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Metal Gear Solid 4 weapon charts

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The following tables compare the statistics of Metal Gear Solid 4's weapons, grouped by their categories.


Legend Edit

Term Meaning Details:
DMG Damage

Number = base damage:  1x to body, .5x to limbs, instant kill to head/pelvis (males only).
Except for instant kills, damage may be reduced by body armor/helmets on higher difficulty, or may be attenuated over distance.  Human enemies have 1000 health in Virtual Range.

SLP Sleep (Tranquilizer) damage Human enemies have 1000 psych in VR.  Body part multipliers apply.
STN Stun (Knock-out) damage Human enemies have 1000 psych.  Body part multipliers apply.
SHK Impact shock How effectively the projectile staggers the target.
PNT Penetration Determines type/amount of material that can be penetrated.  All-ranks can pierce the glass on civilian vehicles.  B-rank is the minimum requirement to effectively pierce helmets and wooden crates.  S-rank is the requirement to damage armored vehicles.
STB Stability How little recoil is experienced.  Drastically affected by foregrip attachments, though it may not be reflected in displayed statistics.
RLD Reload time How fast the weapon is able to be used after initiating reload.
LKD Lock-on distance

When a number is given, it is given in meters, as measured through the Solid-Eye.  Affected by laser sight attachment.

Range Effective Range

Distance over which damage can still be done (meters).  Damage usually attenuates over this distance.  (Attenuation models tend to resemble bell curves or inverse-log curves.)  Note that bullets have some travel time before they reach their intended target, but are not affected by wind and gravity.  This distance is usually about 2 meters less than what the Solid-Eye/XM25 reads.

Wt. Weight Affects run speed.  Given in kilograms with no attachments.
MGO Metal Gear Online Denotes whether the weapon was available in the now defunct Metal Gear Online.  If it was exclusive to MGO, then it will be marked by "(only)".

PistolsEdit

Tactical reloading: When reloading most pistols that require bullets, when there is at least one bullet left from the current clip, an extra bullet becomes available for the next clip when the reload finishes. This effect does not happen with any other firearm type. The only exceptions (even with the wall-reload trick) to this are the Thor .45-70, which has a single bullet, and the Type-17, which requires that the clip be empty to reload.

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
Mk. 2 N/A D (tranq) (350) D (emotion) (350) N/A E _S A B (15) 76 1.1 Yes Integrated suppressor, can use Emotion darts, ignores the effects of helmets and body armor despite E-rank PNT and maintains sleep/stun damage over effective range. Performing a tactical reload will save a fraction of a second. Obtained from Metal Gear Mark 2.
Operator D (420) N/A N/A C E B _S B (20) 71 1.0 Yes Obtained from Mk. 2
GSR D (430) N/A N/A C E B _S B (15) 63.5 1.2 Yes Disarm PMC's primary weapon first, then disarm again for GSR.
Five-seveN D (300) N/A N/A D B B _S B (18) 80 0.8 No Disarm FROG's primary weapon first, then disarm again for Five-seveN.
PMM D (325) N/A N/A D E A _S B (17) 70 0.8 No Alert Resistance member in Act 3. Disarm after he starts shooting.
PSS D (350) N/A N/A D C A _S B (15) 50 0.9 No Silent rounds. First occurrence in Advent Palace top-floor vent shaft.
G18C (Glock 18C) D (300) N/A N/A D C C _S B (13) 60 0.9 Yes Full auto, semi-auto option. Disarm some militia just before armored dozer appears at Vista Mansion in Act 2.
Mk. 23 SOCOM D (440) N/A N/A C E B _S A (25) 90 1.1 Yes Equipped with an aiming module that combines a laser sight with a flashlight. Find under truck at Heliport in Act 4, aim afterwards for DP.
Race Gun E (200) N/A N/A D E A _S B (18) 60 0.9 No Bullets can ricochet, but do less damage than the incident shot. Clear the game once, any difficulty.
Type 17 D (430) N/A N/A C E B A A (25) 80 1.4 No Full auto, semi-auto option. Can only reload when clip is empty. Clear game with Hound emblem.
D.E. (Desert Eagle) C (700) N/A N/A A E D _S B (16) 90 2.1 Yes Carried by some Dwarf Gekko.
D.E. Long Barrel C (710) N/A N/A A E D _S B (15) 125 2.1 Yes (Meryl Only) Scope attachment. Clear game with Fox emblem.
1911 Custom D (450) N/A N/A C E A _S _S (28.5) 100 1.0 No Entry of code 1aytmmymhk only under Extras menu.
Thor .45-70 A (1500) N/A N/A _S A D A B (15) 150 2.3 Yes (Ocelot Only) Single shot. Dot sight. Clear game with Fox Hound emblem.
Solar Gun N/A N/A _S (5000) N/A E _S E B (15) 150 0.5 No Recharge in sunlight. Strong vs. Vamp. Maintains stun damage over effective range. Non-lethal clear Advent Palace and Beauty and the Beast Unit to collect all dolls, then clear the game.

