restrictive than before, with very specific requirements on what combinations of units can be used for each battle, some requiring the use of a particular vehicle but otherwise not allowing them to be used at all. As before, the rewards in this mode use a random drop mechanic, but generally if a blueprint is one of the rewards its drop rate will be 100%.

At any time in the game world, the player can use the support function to request ammunition supplies, new weapons or equipment, or an entire pre-set loadout. Unlike Peace Walker, it is also possible to request vehicles be dropped as support, including tanks. The player can also select one of several "buddy" characters to assist them, and switch between them using the support system.

Weapon customisation is not initially available and requires recovering a "legendary gunsmith," found in a mission unlocked about a fifth of the way through the game. Following this, any parts on weapons the player has researched can be swapped between them, with restrictions based on the class of weapon involved and whether it has fixed parts or the right attachment points. Underbarrel weapons must be researched as separate standalones which have the relevant ability; they can then be attached to a gun with an appropriate mounting point.

Suppressors still work similarly to Peace Walker with a weapon only getting one suppressor which will wear out over time; this can now be manually detached to save its lifespan, however. The suppressor will automatically detach with a loud snapping sound when it wears out; it can be restored by finding (very rare) suppressor pickups in the game world, or by calling for a support drop which will include suppressors for all weapons that have them. There are three possible grades of suppressor durability, with the normal two "low" and "medium," higher-level weapons allowing use of the latter. A handful of weapons have level three suppressors that do not degrade.

Initally the weapon tech trees stopped at Rank 6 for all weapons; patches have since added weapons at the final two tiers. Several Rank 9 weapons were added on December 17th 2015. Later patches introduced even higher level weapons: as of April 2017, some weapons go up to level 11.


"WU Silent Pistol"

The "WU Silent Pistol" [Windurger No.2 Silent Pistol] tranquilizer gun is shown passing over to Phantom Pain. Its permanent suppressor and "ghost ring" sight is only accessible at level 5, and earlier versions without it heavily resemble the AMC Auto Mag Pistol with the addition of a polymer frame and tritium glow-in-the-dark night sights. The gun is the equivalent of the tranquilizer pistols seen in the series; the M9 from MGS2, Mk.22 Mod 0 featured in MGS3, Portable Ops & Peace Walker, and the Ruger Mk. II from MGS4, and as in those games is manually operated.

A lethal version is available, though the weapon retains its slide-lock mechanism and therefore does not fire in semi-auto. ☆5 armor-piercing (called "Glass-piercing" in the bonus description) and ☆7 fast-acting (+SB) non-lethal conversions are also available, with the later keeping its integral suppressor. It can be converted into a pistol carbine in ☆7, which allows a scope. Despite the description stating that it can now access undermount modifications, it only unlocks the ability to add additional laser sights (which replace any option in the flashlight slot) and not much else. Firing the carbine version does not make the player character manually operate it, but it is a cosmetic change as the fire rate remains the same. An unsuppressed, golden version is available with the Collector's Edition of the game, only exclusive to Metal Gear Online.

High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)
The ☆1 WU Silent Pistol is immediately available from the start of the game, and for the most part, it will be your go-to non-lethal ranged weapon until more weapons and tools to capture soldiers are available down the line. It also begins suppressed, which is a nice start.
☆2 increases the tranquilizer's power by a little bit, though you're still better off performing headshots on soldiers. It also gains a flashlight, so really not much else in terms of upgrades.
☆3 increases the power more, and now it has access to 10-round magazines. At this point, development upgrades branch out towards converting the weapon to fire lethal 9mm live rounds or remaining faithful to the various tranquilizer pistols seen in the series.
While ☆4 swaps the flashlight for a laser-light module, which doesn't offer much in the grand scheme of things...
... ☆5 massively boosts the pistol to ditch the low-grade suppressor in favor of an integral suppressor instead (along with switching the sights to use ghost rings), which makes the only thing that hinders the pistol from reaching its full potential is its ammo reserves (holding a maximum of two spare mags on all levels) and the lack of penetration power; something that most tranquilizer weapons do not offer. Replacing the high-capacity magazine and removing the laser module gives the exact configuration of what Snake used in Ground Zeroes.
Big Boss holds a level 4 WU silent pistol with a combined flashlight / laser module as he departs on his latest adventure.
A render of the Collector's Edition golden WU Silent Pistol. Aside from its fancy looks, there isn't much in the way of gameplay benefits. At least your player-controlled soldiers get a chance to use this nearly-pointless-design-but-aesthetically-cool thing.

"AM D114"

The "AM D114" pistol [Arms Material Delta-114 Combat Pistol] is the game's substitute for the Colt M1911A1, that has been featured throughout the MGS series, starting with 2004's Metal Gear Solid 3: Snake Eater. Aesthetically, it appears to be inspired by the CZ 75, Browning Hi-Power, and Smith & Wesson Model 39 - while it ultimately ends up looking a lot like a FÉG Model 45 ACK/GKK. The gun is chambered in .45 ACP, sports the slide inside the frame design of the CZ 75 and its derivatives, has BO-MAR style target sights, and a checkered front strap. Normally chambered in .45 ACP, the armor piercing-variants are chambered in 9mm.

EAA Witness (Early production), the CZ-75 derivative that that's most similar to the AM D114
FÉG Model 45 ACK/GKK, bears significant resemblance to in-game gun
☆1 D114 is immediately available for sortie loadouts if you wish to give up the quiet dart gun for a loudened kill-pistol instead. Many don't, but a 7-shot semiauto with eight mags in reserve goes a lot further than the scarce tranquilizer darts.
The game's guns often have the chambering marked right on the side in plain english. The "N2WOKI1964" is on all D114 variants, possibly the modeler's signature.
☆2 gains a helpful detachable suppressor, despite the gun having no threads to attach it to yet.
☆3 revision kits the .45 out with more welcome accessories; 10-round magazines and an attachment rail carrying a tac-light. It is at this point where the development branches between the longslide conversions for better range or staying the course for stealth and best possible handling.
Iron sights of the AM D114 in first-person view.
☆4 upgrade demands a lot from R&D and Intel both, but it revamps the pistol into an ersatz Naked Snake Custom from MGS3. The overhaul improves the gun's autoaim leniency and recoil by a lot, but the prime attraction is the Diamond Dogs original tier-2 suppressor that's good for 30 shots - an extremely useful component to have for custom handguns. It also serves as the basis for the visually identical ☆5 9mm special conversion which, judging by the unreal penetration ability and deployment expense of rare metals, seems to shoot pure tungsten.
Apparently called the Model 1984-CQC by the research division, it has a good number of the features outlined in the third game. Checkered front strap and ring hammer are there from the start, but the modified trigger guard, lengthened beavertail, strengthened slide, shiny innards, threaded barrel extension, front cocking serrations and raised sights to accommodate a suppressor are all there. Note the tiny text above the trigger that appears to read "FOB AROMORY[sic] PROPERTY".

