Metal Gear Solid Delta: Snake Eater - Weapons
The 1964 arsenal of Metal Gear Solid Delta: Snake Eater, a period-correct Cold War kit of American and Soviet firearms, explosives and close-quarters weapons. Snake starts with almost nothing and builds his loadout from found weapons, EVA's deliveries and items recovered in the field, with non-letha...
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of 17 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Mk22 Hush Puppy | Tranquiliser Pistol | The silenced tranquiliser pistol and the backbone of a non-lethal playthrough. | Damage: Non-lethal (tranquiliser darts) Noise: Silenced Role: Stealth and pacifist takedowns | Standard-issue starting sidearm once the survival kit is handed over |
| M1911A1 | Handgun | The classic American .45 service pistol, a reliable lethal sidearm that is available early and never runs out of usefulness. | Damage: Lethal, single shot Action: Semi-automatic Role: General-purpose sidearm | Carried from the start of the campaign |
| Single Action Army | Revolver | The iconic six-shooter of the era, a slow-firing but hard-hitting revolver. | Damage: High Action: Single action revolver Role: High-damage handgun, ricochet trick shots | Associated with Revolver Ocelot; available as a collectible/late sidearm |
| XM16E1 | Assault Rifle | The American prototype assault rifle being field-tested in this period, a light automatic weapon with good range. | Damage: Medium, automatic Range: Medium to long Role: Primary automatic rifle | Found or delivered during Operation Snake Eater |
| AK-47 | Assault Rifle | The ubiquitous Soviet assault rifle, the standard arm of the GRU troops patrolling Tselinoyarsk. | Damage: Medium, automatic Range: Medium Role: Primary automatic rifle | Commonly carried by enemy soldiers; capturable in the field |
| M37 Shotgun | Shotgun | The pump-action shotgun of the era, brutally effective at close range against both soldiers and wildlife. | Damage: Very high at close range Action: Pump-action Role: Close-range stopping power | Field pickup during the campaign |
| SVD Dragunov | Sniper Rifle | The Soviet semi-automatic marksman rifle, ideal for long sightlines and for covering EVA from high ground. | Damage: High Action: Semi-automatic Range: Long, scoped Role: Designated marksman and support fire | Found during the mountain and forest sections of the campaign |
| Mosin-Nagant | Sniper Rifle | The bolt-action rifle of The End, the ancient Cobra sniper, and a weapon Snake can also carry. | Damage: High, single shot Action: Bolt-action Range: Very long, scoped Role: Long-range precision | Used by The End; recoverable for Snake's own use |
| RPG-7 | Rocket Launcher | The Soviet shoulder-fired rocket launcher, the only practical answer to armoured targets and massive bosses. | Damage: Very high, explosive Action: Single-shot reload Role: Anti-vehicle and anti-boss | Found or delivered before the Shagohod and boss confrontations |
| CQC Knife | Melee | The combat knife that completes Snake's CQC kit. | Damage: Lethal, melee Noise: Silent Role: Close-quarters finishing | Part of the CQC loadout |
| Hand Grenade | Explosive (Thrown) | The standard fragmentation grenade, useful for clearing a group of soldiers or destroying a Gekko-era equivalent such as a patrol vehicle. | Damage: High, area fragmentation Role: Crowd control and demolition | Found in the field and stored in the inventory |
| Stun Grenade | Explosive (Non-lethal) | A non-lethal area stun, the grenade counterpart to the tranquiliser pistol. | Damage: Non-lethal area knockout Role: Stealth crowd control | Recoverable in the field and via deliveries |
| Chaff Grenade | Explosive (Utility) | A support grenade that scrambles electronics and sensors in its radius. | Effect: Disables electronics and sensors Role: Anti-surveillance utility | Found in the field |
| Smoke Grenade | Explosive (Utility) | A smoke screen grenade that blocks lines of sight and lets Snake cross open ground, break pursuit or reposition while guards lose visual contact. | Effect: Vision-blocking smoke cloud Role: Escape and repositioning utility | Found in the field |
| TNT | Explosive (Placed) | Placed demolition charges used against fixed targets, supply caches and structures. | Damage: High, placed explosive Role: Demolition of fixed targets | Mission supply item |
| Claymore Mine | Explosive (Placed) | A directional anti-personnel mine planted on the ground, detonating when something crosses its arc. | Damage: High, directional blast Role: Ambush and area denial | Mission supply item |
| C3 Explosive | Explosive (Placed) | Military plastic explosive, used for the campaign's key demolition objectives, including the destruction of Shagohod support installations and the sabotage work at Groznyj Grad. | Damage: High, placed demolition Role: Objective demolition | Issued for specific demolition objectives |
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