Submachine GunsEdit

Note: All SMGs (with the exception of the Patriot) select-fire with full- and semi-auto.

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
P90 D (300) N/A N/A D B B B B (25) 135 3.0 Yes Lock-on distance increases to 37.5 meters when equipped with a laser sight. Unique weapon sight. Most FROG soldiers carry this.
M10 D (420) N/A N/A C E B B B (24) 73 3.3 No Several Rebels in Act 2 carry this.
MP7 E (250) N/A N/A E B A B A (30) 40 1.5 No Some PMC in Acts 2 and 3 carry this.
Vz. 83 D (325) N/A N/A D E B B _S (34.5) 75 1.4 Yes Includes laser-sight. Obtained on Motorcycle chase.
Bizon D (325) N/A N/A D E B B _A (26) 100 2.5 No Drebin only.
MP5SD2 E (290) N/A N/A D E B C B (25) 160 3.1 Yes Integrated suppressor. Drebin only.
Patriot D (425) N/A N/A B E C N/A B (25) 160 1.5 Yes (Certain conditions) Infinite ammo. Clear game with Big Boss emblem or enter password (Secrets).

Assault RiflesEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
AK102 D (415) N/A N/A E C C B D (18) 200 3.0 Yes Full/semi auto. Almost all Militia carry this in Act 1.
M4 Custom D (400) N/A N/A E C C B D (16) 220 3.0 Yes Lock-on distance increases to 24 meters with laser sight. Full/semi auto./3-round burst. Obtained from Drebin for free in Act 1.
Mk. 17 C (530) N/A N/A C C C B D (14) 200 4.1 Yes Lock-on distance increases to 21 meters with laser sight. Full/semi auto. Most PMCs carry this in Acts 1 and 3.
G3A3 C (540) N/A N/A C C C C E (10) 250 4.4 Yes Full/semi auto. Many Rebels carry this in Act 2.
FAL Carbine C (550) N/A N/A C C C B D (12) 230 4.5 No Full/semi auto. Drebin only.
AN94 D (375) N/A N/A E C B B D (15) 220 4.0 No Full/semi auto./2-round burst. In a shack behind sandbags in Act 2 Cove Valley Village.
XM8 D (400) N/A N/A E C C B D (17) 220 2.8 Yes Full/semi auto. In a shack near the Power Station in Act 2.
Tanegashima C (725) N/A N/A B E B E D (13) 100 4.0 No 33% chance of blowing enemies away. Drebin only.
XM8 Compact D N/A N/A E C C B D N/A N/A Yes (Only) (Johnny Only) Its stats were most likely identical to the XM8.