AM D114 CB

☆6 overhauls the poor pistol again (skipping ☆5) into an ultra-tactical carbine reminiscent of pistol conversion kits from a number of manufacturers. Effective range reaches past 40 meters as the recoil and handling stats improve even further.
The carbine's 3x zoom scope is fairly unique before the postgame super-research, this being one of the two guns that can unlock it for use. Extremely accurate for a .45 pistol, but the plain black reticle can turn into a liability after dark.
Removing the sight unit reveals unique iron sights, forever secret without the use of gunsmithing. Also, the markings suggest that this isn't from any Diamond Dogs skunkworks, but is in fact an Arms Material brand product. Either that or R&D was too polite to trample on brand rights. Note the ambidextrous cocking handles.
Ghost ring on top of a front post ring. Novel, if bulky.
A pre-release image shows D-Walker fitted with what appears to be this carbine-D114 held in one of its two manipulator arms. The only big guns the D-Walker brandishes in the release version are twin Ze'evs.

AM D114LB-45

☆4 longslide alternative. If the original ☆3 pistol's 35m range keeps falling short, this D114-LB can reach out to almost 45 meters, as far as most assault rifles. This comes at the cost of forfeiting the better suppressor and operator upgrade's gains, along with even worse autoaim thanks to the clumsier weight. This longslide can also be developed into a 9mm armor-piercing variant.
☆5 longslide revision. This one abandons the manky old suppressor altogether for a forever loud recoil compensator. It can be detached in gunsmithing and even replaced with good suppressors again, but they can't be fitted on anything other than the black D114 longbarrels.
Note the black finish, synthetic grips, and "ghost ring" rear sight. It seems the T in "16T 8L" stands for Tactical, then.
Better view on the compensator and sights. The flat top surface makes the gun's silhouette oddly futuristic in some angles.

Adamska Special

Originally an exclusive DLC bonus, this "ADAM-SKA" D114 was later included in the Definitive Edition. It's the very same one as the one wielded by Ocelot's gung-ho student in the Mother Base firing range exercise.
Engravings aside, the gun is an uncustomizable ☆3 D114 pistol stripped of its long mag, suppressor and attachment rail. In exchange, developing it costs nothing, requires nothing (as opposed to level 22 R&D) and fielding it costs only 2000 GMP, -20% discount. Strictly for loud showing off.

Water Pistol

After the Boss's first official tangle with child soldiers, the research department is apparently inspired enough to invent a homegrown "DDD" water pistol, carefully modeled after the D114. Note the embossed Diamond Dogs logo in the transparent plastic. Twenty squirts, infinite refill canteen. Upgrades simply increases the water pistol's range, but other than that, it cannot be modified in any way.

Action shots

Snake pointing the AM D114. Pretty much telling you to drop the "Sean Connery is about to shoot you!" jokes.
"Ishmael", after he clears and checks it, hands "Ahab" an unloaded AM D114. This is a good shot of the slide inside the frame design of the pistol.
"Ishmael" takes aim with his AM D114.
"Ishmael" firing his AM D114.
Big Boss searches a warehouse with his AM D114 drawn.


Substitute for the Makarov PM pistol featured in previous installments. It is the standard sidearm for the Soviet Forces operating in Afghanistan. Appears to be a mix of the Makarov with a huge design influence from the Heckler & Koch P9S. A tranquilizer version can also be developed, and is the first semi-automatic tranquiliser handgun in the series.

Makarov PM - 9x18mm Makarov
Heckler & Koch P9S - 9x19mm. Very similar to in-game gun
At first, developing the ☆1 Burkov seems to be a waste of 18800 GMP, as all you will be getting is less impact force in exchange of a meager increase of magazine capacity and ammo reserve (plus it's just free if you hold up a soldier and drop his sidearm, if you want some effort). So what do you really get from this? Well...
☆2 doesn't offer much, but at least it now has a suppressor; and as with the "AM D114", the suppressor is attached to the pistol without help from barrel threads.
☆3 is where it starts to become interesting, not the current upgrade itself per say (as it offers an extended 12-round magazine and a flashlight, which are minor benefits), but the upgrade paths that it offers. The ☆4 conversion fires the aforementioned tranquilizer rounds, which aside from the rate of fire when compared to the "WU Silent Pistol", the other difference is in its range and magazine/reserve capacity (which is massively decreased compared to its base form). The ☆4 tranquilizer shares the same appearance and modifications as with the lethal ☆3 counterpart.
On the other hand, ☆5 replaces the tier-1 suppressor and goes straight to an integral non-degrading suppressor, resembling the Makarov PB. Along with the suppressor, the grips are now what seems to be brown bakealike grips instead of black grips and the sights are now target sights. The ☆4 tranquilizer can be upgraded further to the ☆7 tranquilizer, but with an integral suppressor as with the lethal ☆5 version.
Big Boss reloading his Burkov.

"Geist P3"

A 9mm polymer-framed handgun substituting for the Glock 18 from MGS2 & 4. The Geist P3 appears to be a hybrid of the Heckler & Koch USP and Springfield Armory XD pistols. Has the lowest impact force compared to all other pistols, but has decent penetration and the highest rate of fire. Initially a semi-automatic like the Glock 17, at level 3, a select fire switch is added to the frame, converting the Geist P3 into a three-round burst machine pistol like the Beretta 93R. Grade 6 adds a custom O-Ring barrel, which functions as a compensator and enables easier control. Geist means "Ghost" in German.

Heckler & Koch USP - 9x19mm
Springfield Armory XD-9 Tactical - 9x19mm
The Geist P3 with a 17-round magazine at level 1.
At level 2, the Geist P3 is equipped with a tactical flashlight and 30-round extended magazine resembling a Glock`s 31-round extended magazine.
The Geist P3 at level 3. Note the selector switch added to the frame; a design feature borrowed from the USP.
The Level 4 upgrade adds a multi-stack casket magazine.


The "Uragan-5 Pistol" [BTS Instrument Design Bureau Uragan-5 Pistol] is a 5-round revolver that uses both lethal and non-lethal shotgun rounds; rather ridiculously it is a 12 gauge, which would raise some questions about why anyone would want to fire such a device more than once. It utilizes the low bore six-o-clock chamber design of Mateba revolvers, with the hexagonal cylinder design of the Chiappa Rhino series, and a break-action design similar to the MP-412 REX. A break action design on such a weapon would be highly impractical, as the high power of shotgun shells would stress the frame immensely and likely damage it since break-action designs by necessity have weaker overall frames.

