Key Takeaways
- →The classic games: Lara starts with unlimited dual pistols, then packs shotguns, machine pistols, rifles, launchers, and increasingly specialized expedition tools.
- →The Legend trilogy: dual pistols remain the signature, but the grapple, light, binoculars, PDA, and field equipment become just as important as the guns.
- →The Survivor trilogy: the bow becomes Lara's defining weapon and traversal tool, backed by upgradeable handgun, rifle, and shotgun families.
- →The real-world matches: most models are fictional. The strongest visual links include the Browning Hi-Power, Uzi and MAC-10, Mossberg 500, Franchi SPAS-12, HK MP5, Desert Eagle, HK USP Match, Beretta 92, 1911, and CZ 75.
Lara Croft Has Had Three Different Arsenals
Lara Croft's twin pistols are one of gaming's cleanest character signatures. The holsters tell you who she is before the camera reaches her face. Yet the guns around those pistols have changed with every version of Tomb Raider.
The six Core Design games treat Lara like an arcade-action heroine. She can fit a shotgun, two submachine guns, a heavy handgun, a grenade launcher, a harpoon gun, and several ancient artifacts into the same backpack. Each weapon has a simple job, and the player keeps the whole collection until the level or story takes it away.
Legend and Underworld make the carried gun loadout smaller and more deliberate. Lara keeps her pistols, usually carries one major secondary weapon, and relies more heavily on grapples, lights, scanners, cameras, and communications gear. Anniversary keeps the classic pickup structure: its pistols, .50 pistols, mini SMGs, and shotgun can remain in Lara's inventory together. The Survivor trilogy changes the center again. Bows, axes, rope, and upgrade trees turn equipment into a progression system.
Tomb Raider (1996): Four Guns, Four Clear Jobs
Weapons: dual pistols, Shotgun, magnums, and dual “Uzis.” Field gear: medipacks, compass, keys, puzzle objects, artifacts, and Lara's bottomless backpack.
The first game gets its weapon ladder right because every pickup changes the rhythm. The pistols have unlimited ammunition and cover routine fights. The shotgun trades range and fire rate for a heavy close hit. The magnums keep the two-handed firing pose while adding power. The Uzis turn late fights into a flood of automatic fire.
The in-game name is simply Shotgun. The original 1996 model is a generic pistol-grip pump with no reliable real-world identity. The remaster redraws it as a customized Mossberg 500AT Cruiser with a wooden fore-end and an oversized muzzle brake. The “Uzis” have the opposite naming problem: their short, square receivers look much more like Ingram MAC-10s than full-size Uzis. The “Magnums” are not revolvers at all. The original pair resembles early Desert Eagle pistols, while the remaster shifts to the shorter Desert Eagle L5 profile.
Lara's standard pistols are best read as Browning Hi-Power-inspired handguns. The long slide, exposed hammer, grip shape, and compact profile point in that direction, but the 1996 model is too abstract for a firm identification. The result mattered more than the reference: two silver pistols created a silhouette that survived every reboot.
Complete player-operated firearm, launcher, and mounted-weapon index: 4 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider (1996) appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Pistols
Identification: Browning Hi-Power
Lara's default twin pistols have unlimited ammunition and no player-controlled reload cycle.


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Shotgun
Identification: Generic pump shotgun in the original; customized Mossberg 500AT Cruiser in the remaster
The game's only shoulder arm fires one shell per pump-action shot and uses limited ammunition.


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Magnums
Identification: Desert Eagle Mark I-style pistols in the original; Desert Eagle L5-style pistols in the remaster
The dual Magnums spend limited ammunition but inflict more damage per shot than the unlimited Pistols.


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Uzis
Identification: Ingram MAC-10
The dual Uzis deliver a much higher rate of fire than the Pistols while drawing from a limited ammunition supply.