Sniper RiflesEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
M14EBR C (530) N/A N/A C B D B N/A 230 4.5 Yes Full Auto, semi-auto option. PMC on top of 3-story building carries this in Act 1.
DSR-1 B (900) N/A N/A A A D C N/A 300 6.0 Yes Bolt-action. FROG snipers carry this on Mountainside Trail.
SVD C (530) N/A N/A B A E B N/A 280 4.4 Yes Semi-auto. Rafters of barn in Act 2.
VSS D (475) N/A N/A D A D B N/A 150 3.4 Yes Integrated suppressor, Full/semi-auto option. MGO: optional tranquilizer rounds. South America Confinement Facility on opposite side of salt flats.
Mosin-Nagant N/A B (tranq) (750) B (emotion) (750) A E D B N/A 300 4.4 Yes Can use Emotion darts. Bolt-action. Drebin only.
M82A2 _S (2500) N/A N/A _S _S E B N/A 300 14.0 Yes (Johnny Only) Semi-auto. Drebin only.
Rail Gun _S (5000) N/A N/A _S _S C D N/A 300 20.0 No 3 Charge levels, stats given at full charge. Semi-auto. Defeat Crying Wolf.

Machine GunsEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. Metal Gear Online? Notes
HK21E C (530) N/A N/A C C C D E (10) 250 9.3 No Full/semi auto./3 round burst. Militia in Safe House near end.
M60E4 C (550) N/A N/A C C C E E (10) 260 9.3 Yes Lock-on distance increases to 15 meters with laser sight. In MGO, the Assault Rifles skill would help the M60. Several PMCs carry this in Act 2 after Cove Valley Village.
PKM C (730) N/A N/A B C D E E (10) 265 9.0 No Several Rebels carry this in Act 2 after Cove Valley Village.
Mk.46 Mod 1 D (400) N/A N/A B C C E D (13.5) 250 5.8 No Lock on distance increases to 20.2 meters with laser sight. Drebin only.

ShotgunsEdit

Note: Effective range also varies with ammo-type.

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
Twin Barrel B (Buck/Slug) (1250) N/A B (V Ring) (1250) S B (Buck)
S (Slug)
E (V Ring)
E A C (15) 40 (Buck)
80 (Slug)
30 (V Ring)
2.3 No Fires both shots simultaneously. Single shot. Found after saving Rebels in Act 2 in newly unlocked building in Cove Valley Village.
M870 Custom B (Buck/Slug) (1300) N/A B (V Ring) (1300) S B (Buck)
S (Slug)
E (V Ring)
D E C (14) 50 (Buck)
100 (Slug)
40 (V Ring)
3.5 Yes Pump-action. Found behind Confinement Facility in storage room with no Rebels.
Saiga-12 B (Buck/Slug) (1250) N/A B (V Ring) (1250) S B (Buck)
S (Slug)
E (V Ring)
D B C (13) 50 (Buck)
100 (Slug)
40 (V Ring)
3.8 Yes Semi-auto. Drebin only.
Masterkey attachment B (Buck/Slug) (1250) N/A B (V Ring) (1250) S B (Buck)
S (Slug)
E (V Ring)
E A C (16-24) (M4) 50 (Buck)
100 (Slug)
40 (V Ring)
2.5 Yes A weapon attachment for the M4 that appears to imitate the M870's damage model. Estimated/experimentally determined stats. Pump action. PMCs carry standalone modules sometimes in Acts 2 and 3.

Grenade/Rocket LaunchersEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Range Wt. MGO Notes
XM25 A (2000) N/A N/A _S N/A E B N/A 300 5.5 No Adjustable detonation distance up to 100 meters. FROGs may carry this in Advent Palace on higher difficulty. Always on Shadow Moses comms towers.
MGL-140 A (Grenade/WP) (2000/1500) N/A A (Stun) (1750) _S (Grenade/WP)
B (Stun/Smoke)
N/A E E N/A 300 6.0 No Defeat Raging Raven.
RPG-7 _S (3500) N/A N/A _S N/A E B N/A 250 8.5 Yes Red Zone just before entering Safe House, turn left.
M72A3 LAW A (2450) N/A N/A _S N/A D A N/A 200 2.5 No Some Rebels carry this near the Power Station.
Javelin _S (5000) N/A N/A _S N/A E B N/A 400 22.3 No Radio-guided (follows aiming reticle). Crescent Meridian on Act 1. On building with ladder and sniper.
FIM-92A Stinger _S (3000) N/A N/A _S N/A E B N/A 500 15.7 No Fire-and-forget (follows acquired target). Under Power Station power line structure in Act 2 after climbing across wire and dropping down.