Visual design aside, the weapon's concept (Russian made special-purpose shotshell revolver) appears to be taken from the KBP Design Bureau's "Udar" development program, its fruits being the U-94 and OTs-20 - even if they were chambered in a much more rational (and proprietary) 12.7mm/32ga short.

Mateba 2006M - .357 Magnum
Chiappa Rhino 40DS (4" barrel version) .357 Magnum
Standard Uragan-5.
Long-barreled version of the Uragan-5.


The Tornado-6 is the weapon of choice for Revolver Ocelot in-game, replacing the Single Action Army he wielded in previous games. The Tornado-6 appears to be a altered model of the Uragan-5 (Uragan even means 'hurricane' in Russian, though the weapon is probably named after "Tornado" Yoshida, the mocap actor for Ocelot's gun-twirling in MGS3).

Mateba 2006M - .357 Magnum
Quiet manages to fire 6 shots from Ocelot's Tornado-6 through the rotor blades of a helicopter.
Ocelot dual-wielding Tornado-6s in the Metal Gear Online 3 trailer. For some reason, the chambers don't appear to be actually loaded.
Ocelot dual wielding his Tornado-6's in the latest Metal Gear Online 3 trailer, finally giving us a confirmation on the official name.

"Windurger S333/S362/S324LB"

A .44 calibre revolver with design cues taken from the Dan Wesson revolvers, and Colt Python. It substitutes the Smith & Wesson Model 19 from Peace Walker. A special version of this revolver with olive-drab grips is available in the Collector's version of the game. A long barreled version known as the S324LB is also available. There are 3 distinct variants; the standard S333 which can come in snub and standard barrel variants, the S362 which does slightly more damage but is otherwise identical and the S324LB which is a long barrel version.

Dan Wesson Model 15-VH - .357 Magnum
Colt Python with 4" Barrel and factory wood grips - .357 Magnum
The Windurger S333.
The Windurger S333SB - Snub Nosed.
The Windurger S324LB - Long-barreled.
Iron sights of the Windurger revolver in first-person view.


The "Zorn Kampf Pistole" is a substitute for the K. Pistol from Peace Walker, and is more or less an unaltered Leuchtpistole (without even the white Z that identifies the Kampfpistole) fitted with a Sturmpistole indirect fire sight as in that game.

Leuchtpistole - 26.65mm
Upgrade tree for the Zorn Kampf, including a non-lethal variant. Given the low velocity of the rounds, and the tendency for grenade rounds to fly in an arc in video games, the laser sight is sort of useless.

Submachine Guns


The "Sz.-336 SMG" [Sodomka zbrojovka Type 336 Submachine Gun] returns from Metal Gear Solid: Ground Zeroes. It substitutes for the Sa. Vz.61 Skorpion featured in MGS3 and MGSPW. Like most weapons in the game, it appears to be made up of parts from various real firearms, such as a hybrid receiver of the Sa 23 SMG and Uzi, the Uzi's iron sights and the wire-stock and bolt of a Skorpion. The overall shape and design of the submachine gun also resembles the Alka Model 93, which happens to have parts derived from the Skorpion and the MAC 10 & 11.

In-game, it fires 7.65mm ammunition, a change from Ground Zero's version of the Sz.-336, which was chambered in 9mm. Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game.

IMI Uzi with buttstock extended - 9x19mm
Sa. Vz. 61 Skorpion with 10 round magazine and stock extended - .32 ACP
Cobra LDP, semi-auto variant of Sa 23 SMG using Uzi magazines, bears notable resemblence to in-game gun.
Alka M-93 Kratka - 9x19mm
Sz.-336 levels 1-5.
A shot of the rapid-fire off-shoot of the Sz.-336, showing off a different wire stock, laser aiming module, suppressor, and red dot sight. Also note the extended magazine.
A Cipher operator takes aim with his Sz.-336.

"MACHT 37"

The "MACHT 37" [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in Peace Walker and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of Walther MPL/K and Heckler & Koch MP5. Aesthetically it ends up looking a lot like the H&K MP2000 prototype (an attempted lower-cost MP5 replacement that was something of Heckler & Koch SMG refinement and basis for Heckler & Koch UMP). The overall profile of the weapon also resembles the Hungarian KGP-9 submachine gun.

A compact version called the MACHT 37K is also available. Both versions borrow design elements from the MP5 series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the Heckler & Koch MP5K.

Experimental H&K MP2000 with suppressor attached. The MP2000 was a further refinement of the SMG I and II. Had a even earlier prototype in 1987 that bore uncanny resemblence to H&K UMP -9x19mm
Walther MPL with stock folded - 9x19mm
MP5K-PDW with its extended barrel with 3 lugs & folding stock - 9x19mm
KGP-9 - 9x19mm
The MACHT 37 in game. Lv 1-3.
The shortened MACHT 37K.
The extended MACHT 37L. A folding MP5K-PDW style folding stock with cheek riser is an available option.
Iron sights of the MACHT 37 in first-person view.
The MACHT 37K "WEISS" from the Collector's Edition of the game. This MACHT actually cannot be developed in the standard research chain; the level 5 MACHT 37K has a foregrip mount.


An Israeli 9mm machine pistol based heavily on the Micro Uzi with design elements from the Cobra LDP such as the barrel jacket and front slope, this weapon comes with a suppressor and 31-round magazine. Lethal and non-lethal versions are available; the non-lethal version is called the "Riot SMG" and features a suppressor based on the Sionics Two-Stage Sound Suppressor used by the MAC-10, and is loaded with rubber bullets. Ze'ev means "wolf" in Hebrew.

IMI Micro Uzi with folding stock - 9x19mm
Cobra LDP, semi-auto variant of SA.23 SMG using Uzi magazines.
Unsilenced model
Note the Russian PK-AS style red dot sight and the Israeli style magazine holder on the very last model
The non-lethal Riot SMG.


A 9mm conversion of the G44 rifle. The new barrel makes it look even more similar to the FAMAS, though it also shows the Steyr AUG-like profile of the stock. Oddly, this weapon's magazine part (called "9-mag") has the same stats as the MACHT 37 magazine but gives a much larger pool of reserve ammunition.

Airsoft FAMAS SV (Tokyo Marui AEG version of the G1) - (fake) 5.56x45mm NATO
Steyr AUG Para - 9x19mm
Upgrade tree for the "G44-9".


"S1000 Shotgun"

Naked Snake uses the fictional "S1000 Shotgun", modeled after the Remington 870 with an extended forend resembling that of the Heckler & Koch FABARM FP6 while on Ocelot's white horse (yes, a white horse), against a fiery apparition resembling Colonel Volgin on an equally fiery apparition resembling a winged unicorn. The basic version has a capacity of 4 rounds and later becomes magazine-fed and gains a suppressor which appears to be modelled after a shotgun rifle grenade launching cup, while other branches of the tech tree include a 6-round version with an extended barrel and magazine tube and a 3-round "shorty" version which can be developed into an underbarrel variant. Interestingly, this variant has no forend and is instead modified as a bolt-action weapon, an idea presumably taken from the M26 MASS.