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Tomb Raider II (1997): The Arsenal Nearly Doubles
Weapons: dual pistols, Shotgun, automatic pistols, dual “Uzis,” M16, grenade launcher, and harpoon gun. Field gear: flares, medipacks, motorboat, and armed snowmobiles.
Tomb Raider II adds a weapon for almost every distance. The automatic pistols sit between the free starting pistols and the Uzis. The game's fully automatic pistols visually resemble semiautomatic Intratec TEC-22 pistols more than conventional service handguns. The game's “Uzis” often have the square receiver and short profile of a MAC-10, one of several cases where the inventory name and model do not quite agree. The Shotgun is essentially the first game's generic pistol-grip pump. The remaster again gives it the customized Mossberg 500 Cruiser treatment.
Tomb Raider II calls its long gun simply the M16. The original inventory model is closest to an M16A1. Promotional art drops the forward assist and looks more like a civilian Colt SP1, while the remaster combines an XM16E1-style receiver with an A2 handguard. Lara first finds it late in the Diving Area. Miss that pickup and replacement rifles appear aboard the Maria Doria and on The Deck.
The M16 has the longest lock-on range in Lara's arsenal and delivers strong fully automatic fire. Its cost is handling. Lara fires from the shoulder while planted and from the hip while moving, but changing between those stances creates a long delay. The rifle is strongest when she can open a fight from range, not while flipping around a tight room.
The other two newcomers solve special problems. The visually generic grenade launcher cycles like a single-shot M79 and gives Lara a heavy answer to clustered enemies. The fictional Harpoon Gun is her only underwater firearm and automatically reloads after four shots. Flares and vehicles are the larger design change: equipment now opens dark routes and carries Lara through a level instead of only helping her win a fight.
Complete player-operated firearm, launcher, and mounted-weapon index: 8 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider II appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Pistols
Identification: Browning Hi-Power
The twin Pistols remain Lara's unlimited-ammunition fallback and require no ammunition pickups.


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Shotgun
Identification: Generic pump shotgun in the original; customized Mossberg 500AT Cruiser in the remaster
Unlike the first game, Tomb Raider II gives Lara the Shotgun at the start of The Great Wall.


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Automatic Pistols
Identification: Intratec TEC-22 visual basis; the real TEC-22 is semiautomatic
The game depicts the paired weapons firing fully automatically, despite the semiautomatic real-world visual reference.


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Uzis
Identification: Ingram MAC-10
Each hit does the same damage as a Pistol hit, but the paired Uzis fire far faster.


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M16
Identification: M16A1 in the original; XM16E1 receiver with an M16A2-style handguard in the remaster
The M16 has the game's longest target-lock range, but Lara must plant her feet and spend roughly two seconds raising or lowering it.


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Grenade Launcher
Identification: Fictional launcher with no clean visual equivalent; M79 functional analogue
Lara reloads after every grenade, making missed shots costly despite the heavy explosive damage.


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Harpoon Gun
Identification: Fictional; no clean real-world equivalent
It is Lara's only weapon that works underwater, and it pauses to reload after four harpoons.

Snowmobile Guns
Identification: Twin stylized Browning M1919A4 machine guns
Lara can operate the guns only from the armed snowmobile she commandeers after killing its driver; that armed version gives up the ordinary snowmobile's turbo boost.


