Sniper Elite 5

Sniper Elite 5 is third-person tactical shooter stealth video game developed and published by Rebellion Developments. It is the sequel to Sniper Elite 4. It sees OSS agent Karl Fairburne take the fight to occupied France, 1944 (pre-D-Day), where he, alongside local resistance fighters, must stop "Projekt Kraken", a top secret Nazi project that, if completed, will turn the war in the Nazi's favor.
Weapons are sorted into three categories: Sniper Rifles (which includes unscoped infantry rifles like Gewehr 43s or Kar98s), Submachine Guns (also including the MP44), and Sidearms. Each category has six weapons, three of which are either German, French, or Japanese, three of which are from any Allied nation (the RSC 1918 counts as an Axis weapon, presumably captured by Germans in France). SE5 has fewer weapons than predecessors, namely SE4, but brings an in depth customization system, akin to that of Call of Duty: Vanguard, that allows the player to take components such as muzzle devices, foregrips, and stocks off of certain weapons and putting them on others to create various "Frankenguns", as well as including a large number of components not taken from any in game weapon, and various magazine (like Suomi "casket" magazine option for SMGs) and barrel options (largely fictionalized). Of the three Allied weapons, the player starts with one American standard issue weapon and one British SOE/Experimental weapon available, the other four weapons in each category are unlocked either by simply progressing through the game or eliminating certain HVTs in certain ways. DLCs and Standlone Content expand the arsenal and each come with it's unique unlockable challange. 
For the first time in the series, non-sniper rifles get some attention paid. The weapons in the Submachine Gun and Sidearm categories can both be used in first and third person view, and both can use X-Ray killcams. Additionally, now various ammo types are present for these as well. Players can use AP, match-grade, soft-point, subsonic, and non-lethal rubber ammunition. Unlike the vast majority of video games out there, different ammo types aren't "equipped", the player must also bring these special cartridges in addition to their regular weapons and can switch between their stores of tradition and special ammo in-game for various tasks.
A new mechanic to the series is "temporary weapons". Enemies killed drop weapons, and some are scattered around the map (occasionally tricked out with silencers, extended magazines, and scopes). These can be picked up without replacing any of Karl's current weapons, but they cannot be holstered or reloaded.
Taking a cue from games like Dark Souls, the player's game (if the option is enabled) can be "invaded" by another player playing as a Nazi counter-sniper, à la Enemy at the Gates. As such, the invading player has to work to kill the player they're invading, support German NPCs, and in general get up to various shenanigans, larks, and mischief to prevent Karl from reaching his goal. They only have access to the three Axis weapons in category with basic selection of explosive variety. Just like for the campaign, the arsenal is expanded for the Jager with the DLCs and Standalone content.
 
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=Handguns=
In series tradition, all handguns are slightly too large. In Sniper Elite 5, all attachments, apart from certain barrel options, are interchangeable between the pistols.
==Colt M1911A1==
The American starting handgun is an Colt M1911A1, incorrectly referred to as an "M1911". By default, it is equipped with the "Maxin 30 Suppressor", presumably intended to be Maxim, for Hiram Maxim, the inventor of the suppressor. It can be used with subsonic ammo, despite the fact that any government issued .45 ACP ammo at the time would be subsonic already. Equipping it with the Fixed Frame stock (which also includes a foregrip) and Welwyn Hybrid muzzle device turns into a pseudo 1911A1 Machine Pistol conversion.
With DLC content, .22 stealth conversion becomes available for the 1911, giving it the exact damage profile as High Standard. Ingame model, reload animations and ejected spent casings remain the same as the basic model.
==High Standard HDM==
The High Standard HDM is available in the first season in the "Concealed Target" DLC. It's the quietest pistol in-game, trading it for a low damage profile, as High Standard fires the 22cal round. It's advisable to use this pistol only on non-helmet wearing enemies, unless armor-piercing rounds are brought in the loadout.
==Luger P08==
The Luger P08 appears under the name "PISTOLE 08", and is the weapon of choice of Nazi officers. The description states that is "the Marksmen's pistol of choice", which both acknowledges its reputation as a highly accurate weapon and makes us wonder if they perhaps meant to write "Marksman".