Remington 870 - 12 Gauge
The S1000, Lvls 1-4. The slug version is the same but never gets a detachable magazine, and the air shock version has a unique scope mount with a raised rail.
Extended magazine tube version.
S1000 shorty version. The lower variant looks like a Benelli M3 Shorty.
Big Boss firing a Remington 870 at a fiery apparition of Volgin. While a bit hard to see the 870 style magazine cap is visible confirming its identity.
Big Boss racks the pump action of his S1000 one handed.
Straight-pull bolt-action S1000 shotgun mounted under a custom MRS-4. Note the Soviet magazine; the game treats Soviet and STANAG 5.56mm magazines as interchangeable.

Double-barrel shotgun

The Rasp shotgun is a single-trigger 12 Gauge Double Barreled Shotgun of indeterminate model much like the "Twin Barrel" from prior games, which can be developed into a ludicrous variety of different configurations including: a sawed-off version, long barrels, variants that can equip scopes and side mounts and models designed to fire slugs and less-lethal "air shock" rounds.

Stoeger/IGA Coach Gun Supreme Blue with Stainless Receiver - 12 gauge
The upgrade levels attach high-tech gizmos to ye olde coachgun.
The same upgrades for the longer-barreled variant.

Sawn-off Shotgun

A gold-plated version of the game's "Rasp SBS" is a pre-order bonus. A normal version of the weapon can also be developed as part of the Rasp shotgun's tech tree.

Remington Spartan Sawed Off shotgun - 12 gauge
The upgrade levels of the sawn-off Rasp, because the tacticool full-length Rasp wasn't "cool" enough.
An interestingly-configured sawed-off Rasp mounted under a UN-ARC rifle. Unless the gun was using slugs (which is not an option for the underbarrel variant), the spread of shot would probably stand a reasonable chance of taking the end off the suppressor if a real gun was configured this way.
A golden version of the RASP SBS from the pre-ordered edition.


A semi-automatic shotgun based off of the Vepr-12. It is presumably the games' equivalent to the Saiga 12 featured in Metal Gear Solid 4.

Molot Vepr-12 - 12 gauge
The upgrade tree for the Kabarga, which includes a transparent extended magazine and a drum magazine.

"Bullhorn SG"

A bullpup pump-action shotgun based on the Mossberg 590 Bullpup from the 1980's, with design elements from the Kel-Tec KSG such as the stock and flat-top. Holds 8 shells in a tube magazine.

Mossberg 590 Bullpup with 20" barrel and extended tube - 12 gauge
Kel-Tec KSG with RIS Foregrip.


"AM MRS-4"

The FAL-style rifle known as the "MRS-4", returns from Metal Gear Solid: Ground Zeroes. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the Beretta SCP-70/90, the Imbel MD 97, the FN FNC, the SR 88, the Daewoo K2, and the Gwinn Firearms Bushmaster Rifle, standing in for a AR-15-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines.

When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the "designated" weapons for the player character during cutscenes, even if they are not actually carrying one.

Imbel MD 97 - 5.56x45mm NATO
Beretta SCP-70/90 with stock folded. SCP version (Special Carabine Paratroopers) is used by Paratroopers. - 5.56x45mm NATO
The AM MRS-4, Lvls 2-5.
Diamond Dogs draw their MRS-4s on Quiet
Big Boss lowers his MRS-4 when he realises who he has been hired to assassinate.
Big Boss raises his MRS-4 while engaging a plastic bucket.
A child soldier takes Big Boss' MRS-4 and levels it at Miller after Miller strikes him with his crutch.
Golden MRS-4 obtainable for Collector's Edition users, only usable in Metal Gear Online. Note that it is pre-customized with a "MRS Type R" barrel/foreguard and a solid "MRS Type AD" stock, which is the same default configuration available for the rifle in MGO3.


The SAR-80 style "AM-69" from Metal Gear Solid: Ground Zeroes is renamed the "AM MRS-4R" in Phantom Pain. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the FN FAL such as the long hand guard with 3 vent holes, Daewoo K2, and the SAR-80 to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an M16A2 carrying handle with top rail mount.

SAR-80 - 5.56x45mm NATO
Colt M16A2 Rifle - 5.56x45mm. Select Fire rifle (Safe/Semi/3 round Burst Only).
Development levels 1, 2, and 3. Note the FN FAL handguard. After equipping optics, the MRS-4R heavily resembles the M16A2; the level 3 version having the most uncanny resemblance down to the front sight/gas block.
The suppressed MRS-4R with Snake while sneaking around Afghanistan.
South African Private Force with MRS-4R

Mare's Leg lever-action rifle

Skull Face continues to carry his "Mare's Leg" lever-action rifle from Ground Zeroes in The Phantom Pain; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay.

It is however, shortly usable in an interactive cutscene with Skullface when he drops the gun, where Big Boss somehow shoots a grand total of 10 rounds before its emptied without any indication he reloaded, an unlikely capacity for a cut-down rifle this short.

A Mare's Leg cut down from a Winchester Model 1873 rifle with octagonal barrel. This has the tear drop shaped lever loop and case hardened receiver. This original Winchester rifle was cut down for the film Wild Wild West (1999) and was the screen used gun by Will Smith in the movie.
Skullface's sawed-off lever-action gun. Note the grip appears to be made from bone.
Skullface uses his weapon to ease the suffering of a 'patient'. He actually does spin-cock it during this sequence.
Big Boss uses Skullface's weapon. He also flip-cocks it during this sequence.


[Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the AK-74, though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the Norinco Type 81 with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the AEK-series one. The "76" designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964. Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer.

The name appears to have been derived from that of the SVT-40 (SVT = "Samozaryadnaya Vintovka Tokareva," "self-loading rifle of Tokarev"), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the "avtomat" ("automatic device") label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as "Gryzov Assault Rifle 77". The mistake has since been patched.

AK-74 - 5.45x39mm
Norinco Type 81 - 7.62x39mm
An unmodified SVG-76 at level 1. This version is fitted with a Tabuk-style flash hider and a solid stock.
Iron sights of the SVG-76 in first-person view.
AKS-74 with Bakelite magazine - 5.45x39mm
The Lvl 2 version brings the SVG's silhouette more into line with the real weapon. The gun also gets a KRUM-style muzzle brake and a AKS-74-style skeletal stock.
The SVG-76, Lv 3-5.
The SVG-67 is an upgrade that swaps the caliber from 5.56mm to 7.62mm so it can stand in for the AK-47, though the only changes to the model are a more appropriate magazine, the rear sight from an AKS-74u, and a more conventional AK ribbed dust cover.