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Tomb Raider III (1998): Desert Eagle, MP5, and a Rocket Launcher
Weapons: dual pistols, short SPAS-12-style Shotgun, dual Uzis, Desert Eagle, MP5, harpoon gun, grenade launcher, rocket launcher, the underwater propulsion vehicle's harpoon launcher, and the fixed Crash Site Gun. Field gear: flares, crowbar, quad bike, kayak, underwater propulsion vehicle, inflatable boat, and mine carts.
The third game drops the automatic pistols and M16, then replaces them with more distinctive hardware. Its Desert Eagle is the heavy handgun: slow, loud, and strong enough to make one pistol feel more important than Lara's usual pair. The model resembles an early Mark VII more than the later Mark XIX most buyers know today.
The Shotgun finally has a clear reference in the original graphics: a short-barreled, stockless Franchi SPAS-12. The remaster replaces it with the customized Mossberg 500 Cruiser used throughout the remastered trilogy.
The MP5 is the cleaner match. Its integral suppressor and retractable stock are closest to the MP5SD6, giving Lara controlled automatic fire without the long M16 silhouette. The real MP5 family is a roller-delayed 9mm platform; our MP5 upgrades guide covers how civilian MP5-pattern guns are actually set up.
The inventory calls its top weapon a rocket launcher. Its original model is closer to a Carl Gustaf M2 recoilless rifle, while the remaster shifts toward the M3 profile. The original grenade launcher looks like a drastically shortened, stockless Milkor MGL, even though Lara loads it one round at a time. The remaster redraws it as an M79-style single-shot launcher. The Harpoon Gun remains a fictional underwater tool rather than a recognizable production firearm.
The vehicles make the game feel truly bigger. The quad bike, kayak, underwater propulsion unit, boat, and mine cart each impose their own movement rules. That variety is the point of the third game: Lara has a specific weapon or machine for almost every environment, then has to learn the limits of each one.
Complete player-operated firearm, launcher, and mounted-weapon index: 10 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider III appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Pistols
Identification: Browning Hi-Power
The unlimited-ammunition twin Pistols are among the weapons Lara can fire while crouched.


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Shotgun
Identification: Stockless short-barreled Franchi SPAS-12 in the original; customized Mossberg 500 in the remaster
Although the real SPAS-12 supports semiautomatic operation, Tomb Raider III depicts the original model firing only in pump action.


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Desert Eagle
Identification: Desert Eagle Mark VII in the original; fictional Desert Eagle-based hybrid in the remaster
It is the game's high-damage handgun, killing most ordinary enemies in one to three shots.


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Uzis
Identification: Ingram MAC-10
The paired Uzis can be fired while Lara is crouched, but their ammunition pickups are scarcer than in Tomb Raider II.


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MP5
Identification: Heckler and Koch MP5SD6
Like Tomb Raider II's M16, the MP5 trades mobility for a long target-lock range and a brief shouldering delay.


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Grenade Launcher
Identification: Shortened stockless Milkor MGL in the original; M79-style launcher in the remaster
Despite the original's revolver-launcher appearance, Lara reloads after each shot; grenades bounce and detonate after a delay.


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Rocket Launcher
Identification: Carl Gustaf M2-style recoilless rifle in the original; M3-style model in the remaster
The game treats the Carl Gustaf-like shoulder weapon as a single-shot rocket launcher rather than modeling a recoilless-rifle crew.


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Harpoon Gun
Identification: Fictional; no clean real-world equivalent
The underwater weapon retains Tomb Raider II's four-harpoon reload pause.

Underwater Propulsion Vehicle Harpoon Launcher
Identification: Fictional integrated harpoon launcher; no clean production equivalent
The player fires the UPV's built-in launcher with the Action control in Lud's Gate. It consumes collected Harpoon Gun ammunition and has no automatic targeting.

Crash Site Gun
Identification: Stylized Mk 19 automatic grenade launcher
Lara operates the fixed gun in Crash Site to fight dinosaurs and blast open a wall; the remaster changes its visible ammunition to rockets and gives it a rotating barrel.