==MAB Model D Type I==
The MAB Model D Type I appears as the "MODEL D", and is the standard issue sidearm of Nazi non-officers (in reality, enlisted riflemen wouldn't have had sidearms at all), and the default pistol for invading player controlled Nazi snipers. Its description states that it was adopted by the Wehrmacht after occupying France, which is actually true. As the German army was always plagued with supply chain issues, pre-existing supplies of the Model D in France were used by the Wehrmacht, much like the PPSH-41 and M1 Garand were, though these captured Model Ds would have been stamped with German army Acceptance markings, which the in-game model lacks. It's the only pistol in game whose standard ammo can penetrate German helmets. How exactly 7.65 Browning/.32 ACP is supposed to be a highly advanced armor piercing handgun cartridge is something that isn't made totally clear.
In campaign, if not brought in a loadout, unsuppressed Model Ds can be found carried by Scientist NPCs.
==Mauser M712 Schnellfeuer==
The Mauser M712 Schnellfeuer was added in the Kraken Awakes DLC pack as the "Mod.712".
==Nambu Type 14 (Transition model)==
The Nambu Type 14 appears as the "TYPE 14 NAMBU". It has extraordinarily high stats, with amazing mobility, accuracy, and RPM, with the exception of its damage, requiring three body shots to kill.
==Remington Double Derringer==
The Remington Double Derringer is available in the second season in the "Trench Warfare" DLC. This is the "meme" or "troll" gun in Sniper Elite 5, akin of Kolibri in Battlefield 1, but unlike Battlefield 1, this pocket meme pistol packs quite a punch at close range. Like all pistols in Sniper Elite 5, the customization is present, but extremely limited. 
==Walther P38==
The Walther P38 with suppressor is a Pre-order bonus, but that has been rolled back with game's Gold Edition.
==Webley Mk VI==
The Webley Mk VI appears as the "MK VI REVOLVER". While the Mk VI was well out of production, and had since been replaced by 1944, it still saw very wide-spread usage in WWII. The description correctly refers to as "The old British revolver", and in game it's the most powerful sidearm by a large margin, but audible from an extraordinary 75 meters away, equivalent to the 1911 with its suppressor removed. In Sniper Elite games, the meta tends to be to use the pistol slot for a suppressed weapon for stealthly close range takedowns without having to leave cover, so the Webley should force a player out of their comfort zone with a very different style.
==Welrod Mark I==
The British starting pistol is the Welrod Mark I (weirdly, the second one to enter production) Welrod, the staple of the Sniper Elite franchise. It is hampered by atrocious range and a terrible fire rate, but is far quieter than the M1911A1 even without subsonic ammo. Rather than the standard muzzle options, the Welrod has options for standard baffles, solid baffles, and removed ones for its integral suppressor.
=Submachine Guns=
==Carl Gustaf m/45==
The Carl Gustaf m/45 is available in the second season in the "Trench Warfare" DLC.
==Erma EMP 35==
The Erma EMP 35 is available in the first season in the "Up Close and Personal" DLC.
===Erma EMP 35 with suppressor===
The Erma EMP 35 with suppressor.
==M3 "Grease Gun"==
The M3 "Grease Gun" was introduced in the Saboteur DLC pack.
===OSS M3===
The OSS M3 was introduced in the Saboteur DLC pack.
==MP 40==
The MP 40 is available in the base game and it's carried by common Heer soldiers and mechanics. A suppressed version is carried by the Heer Elite Snipers, appearing first in the Secret Weapons operation. Like them, Karl doesn't use the underfolding stock, but unlike the Grease guns, it cannot be removed.
==PPSh-41==
The PPSh-41 is available in the first season in the "Landing Force" DLC. Just the real-life weapon, this is the bullethose of the submachine guns in Sniper Elite 5, so running a drum magazine is advised.
===MP 41(r)===
The MP 41(r) is available as a modification of the base PPSh.
thumb|none|450px|MP 41(r) - 9x19mm
==Sten Mk II==
The Sten Mk II is available in the base game.
===Sten Mk II(S)===
The Sten Mk II(S) is a modification of the basic version of the Sten Mk II by adding a silencer. Notice that the barrel cover is still visible.