A shortened carbine version of the SVG-76 is available. Called the "SVG-76U", it takes the role of the AKS-74U featured in Metal Gear Solid 2, but features a longer gas block and folding stock from the AMD-65.

AKS-74U - 5.45x39mm
Hungarian AMD-65 - 7.62x39mm
SVG-76U, Lv 1-3.


A shortened carbine version of the SVG-67 is available as the "SVG-76U". Its name and appearance are based on the AKMSU, but features a longer gas block and folding stock from the AMD-65. Like the SVG-76U standing in for MGS2's AKS-74U, the SVG-67U stands in for the AMD-65 featured in MGS3 and Peace Walker.

AKMSU Krinkov - 7.62x39mm
Hungarian AMD-65 - 7.62x39mm
The upgrade tree for the SVG-76U. Note the shorter gas block on later upgrades, which makes the gun more similar to the AKMSU in profile


[UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the FN FAL (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), SIG SG 542 (charging handle on ejection port), and G3-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the SIG SG 550. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version. The overall rifle also has passing resemblance with the Daewoo XB7, one of the prototype Daewoo K2 models.

Israeli FAL "Romat" with Wooden Furniture - notice stock and grip
SIG SG 542 - notice charging handle on ejection port
Heckler & Koch G3A3 with Navy trigger group - 7.62x51mm NATO
UN-ARC as is appears in The Phantom Pain. Lvls 1 - 4. The magazine bears resemblance to the magazine of the Howa Type 64 rifle.
XOF troops have a staredown with Big Boss. They have SIG SG 550 type stocks.
A XOF commando on guard duty. Another shot of the SG 550-based stock.
Short-barreled version "ARC PT" or "Paratrooper" with SIG-style stocks, similar to what the XOF were wielding.
Loadout screen showing the nonlethal variant of the UN-ARC rifle.
The UN-ARC-NL non-lethal variant and its upgrades.


An advanced bullpup rifle with an in-built scope, based on various bullpup rifles from the 80s. It supplants the G11 and Steyr AUG featured in Metal Gear Solid: Peace Walker, and the FAMAS featured in Metal Gear Solid. In-game, the G44 is an advanced rifle used only by the Parasite Unit, who can summon the weapon in a manner that is never really explained and fire it one-handed.

Visually, the G44 consists of the trigger-unit and pistol grip of the Heckler & Koch G11, the carry handle similar to the FAMAS, and the stock and magazine layout of the Steyr AUG.

Heckler & Koch G11 K1 - 4.73x33mm
Steyr AUG - Austrian Army Version - 5.56x45mm
Airsoft FAMAS SV (Tokyo Marui AEG version of the G1) - (fake) 5.56x45mm NATO
Upgrade tree of the standard G44. The vented handguard is loosely based on the SA80's.
Short-barreled version.

Sniper Rifles

"AM MRS-71/73"

A designated marksman variant of the fictional MRS rifle series, this weapon substitutes the Heckler & Koch PSG-1 from MGS1 & 2 and is modeled heavily on the Heckler & Koch MSG90 with the heavy barrel from the former. The MRS-71 is a 7.62mm variant, while the higher-level MRS-73 is a 5.56mm variant; curiously the benefit of this version is better shot groupings. For some reason the tranquiliser version, MRS-73 NL, uses a magazine labelled as .308.

Heckler & Koch MSG90 - 7.62x51mm NATO
The lvl1 Unmodified MRS-71 has an exposed gas block and receiver with the left side charging handle; features both unique to the "MRS" series of rifles.
5.56 version.
Tranquiliser version. Unlike the Riot SMG and UN-ARC-NL, the weapon only has a small blue stripe on the magazine; the magazine is the only part that makes this version a tranquiliser gun, and the barrel and muzzle of this variant are not fixed like the aforementioned guns.

"Bambetov SV"

A fictional Russian semiautomatic rifle based on the PSL Sniper Rifle with some design elements taken from the SIG SG 550 SR. The weapon's caliber is treated oddly; it is described as a 7.62mm in the options, but its 8-round magazine is listed as .308 in the customize menu; this name is used for sniper rifles (the same is used for the MRS-71's 20-rounder) while the battle rifle magazines (which can also be used by sniper rifles) are listed as 7.62mm. The ".308" caliber has a huge boost in penetration but much lower overall ammunition capacity.

PSL - 7.62x54mm R
SIG SG 550 SR - 5.56x45mm NATO
Bambetov SV upgrade tree. Note that there is no gap between the magazine and trigger guard, showing this was probably based on the layout of the PSL rather than the Dragunov, though it has a Dragunov-style one-piece handguard. Level 3 swaps the wooden furniture with synthetic furniture, making it resemble the more modern Dragunov variants and making it one of only two sniper rifles able to use underbarrel weapons.
First person view of the Bambetov SV.

"Brennan LRS-46"

A fictional bolt-action .50 caliber sniper modeled after the Accuracy International AW50, but with a much bulkier handguard.

The Sniper Quiet use a more powerful customized variant called the "Sinful Butterfly".

Accuracy International AW50 (Latest version with fluted barrel and redesigned muzzle brake) - .50 BMG
The upgrade tree for the LRS-46. lvl 3 fits a muzzle brake equipped suppressor.

"Serval AMR-7"

A branch off the "Brennan LRS-46" development line is a semi-automatic version called the "Serval AMR-7," which appears to be principally based on the Gepard GM6 Lynx (which it is rather transparently named after, servals being a medium-sized wild cat species) and Mechem NTW-20.

Gepard M6 Lynx - .50 BMG
Mechem NTW-20 - 20x83.5 mm MG151
"Serval AMR-7." The weapon splits off the Brennan rifle development line and has only two levels: Grade 5 and Grade 7. It comes by default with a 5-round magazine, but the magazine guide is clearly designed for a 10-rounder; in the base game, this could only be fitted if the final Brennan sniper rifle had been researched. The Rank 7 version released later has the 10-round magazine part by default.

"Broughton M-2000D"

A bolt action rifle chambered in 7.62mm, that has elements from "early Cold-War Sniper Rifles" like Winchester Model 70 and Remington Model 700 - featured in Ground Zeroes. In The Phantom Pain, it can be equipped with a more modern chassis, resembling that of the PGM sniper rifle series.

Remington Model 700/M40 USMC sniper rifle - 7.62x51mm NATO
PGM Ultima Ratio Commando - 7.62x51mm NATO
The M-2000D, Lvls 1-3. Levels 4 and 5 do not alter the weapon's appearance.
Broughton M-2000D MGSV TPP.jpg
Snake with the Broughton M-2000D slung over his back
Quiet takes aim with Big Boss' M-2000D at an approaching fighter jet.