Thrown ExplosivesEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Wt. MGO Notes
Grenade A (2000) N/A N/A S N/A N/A N/A N/A 0.3 Yes Safe House in room with dumpster.
Petro Bomb B (1000) N/A N/A A N/A N/A N/A N/A 0.8 No Sets area ablaze. Red Zone NW Sector across road from starting area in little alley.
WP Grenade A (1500) N/A N/A S N/A N/A N/A N/A 0.8 Yes Sets area ablaze. Safe House in room with dumpster.
Stun Grenade N/A N/A A (2000) B N/A N/A N/A N/A 0.5 Yes Explosion causes after-image on screen. Safe House in room with dumpster.
Chaff Grenade N/A N/A N/A N/A N/A N/A N/A N/A 0.8 Yes Disables electronics, jams PMC radio. Disabled codec and some SOP functionality in MGO. Inside Confinement Facility building.
Smoke Grenade N/A N/A N/A B N/A N/A N/A N/A 0.5 Yes Colored variants affect emotions or voice pitch in MGO. Regular: Safe House in room with dumpster. Colored: Drebin only after clearing game once.

Placed ExplosivesEdit

Weapon DMG SLP STN SHK PNT STB RLD LKD Wt. MGO Notes
Claymore B (2000) N/A N/A S N/A N/A N/A N/A 1.6 Yes Directional trigger, explodes with 5 pellets. Picked up off ground in Act 1 Advent Palace before FROGs.
S.G. Mine N/A A (5000) N/A N/A N/A N/A N/A N/A 1.5 Yes Proximity trigger. Picked up off ground in Act 1 Advent Palace before FROGs.
C4 A (3000) N/A N/A S N/A N/A N/A N/A 1.6 Yes Remote detonation. Under desk at Power Station.
S.G. Satchel N/A A (5000) N/A N/A N/A N/A N/A N/A 1.5 Yes Remote detonation. After meeting Drebin in Act 1, shoot explosive barrel.

Etc.Edit

Weapon DMG SLP STN SHK PNT STB RLD LKD Wt. MGO Notes
Stun Knife _S (stab) (kill)
D (slash) (175)
S (CQC) (kill)
N/A _S (tazer) (KO)  ? N/A N/A N/A 5 0.2 Yes Estimated stats. Starting weapon.
Empty Magazine N/A N/A N/A E? N/A N/A N/A N/A 0.1 No Distracts enemy with sound. Fire a gun that uses magazines until empty, then reload.
Playboy N/A N/A N/A N/A N/A N/A N/A N/A 0.1 No Distracts enemy. A similar weapon called "Magazine" was adapted for MGO. Does not affect FROGs. Locker at Red Zone.
Emotion Mag N/A N/A N/A N/A N/A N/A N/A N/A 0.1 No Distorts enemy's emotions. Causes FROGs to salute. Drebin only.
Mantis Doll N/A N/A N/A N/A N/A N/A N/A N/A 0.1 No Manipulate living soldiers, kills when done. Shoot Screaming Mantis' Mantis doll enough times.
Sorrow Doll N/A N/A N/A N/A N/A N/A N/A N/A 0.1 No Manipulate corpses, does not affect FROGs. Shoot Screaming Mantis' Sorrow doll enough times.
Tactical Shield N/A N/A N/A N/A N/A N/A N/A N/A N/A Yes (only) Bullet-proof; charge attack
Magazine N/A N/A N/A N/A N/A N/A N/A N/A N/A Yes (only) A trap that distracted enemies/allies for a while when within proximity regardless of gender.
Enemy Locator N/A N/A N/A N/A N/A N/A N/A N/A N/A Yes (only) Revealed enemy players on SOP within a certain radius.

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