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The Last Revelation (1999): Sights, Ammunition, and Puzzle Tools
Weapons: dual pistols, dual Uzis, SPAS-12/Benelli M3-style Shotgun, revolver, crossbow, and grenade launcher. Field gear: laser sight, binoculars, crowbar, torches, ropes, Jeep, sidecar motorcycle with a nitrous upgrade, and an item-combination system.
The Last Revelation removes the MP5, Desert Eagle, harpoon gun, and rocket launcher. In return, it makes a smaller arsenal do more. The revolver and crossbow can share a laser sight, turning them into precision tools for targets and mechanisms. The crossbow accepts standard, poison, and explosive bolts. The Shotgun keeps Tomb Raider III's short SPAS-12 shape but changes the textures until it resembles a Benelli M3 Super 90 Shorty. The remaster leans further toward the Benelli. Normal shells concentrate the pellets; Wideshot shells spread them across several targets.
The handgun art is less consistent. Lara holds Browning Hi-Power-like pistols in the original game, while inventory renders and cutscenes lean toward the M1911A1. The remaster standardizes the M1911 shape. The original Uzi pickup is a Micro Uzi, yet Lara's held model looks like a MAC-10 until the remaster fixes the mismatch. Her revolver combines a Webley No. 5-style frame with Smith & Wesson details; the remaster redraws it as a Colt Python and Model 686 hybrid.
This is the first classic game where attaching and combining gear feels central. Lara joins handles to objects, mounts sights, lights torches, uses a crowbar, and studies distant spaces through binoculars. Late in the game, she adds a Nitrous Oxide Feeder to the sidecar motorcycle so it can clear gaps that stop the stock bike. Weapons, ammunition types, sights, and vehicle parts now belong to the same puzzle language.
Complete player-operated firearm, launcher, and mounted-weapon index: 6 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider: The Last Revelation appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Pistols
Identification: Browning Hi-Power when held in the original; M1911A1 in the original inventory and remaster
The twin starting Pistols retain unlimited ammunition; the original game's held model and inventory model do not match each other.


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Shotgun
Identification: SPAS-12-shaped model with Benelli M3-style texturing
It can load Normal Ammo for tighter, longer-range shots or Wideshot Ammo for a broader close-range spread.


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Uzis
Identification: Micro Uzi in the inventory and remaster; MAC-10-like held model in the original
The original game changes the weapon's visible model between the inventory or pickup view and Lara's hands.


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Revolver
Identification: Webley No. 5 and Smith and Wesson Model 64 hybrid in the original; Colt Python and Smith and Wesson 686-style hybrid in the remaster
Combining the Revolver with the LaserSight gives Lara precision aiming for specific targets and distant switches.


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Crossbow
Identification: Modern 50-pound pistol crossbow
It accepts Normal, Poison and Explosive bolts plus the LaserSight; the firing animation omits the real weapon's manual recocking step.


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Grenade Gun
Identification: Milkor MGL visual basis with M79-like single-shot operation
Normal, Super and Flash grenades change its effect, but Lara reloads after every shot despite the visible revolver cylinder.


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Tomb Raider: Chronicles (2000): The Loadout Follows the Story
Weapons: episode-specific selections from pistols, the SPAS-12/Benelli M3-style Shotgun, Uzis, revolver, Desert Eagle, and the HK Gun. Field gear: laser sight, binoculars, crowbar, grappling gun, Extreme Depth Suit, and chaff flares, plus Lara's Timex-TMX watch in the VCI chapter.
Chronicles is four memories rather than one continuous expedition, and each chapter supplies its own loadout. Young Lara is unarmed during the Black Isle chapter. The Rome and submarine stories use familiar weapons and tools. The VCI infiltration turns the game into a stealth mission with an HK Gun, grappling system, headset, and security-specific gadgets. The Shotgun appears in Rome and Russia, carrying over the stockless SPAS-12/Benelli M3 Super 90 Shorty hybrid and its Normal and Wideshot shells from The Last Revelation.
Rome gives Lara her familiar pistols and revolver. The Russian base adds a Desert Eagle Mark VII-style heavy handgun, while the submarine chapter adds the depth suit and chaff flares needed to survive a damaged vessel. That structure makes the inventory part of the storytelling: each memory begins with the Lara and the gear that belong in that place.