"Renov-ICKX SR"

A bolt-action rifle chambered in 7.62mm, this rifle appears to be based on a Czechoslovakian vz. 54 Sniper Rifle, which itself is a variation of the Mosin-Nagant Rifle, although the Renov's action is more Mauser than Mosin. Like the Broughton M2000-D, it can be placed in a more modern chassis, which some gun owners do to their Mosin-Nagants in real life; the chassis resembles that of the Blaser R93 Sniper Rifle.

The beautiful silent sniper Quiet uses a unique "Renov-ICKX" as her weapon of choice with customizations not available to the player, which include a unique chassis, a stainless steel barrel and receiver, a custom match trigger, a different scope and mount system, slam pads on the magazines, and is fitted with a unique "Broughton" scope. She has two variants of the rifle: a lethal variant known as the "Wicked Butterfly" and a non-lethal variant known as the "Guilty Butterfly." Her non-lethal version is significantly more powerful than the one available to the player, being able to knock off soldiers' helmets, which none of the normal tranquillizer rifles are capable of doing. Her rifles also have a green laser sight visible only to the player that indicates who she is targeting, after she is recruited, replacing a red one used during her boss battle.

The same version, fitted with a more sophisticated scope, is also used by the Skull snipers encountered in mission 28.

Vz. 54 Sniper Rifle - 7.62x54mm R
Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum. The rifle is usually outfitted with either a Parker & Hale or Harris Bipod.
The Renov-ICKX SR, Lvls 1-5.
Snake with the "Renov" slung over his back.
Quiet holds her signature "Renov".
Quiet holds her signature "Renov".
DD soldier "Flaming Buffalo" supervises Quiet securing their landing zone. Quiet's "Renov" is in a more modern chassis and has parts not available to the player.
Snapshot from TGS 2014 Gameplay demo. Quiet nodding back to the player while on standby for orders.
A female Skull sniper materializes her custom "Renov" seemingly out of nothing into her hands, a feat repeated by the other Skulls with their own firearms, thanks to their control over their parasites and metallic archaea infection. Given the number of references to Zone of the Enders in Phantom Pain, this is probably supposed to an homage to the same dimension-shifting "Vector Trap" technology seen in that game.

Machine Guns


The UN AAM [UN Modular Automatic Weapon] is a fictional LMG chambered in 5.56mm based off of the FN Minimi and FN MAG. It replaces the Stoner 63 from Snake Eater and Peace Walker. Its never explained why the weapon is designated AAM instead of MAW, which would be more logical for Modular Automatic Weapon. But it might be related to the fact that the name is in French like the real life counterpart MAG so "AAM" would mean "Arme Automatique Modulaire".

FN Minimi 1974 pre-production army trial model - 5.56x45mm
FN MAG 58 - 7.62x51mm NATO
The design of the stock is somewhat similar to the Heckler & Koch MG4.
Short-barreled variant with an M249-styled heat shield, making it heavily resemble the Mk 46 Mod 0 from Metal Gear Solid 4.
Snake catches the African militant off guard and forces him to lay down his weapon. Even if it's obscured in shadows (and the image that's not the highest of quality), it should give somewhat an idea of the overall shape of the weapon.
From December 2014 MGO Trailer. The "UN AAM" carried on the back of a "player character".
Loadout screen from the post E3 2015 alternate gameplay footage.

"ALM 48"

[Aberdeen Lighter Machine Gun Type 48]. A possible reference to the Aberdeen Proving Ground facility. A GPMG chambered in 7.62mm. Obviously modeled off of the M60 Machine Gun from Peace Walker, but with minor differences such as a boxier stock.

M60 - 7.62x51mm NATO
Note the M249-esque front sight and gas block. The upper shroud of the handguard is added at high levels as a "heat sink," which, because Mechwarrior laws of physics are apparently in effect, makes the gun fire faster.
M60E4 machine gun - 7.62x51mm NATO
A short-barreled variant of the ALM, which makes it resemble the M60E4 from Metal Gear Solid 4.
Iron sights of the ALM 48 in first-person view.
The ALM 48 on Big Boss' back during the E3 2015 trailer.


The LPG-61 [Gryzov Light Machine Gun-61] , is a fictional Russian GPMG heavily based off the PKM Machine Gun, a weapon previously used in Peace Walker, is often carried by Soviet troops in Afghanistan. The LPG-61 fires 7.62mm ammunition from a 150-round belt. Why it is referred to as LPG, and not PG as is standard Soviet naming conventions is never explained by the game.

PKM - 7.62x54mm R
Note the wooden handguard and Degtyarov style muzzle device.
Level 2 swaps the small belt box for an RPD-style drum.
Level 3 swaps the drum for a more traditional PKM belt box.
Iron sights of the LPG-61 in first-person view.


The "PG-76" is the SVG rifle series' equivalent of the RPK-74, though it is not named RPG-76, likely in order to avoid confusion with the RPG-7 rocket launcher.

RPK-74 light machine gun with 45-round box magazine - 5.45x39mm
Upgrade tree for the PG-76. The PG-76 has a drum magazine in its upgrade tree (there were real-life experimental drum magazines for the AK-74, but technical difficulties left the AK-74 platform sticking to just box magazines).


The "PG-67" is the SVG rifle series' equivalent of the RPK featured in Peace Walker.

RPK Light Machine Gun with 40 round magazine - 7.62x39mm
Valmet M78 with Straight Stock and standard 40 round Magazine - 7.62x39mm
Upgrade tree of the PG-67. Also note the LPG stock.


The "MRS-4LS" is the AM rifle series' equivalent of the Diemaco/Colt Canada C7/C7A1 LSW with the addition of a RPK-style stock.

Diemaco C7A1 LSW/Colt Model 950 LMG with Parker & Hale bipod - 5.56x45mm
The upgrade tree for the MRS-4LS. Level 3 gives it a nice Beta C-Mag which unfortunately doesn't grant the weapon infinite ammo like the Patriot from MGS3. Also the extended box magazine has weld marks on it which means it was probably created by fusing two standard magazines together.


The light-support variant of the UN-ARC, which is based on the heavy-barrel FAL variants sometimes used as light support weapons.

FN FALO (FN FAL 50.41) - 7.62x51mm NATO
L2A1 with 30-round magazine - 7.62x51mm NATO
Fictional LSW versions to give the UN-ARC a counterpart to the MRS, G44 and SVG LSW builds.


An LSW version of the G44. The way the extended barrel protrudes from the shroud makes it more reminiscent of the G11's magazine and fits the role of bullpup IARs such as the Steyr AUG HBAR, though the vented handguard of the top-level model makes it loosely resemble the L86 LSW of the SA80 series.

Heckler & Koch G11 K1 - 4.73x33mm
Steyr AUG HBAR - 5.56x45mm
"G44MG" variants. Like the PG-76, the G44MG is incapable of using a drum (due to its bullpup nature) like the other LMG variants and is stuck with a 40-round extended STANAG magazine.