==Thompson M1A1==
The Thompson M1A1 appears as the "M1A1 GOV." (meaning Government Model). It comes with a 20 round magazine, but can be equipped with a 30 round stick mag, as well as 50 and 100 round drums. This is incorrect as the military issue Thompsons had the drum guides removed from the magwell to cheapen production, and as such can only use stick magazines. It can be equipped with a Cutts compensator, its finned barrel, and the M1928 grip (the in game description of which acknowledges that it's "Part of the quintessential image of the US 'Tommy' gun"), as well as the drum to make a pseudo-M1928, though it will still have the right-side charging handle and triangular rear sight wings.
==Type 100/44==
The Type 100/44 is available in the base game. In campaign, if not brought in a loadout, Karl can retrieve two examples in Mission 8 - Rubble and Ruin, one carried by Petric Kraft, an Elite Sniper, set up in the church tower (while it is anachronistic for a German to carry a Japanese Submachine gun, it's explained by in-game text: "A keen sniper and gambler. Hustled a Japanese officer's prized firearm from him."), or in the ruined house next to the Kill List objective- Shinji Yoshikawa, who is the same officer whom Petric hustled for another Type 100/44. 
==Welgun==
The starting British SOE weapon is the Welgun. It is a very generic weapon and serves as an all-rounder. Like SREM-1, Welgun is Karl's submachine gun in campaign that appears in all cutsences, even if player runs a different loadout.
=Shotguns=
==M30 Luftwaffe Drilling==
The M30 Luftwaffe Drilling is available in the first season in the "Conqueror Mission" DLC. Unlike it's real-life counterpart, the original third rifle barrel is replaced with another shotgun barrel, which leads Karl/Heer Jager to treat their M30s as triple barreled shotguns. 
==Sjögren==
The Sjögren is available in the second season in the "Rough Landing" DLC.
==Winchester Model 1912 "Trench Gun"==
The Winchester Model 1912 "Trench Gun" is available in the second season in the "Trench Warfare" DLC.
=Rifles=
==De Lisle Carbine==
The De Lisle Carbine is available in the first season in the "Landing Force" DLC and is currently the quietest primary sniper rifle in game.
==Gewehr 43==
The Gewehr 43 is available in the base game.
===StG G-43===
The StG G-43. Modification of the standard Gewehr 43 for different ammunition.
==Karabiner 98k==
The Karabiner 98k is available in the base game. It can be primarly seen unscoped in Heer infartry units and scoped with snipers and their elite counterparts. Elite Snipers use Kar98ks with muzzles and trench magazines. 
==Lee-Enfield No. 4 Mk I==
The Lee-Enfield No. 4 Mk I is available in the first season in the "Airborne Elite" DLC.
==M1 Carbine==
The M1 Carbine. The rifle always has a scope. It cannot be taken off.
==Mosin Nagant M91/30==
The Mosin Nagant M91/30 is available in the second season in the "Rough Landing" DLC. This is a primary weapon of multiplayer/coop character, Monika Grep. 
==Panzerbüchse 39==
The Panzerbüchse 39 can be found in missions.
==Pedersen Rifle==
The Pedersen Rifle was added in the Death From Above DLC pack in Season 2. The rifle cannot be equipped with scopes.
==R.S.C. Model 1918==
The R.S.C. Model 1918 appears as an Axis sniper rifle and is the default rifle of invading player controlled Nazi snipers.
==Springfield M1903A4==
The M1903A4 Springfield. The rifle always has a scope. It cannot be taken off.
==Sniper Rifle Experimental Model==
The Sniper Rifle Experimental Model is featured as the "SREM-1" and is the British SOE starting weapon. It is a bizarre and not-well known bullpup, pump action rifle. Rather than a traditional pump handle, the SREM-1's pistol grip can be yanked rearwards and pushed back into place to work the action. According to Royal Armouries Curator of Firearms and Artillery Jonathan Ferguson (credited as "Weaponry Consultant" in the fourth game), its addition was the result of Rebellion seeking a firearm that was "really whacky but just about plausible" to include as DLC in the fourth game (which instead got included in the base game of the next installment).
The SREM-1 is Karl Fairbourne's primary sniper rifle in campaign that appears in all cutsences, even if player runs a different primary rifle.
==Sturmgewehr 44==
The Sturmgewehr 44 appears as the "MACHINE PIST.44" and is sorted in the submachine gun category. While it was eventually established to be a rifle, in early 1944, the STG44 was in fact classified as a submachine gun and was designated as such, so this is a very rare accurate representation of the STG before it was the STG.
If not brought in a loadout, Karl can retrieve STGs from later campaign and DLC missions, where they're carried by Elite Jagers. During nighttime missions, STGs comes equipped with early night vision scopes that AI uses to spot and track the player. Just like in real life, when player picks up the Night Vision STG, the aim-down sight picture is passable at best, but it allows player to see, when there are no other light sources available.
==TERA Type 1==
The TERA Type 1, a takedown variant of the Arisaka Type 38 Carbine, was introduced in the Saboteur DLC pack as the "TERA".
==Winchester 1885 High Wall==
The Winchester 1885 High Wall is available in the first season in the "Up Close and Personal" DLC. This is the hardest-hitting and loudest option in Karl's/Invasion Sniper arsenal. Even with the suppressor attached, player must time his shots perfectly as the hearing distance is usually enough to set Heer soldiers to scan the area.
=Machine Guns=
==MG 42==
The MG 42 can be found in missions, either as emplacements or carried by Heer Elite Jagers. As a battlefield pick up, MG 42 cannot be reloaded.
=Launchers=
==Panzerfaust 100==
The Panzerfaust 100 can be found in missions and can be found in stashes or on the bodies of Faust Troopers. Panzerfaust is the only heavy weapon that can destroy the coastal patrol boat in a single shot. Note the sight which has clearly engraved distances of 50, 100, 150, suggesting model 100.
=Flare Guns=
==Leuchtpistole 34==
The Leuchtpistole 34 can be found in missions either in crates or on bodies of Heer Spotters, who also carry flare ammunition on their knee. Used to call in artillery fire.
=Grenades & Explosives=
==Explosives pack==
==Model 24 Stielhandgranate==
The Model 24 Stielhandgranate is the standard issue hand grenade for both the Heer NPCs and the Karl himself. In several missions, like Furher Mountain or Kraken Awakes, a wooden model of the hand grenade with a proxy set off, is used as an explosive trap. 
thumb|none|150px|Model 24 Stielhandgranate
==Schützenmine 42==
The Schützenmine 42.
==Tellermine 35 (Stahl)==
The Tellermine 35 (Stahl).
==TNT==
=Mounted Weapons=
==2 cm KwK 30==
The 2 cm KwK 30 in mounted on Sd.Kfz. 222 armored car that is being employed by Heer in France. 222s can be found in most of the missions, but it's presence can be highlighted in several missions, like Liberation, where Rangers task Karl to destroy the 222 that is guarding the first bridge. They can also be found patrolling the factory grounds in the War Factory mission, and in Secret Weapons, it can be found escorting the HVT V2 scientist to his lab.
==2 cm FlaKVierling 38==
The quad mount of 2 cm FlaKVierling 38 serves as an optional destroy objective in most of the missions in the base campaign and DLCs.
==3.7 cm Pak 35/36==
The 3.7 cm Pak 35/36 can be found in several missions, first encountered in Liberation mission. And while this artillery piece has been pretty much phased out by mid-1941 from the fronline use, it was given to Fallschirmjäger units due to its low weight and portability. On top of that, Karl can find the Pak 37 with a Stielgranate 41 (introduced in 1942), a fin-stabilized, shaped charge that allowed for an "inferior" gun to become usable against Allied/Soviet armor.
==85 mm air defense gun M1939 (52-K)==
The 85 mm air defense gun M1939 (52-K) can be found in emplaced in War Factory Mission. While it is strange to see a Soviet gun in France, possible explanation is that Germans brought it from the Eastern Front with other captured equipment (designated as 8.5cm Flak M.39(r)). In reality, it would be extremely impractical to have heavy Soviet equipment at hand, especially when Flak 37s are also available that can easily counter Allied armor and aircraft.