A break-action, single-shot 40mm grenade launcher based on the HK79 with a stand-alone stock based on the KAC Stand-alone M203. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in Peace Walker, there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them.

Knights Armament Co. Stand Alone M203 Launcher Platform with Type 1 Telescoping Stock - 40x46mm
Heckler & Koch HK79 mounted on Heckler & Koch HK33A2 - 40x46mm & 5.56x45mm NATO
Short "DGL103-SA" stand-alone version. Unlike the FAKEL which becomes a multi-barreled monstrosity, the DGL remains a single-barreled weapon.
Long "DGL103-SA" stand-alone version. Where the backblast will come from when this is upgraded to fire RPGs is a mystery.
Short "DGL103-SA" mounted under a UN-ARC NL less-lethal battle rifle.
Flaming Buffalo reloads her underbarrel smoke-launching DGL103 as she escapes from the highly dangerous confines of Mother Base's zoo, showing the break-open action.


The "Fakel-46" grenade launcher is more or less exactly the same as a GP-25 grenade launcher. One chain of research results in an underbarrel version and various new round types, while the other for the "Fakel G-33" results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by Arsenal AD, this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an RG-6 grenade launcher with no barrel.

GP-25 grenade launcher
The "Fakel" grenade launcher in standalone configuration, with upgrades that add accessories even bigger than the barrel.
A double-barreled variant with the same absurd upgrades.
And an even more ridiculous triple-barreled variant.
Looking around his helicopter, Big Boss admires the stun grenade launching GP-25 he has rather inexplicably decided to fit to his sniper rifle.

"Isando RGL-220"

A fictional 6-shot 40mm grenade launcher heavily based on the Russian RG-6 grenade launcher with design elements from the MGL-140 grenade launcher.

RG-6 / 6G30 grenade launcher - 40mm Caseless
Milkor MGL Mk 1L in black finish fitted with Armson OEG reflex sight - 40x46mm

"Hail MGR-4"

A fictional magazine-fed grenade launcher with a conventional layout. At level 4, the magazine capacity is increased to ten rounds and a 20-round drum magazine becomes available at level 6. It comes with a computerised rangefinding scope (which appears to actually be an AN/PVS-10 sniper night optic with two extra battery covers added). It is probably based on the non-bullpup GL module of early XM29 OICW variants (a forerunner to the Heckler & Koch XM25 featured in Metal Gear Solid 4), with aspects of the prototype carbine version of the Howa Type 89 used in the Japan Ground Self-Defense Force's Advanced Combat Infantry Equipment System, especially the stock. The barrel and handguard seems to be based on that of the Heckler & Koch CAWS seen in Peace Walker.

The highest-level version can mount underbarrel accessories, but only a foregrip; it is conceivable that a version which could be built as an over / under combination weapon was planned, though the later-added level 8 version can still only use a foregrip.

1995 side-by-side OICW prototype - 5.56x45mm & 20mm (?)
Heckler & Koch CAWS - 12 gauge
Early 2007 mockup of the Howa Type 89 ACIES carbine - 5.56x45mm
The huge daft magazine appears to be based on that of the Rheinmetall Hydra, a self-loading infantry launcher with a recoil-buffering system designed to allow it to fire more powerful medium-velocity 40mm grenades.

"CGM 25"

A fictional launcher resembling a cross between the M47 Dragon and FGM-148 Javelin, the CGM (Cluster Guided Missile) launcher is a very videogamey disposable multi-lock rocket launcher. Functioning as a sophisticated "cluster" missile launcher, it launches a single missile that splits into up to eight separate projectiles, vastly increasing its damage potential.

M47 Dragon ATGM - 140mm
FGM-148 Javelin - 127mm

"FB R-Launcher"

Returning from Metal Gear Solid: Ground Zeroes, the [Falkenberg Multi-Role Rocket Launcher] is a breech-loading 84mm recoilless rifle. In overall design and appearance it most resembles the Carl Gustav M3, but many of the individual details have been remixed and smashed together from other first-world bazookas, both contemporary and futuristic. It carries on the Peace Walker Gustav's legacy with special-purpose rounds that only the Falkenberg can develop.

Carl Gustav M3, adopted originally by the Swedish army as the Granatgevär m/86 some years before export - notice the fused metal carry handle, claw-shaped muzzle ring and the placement of the integral iron sights.
Carl Gustav M4 - note the long, fat carry handle, glove-friendly bend in the trigger guard and the shape of the shoulder rest.
Mk 153 SMAW, just taken into service by the USMC during the game's timeframe - note the protruding shape of the trigger group and the foam protector ring around the exhaust.
☆3 Falkenberg comes in later to the party than the Grom, requiring much more R&D power to get started. Reloading is extremely slow, the slowest of just about any weapon in the game, but it is the king in sheer single-splat damage output. This base model is also the one carried by Afrikaaner mercenaries in Angola-Zaire.
☆4 revision requires both a mature R&D division and secret technical documents before it can be developed. Overcoming the hurdle is rewarded with a face-protecting blast shield akin to the Panzerschreck, rounds that hurt more shot to shot than the Grom and the key to the MK-II branch of research - the variant consumes biological material instead of common metal and is stuck with the low ammo reserve, but its "grenade conversion" fires double-purpose HE rounds with nearly as much damage to vehicles plus a viciously wide lethal radius to living targets.
☆5 is where the Falkenberg's base model peaks out. Visually it only gains dubiously useful attachment rails (with a laser included), but more importantly its ammo reserve jumps to a colossal 14 shots between resupplies. This makes it perhaps the most cost-effective solution for a long side-op trek where tanks and helicopters are both on the menu.


Standing in for the RPG-7, this fictional Soviet rocket launcher visually takes after the Panzerschreck and Panzerfaust 3. Compared to the first-world dumbfire launcher, the Grom-11 is always faster to reload, cheaper to field and easier to develop. It also keeps pace in damage and has a deeper ammo reserve until the western ☆5 finally puts it in second place. Grom means "thunder" in Russian and other Slavic languages.

RPzB 43 "Panzerschreck" rocket launcher with rocket - 88mm
Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
☆2 Grom-11 is the first launcher you'll get access to and the one you'll see Soviet airborne carrying around. One shot will annihilate anything soft immediately, but even the IFVs will take at least 2-3 rockets to the rear hull.
☆3 revision means +33% more sorely needed boom. Then again, it'll cost a bit more metal to field than the stock Falkenberg, which begins its development at this tier and does identical damage.
☆4 culminates at the historically state of the art PG-7VR tandem rocket, developed in 1988. It's uncertain if the tandem charge does anything more than add a further +15% damage, but going from 8 to 10 shots still gives it an edge over the ☆4 Falkenberg's five shots of superior damage.
GROM-11 MGSV TPP E3 2015.jpg

"Honey Bee" / "Killer Bee"

During the mission "Where do the Bees Sleep?" the player character is tasked with retrieving a prototype MANPADS called "Honey Bee" which is a hybrid of the FIM-43 Redeye and the M134 training set for the FIM-92 Stinger. The weapon's name, as well as being an obvious reference to US Stingers being sent to Afghanistan, comes from it using a dual IR / UV seeker designed to throw off countermeasures, which is a feature of the FIM-92B, and refers to the ability of bees to see ultraviolet light. Mother Base can later develop their own version, the "Killer Bee," though this requires a member of staff with the Missile Guidance Specialist skill.