==8.8 cm Flak 37==
The Flak 37 can be found in a background of most missions, but during the Conqueror Mission, Karl is tasked with destroying a couple of them to allow Allies have easier time in the sector.
==15 cm TbtsK C/36==
The 15 cm TbtsK C/36s can be found across the Karl's exploits in France, but play a prominent role on the Atlantic Wall mission, where Karl is tasked to destroy several emplacements located both on the outskirts of the small town and on the promenade overlooking the beach. 
They are prominent appearance on the flight deck of the Graf Zeppelin-class aircraft carrier in Kraken Awakes Mission. And while 15 cm TbtsK C/36 was indeed used as a naval weapon, on the Graf Zeppelin-class aircraft carrier, 10.5 cm SK C/33 would be found mounted on the top deck instead. 
==220 mm Canon de 220 L mle 1917==
A 220 mm Canon de 220 L mle 1917 - or, more precisely, a 22-cm-Kanone 532(f) - can be found on Mission 5, Festung Guernsey, marked as a secondary search and destroy objective. While it may seem strange to see a WW1 artillery piece being used in 1944, this is historically accurate - during the French Army's mobilization in 1939, these cannons were brought back into military service. Following the French surrender, the German military captured forty pieces and pressed them into service under the designation "22-cm-Kanone 532(f)". These were attached to the coastal defense positions on the Atlantic Wall and Channel Islands, one of which is the Guersney itself; in-game, this position is called Batterie Mirus, which is also correct.
==38 cm Schnelladekanone C/34==
The 38 cm Schnelladekanone C/34 is one of the search and destroy objectives in Atlantic Wall Mission, providing a reliable soundmask for Karl to plan his operations.
==Browning M1919A4==
The Browning M1919A4 can be seen mounted on Sherman tanks in the bow gunner/co-driver's position in Liberation and Conqueror Missions.
==MG 15==
While playing Spy Academy mission, you can see Junkers 87 patrolling the area and creating an occasional sound mask that Karl can use in his infiltration mission. It has an MG15 machine gun mounted in the rear firing position. It is difficult to determine the model of the aircraft, as videogame developers tend to mash different 87 variants into one, example being Stukas from Call of Duty Vanguard Campaign. This Junker model mounts "infamous" Jericho sirens, that were only used on B-variant (Produced till 1937). Seeing as Spy Academy Mission takes place on May 30th, 1944, this model would be anachronistic. A pass would be given if the model didn't come with the Jericho sirens. 
In the final DLC mission of the game, Kraken Awakes, Karl can find the exact same model that flew over Beaumont Saint Denis Monastery with folded wings, thus confirming that this 87 is a hodgepodge of two models, the B-variant and Ju 87 Tr(C),V11 prototype, with folding wings.
==MG 34 Panzerlauf==
The MG 34 Panzerlauf can be found on all King Tiger tanks and 222s armored cars across the campaign. In several missions, such as Secret Weapons, tank commander can be seen using the cupola- mounted MG-34 while patrolling the grounds. Karl/player is always quickly reminded not to get in frontal firing ark, but flank if engaging Heer armor.
==MG 151==
The MG 151 can be found in the patrol boat turret on some maps. It is difficult to determine the exact caliber because both calibers were used on LS boats. The LS 3 boat had 15mm ammunition, the LS 4 boat had 20mm ammunition. LS boat itself is only found in three missions total: Atlantic Wall, Secret Weapons, and Landing Force.
==Type 10 naval gun==
The Type 10 naval gun can be found on a visiting Japanese I-400 submarine in a second part of the Rubble and Ruin (Mission 8). Like all the outside submarine weaponry, it's waterproofed and is unable to be used by a player/Karl. Surprisingly, we don't see that much of Japanese delegation apart from the Most Wanted target earlier in the Rubble and Ruin mission, considering the fact that each I-400 submarine carried between 144 to 200 officers and crew.
==Type 96 twin mount==
The Type 96 twin mount can be found on a visiting Japanese I-400 submarine, docked in the submarine pen in Mission 8 Rubble and Ruin. Like most of the stationary equipment pieces, it's unusable.
Category:Video Game
Category:War
Category:Stealth
Category:Third-Person Shooter
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