FIM-43 Redeye - 70mm
Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm
Note that the "Killer Bee" has a box fitted near the rear of the launch tube: this is referenced from the performance indicator from the M134 training set. The sight appears to be referenced from the current-production ITAS scope for the BGM-71 TOW.

Mounted Guns

Shipunov 2A42

A Shipunov 2A42 is mounted on the same fictional transport-configured Mi-28, now referred to as "HP-48 Krokodil", seen in Metal Gear Solid: Ground Zeroes and on Soviet BTR-80 APCs (renamed "Zhuk BR-3" for no obvious reason). "Krokodil" (Крокодил in Cyrillic, "Crocodile") is one of the nicknames for the Mi-24 "Hind" gunship, though as noted, the in-game helicopter bears more resemblance to an Mi-28.

Shipunov 2A42 mounted on a Mi-28 Havoc - 30x165mm
A BTR-80 with a Shipunov 2A42 autocannon.
A BTR-80 with a 6-rail launcher for Katyusha rockets. Given the number of rails, this is presumably supposed to be either a M-8-6 launcher with 82mm M-8 rockets, or a 6-M-13 with 132mm M-13 or M-20 rockets.

Rheinmetall MK 20 Rh 202

Mounted in a modified German Marder IFV turret on Western-supplied LAVs, renamed as "Stout IFV."

Rheinmetall MK 20 Rh 202 autocannon in Marder IFV turret - 20x139mm

M134 Minigun

A pair of M134 Miniguns with flash suppressors are mounted on rather overcomplicated articulated arms on the sides of the fuselage of the UTH-66 Blackfoot, callsign "Pequod" (Big Boss's transport helicopter and not particularly subtle Moby Dick reference), the apparent purpose of which is to allow them to double as both door guns and forward-firing fixed armament that allows "Pequod" to be called in as an ersatz gunship. A minigun can also be developed as a primary weapon for the "D-Walker" mech that Big Boss acquires partway through the story. Ammunition is stored in a large green drum similar to its configuration in Peace Walker.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.
The minigun is seen mounted on the sides of the UTH-66 Blackfoot. This helicopter appears to be based on the MH-60L DAP "Direct Action Penetrator" variant of the Blackhawk, though the long rod is actually a Fulton Recovery arm (!) rather than a refuelling probe. The rear weapon pylon placement hasn't been very well thought out, as the minigun arm mounts are within the inner Hydra-70 rocket pods' line of fire.
"Kaz, the minigun is talking to me again."
Big Boss using the door mounted gun on the Blackfoot to light up an approaching fighter jet.
The unnamed Minigun on Big Boss' chopper during an infiltration op in Afghanistan.
Minigun mounted on D-Walker, basically a giant silly Metal Gear Mk II with guns.
For comparison, the M134 from Peace Walker. The rectangular bar that links the grip to the rest of the weapon is a single polygon with no thickness, and so is invisible when viewed fully side-on.

M61 Vulcan

Returning from Ground Zeroes, M61 Vulcans in M167 VADS installations can be found in the Africa map; the game dubs these "M276 AA Gatling Gun."

M167 VADS (Vulcan Air Defence System) - 20mm HE
While wandering around Mother Base, Big Boss discovers one of the many VADS installations he has stolen is waiting for him.

"VOL-GA K12"

A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the DShKM.

DShKM on tripod - 12.7x108mm
An unnamed VOL-GA K12 turret inside a village used by Soviet troops.
VOL-GA K12 sights MGSV TPP.jpg
VOL-GA K12 mounted on the turret of a Soviet TT-77 "Nosorog" (носорог in Cyrillic, "Rhino") main battle tank, which is based on a variety of Russian tanks starting with the IS-3 (hull front) and including bits of almost all the T-series tanks up to 80.

"HMG-3 Wingate"

The "HMG-3 Wingate" is a stationary HMG mounted on a tripod and on US-supplied tanks and heavy LAVs. Its appearance is similar to that of the Browning M2.

Browning M2HB - .50 BMG
HMG-3 mounted on a LAV fire support variant; the turret appears to be based on that of the B1 Centauro.
HMG-3 mounted in front of the commander's hatch on an MB4A Magloader tank. The MB4A's turret is a hybrid of Cold War Western tank designs, being roughly equal parts Abrams, Leopard 2, Merkava and Challenger I, while the hull is generally Merkava-like.


The Afghanistan map features Soviet AA guns called "Zhizdra-45s" based on the ZU-23.

ZU-23-2 - 23x152mm
Big Boss places a ZU-23-2 on his list of "things to steal today." Note that it is shown fitted with some kind of radar much like the VADS installation.
The ZU-23 soon take its rightful place on the deck of Mother Base as Big Boss tests out R&D's new levitating riot shield technology.


M18A1 Claymore

The M18A1 Claymore can be developed; as ever in Metal Gear Solid it is incorrectly shown as proximity detonated. Some side ops are dedicated to disarming them, and later in the game minefields will start to appear on the approaches to enemy strongholds. A Deployment mission can be done to temporarily prevent them from spawning. As usual they show up bright if thermal goggles are used; as well as this, D-Dog will automatically identify mines if they are present, as will the Intelligence Department if their level is high enough.

Like in Peace Walker enemy Claymores are not disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up. Presumably this has been retained because it is more realistic, since it is now possible to move while prone and so crawling over them to pick them up as in previous Metal Gear games would be an option.

The December 2015 update added a level 9 weapon using the Claymore model called the E-RB WH. Gen. This "wormhole generator" can be placed anywhere by the player and functions as a portable fast travel point when activated.

M18A1 Claymore mine

M67 Hand Grenade

M67 Hand Grenades can built at Motherbase.

M67 Frag Grenade

M18 Smoke Grenade

M18 Smoke Grenades can be developed to be used by the player character; upgrades increase the duration of smoke and the number that can be carried. They are also present on NPC soldiers and two are shown on the chest rig of the Battle Dress suit.

M18 smoke grenade - Green.
MSF soldiers carrying M18 smoke grenades on their flak jackets in the Ground Zeroes flashback.
Big Boss wanders how much longer he needs to listen to Skullface's sappy monologue.

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