The HK Gun is an MP5SD6-style weapon and Lara's only firearm through the final three VCI levels. Rapid mode is fully automatic. Burst fires five rounds. Sniper switches to scoped semiautomatic fire and can end a fight with one aimed headshot. In the original release, movement and non-Sniper modes also carry a hidden damage penalty. The remaster removes that penalty, so the three settings are clearer choices between speed, control, and precision.
Complete player-operated firearm, launcher, and mounted-weapon index: 7 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider: Chronicles appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Pistols
Identification: Browning Hi-Power when held in the original; M1911A1 in the inventory and remaster
The unlimited-ammunition Pistols are Lara's standard weapons in the Rome and Russia episodes.


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Shotgun
Identification: SPAS-12-shaped model with Benelli M3-style texturing
The Rome episode's Shotgun again switches between Normal Ammo and broad-spread Wideshot Ammo.


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Uzis
Identification: Micro Uzi in the inventory and remaster; MAC-10-like held model in the original
The Uzis appear only in the Rome episode, where they remain the fast-firing dual-weapon option.


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Revolver
Identification: Webley No. 5 and Smith and Wesson Model 64 hybrid in the original; Colt Python and Smith and Wesson 686-style hybrid in the remaster
The Rome episode again lets Lara combine the Revolver with the LaserSight for precision aiming.


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Desert Eagle
Identification: Desert Eagle Mark VII in the original; fictional Desert Eagle, Glock and LAR Grizzly-style hybrid in the remaster
Available only in the two Russia levels, it accepts the LaserSight and is used to pick off distant submarine snipers.


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HK Gun
Identification: Heckler and Koch MP5SD6
It is Lara's only firearm in the final three VCI levels and switches among Rapid, Burst and Sniper modes.


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Grappling Gun
Identification: Early standalone M203PI-style grappling launcher
It works only at predetermined grapple points, where the aiming reticle changes to show a valid shot.


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The Angel of Darkness (2003): Fictional Names and a Broken Signature
Weapons: M-V9, Vector-R35, Desert Ranger, Dart SS, K2 Impactor, V-Packer, Mag Vega, Rigg 09, Viper SMG, and Scorpion X. Kurtis Trent also uses the Boran X and bladed Chirugai. Field gear: Werner's Diary, respirators, body armor, medical supplies, stealth controls, and strength and grip upgrades.
The Angel of Darkness gives nearly every gun an in-world label, but the silhouettes are readable. The M-V9 is an M1911A1. The Vector-R35 has the frame and extended front weight of an HK USP Match. Desert Ranger is the Desert Eagle; Rigg 09 is a Luger P08; Scorpion X is a full-auto Glock 17; Mag Vega is an MP5N; Viper SMG is a PP-19 Bizon; and K2 Impactor is an M26 Taser. Kurtis's chrome Boran X follows the Browning Hi-Power. The Dart SS has no clean original match, although the remaster gives it the outline of a Ruger Mk II target pistol.
The V-Packer is a heat-shielded Mossberg 500 Cruiser in the original release. The remaster shortens it into a Mossberg 590 Compact Cruiser. The original animation cycles this pump-action shotgun as if it were semiautomatic, so the weapon moves faster than the model suggests.
A placement error in the 2003 release prevents Lara from collecting the second copies needed for ordinary dual-pistol play. TheTomb Raider IV-VI Remastered collection restores those pickups and the paired animations. Around the guns, AOD also adds a different kind of progression: stealth moves, temporary body armor, respirators, and story-triggered strength upgrades that extend Lara's grip time or let her force open new routes.
Complete player-operated firearm, launcher, and mounted-weapon index: 11 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in The Angel of Darkness appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Boran X
Identification: Custom nickel Browning Hi-Power / P-35
Kurtis-only player weapon with an impossible 25-round magazine; Lara cannot use it.


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M-V9
Identification: Nickel Colt M1911A1
Lara's first firearm; it uses a 12-round 9mm magazine, and the remaster restores scope and suppressor attachments.


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Desert Ranger
Identification: Desert Eagle Mark VII in the original; Mark XIX in the remaster
The game gives the .50 AE pistol nine rounds, more than the real firearm can hold.


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Scorpion X
Identification: Full-auto-converted Glock 17
The 30-round machine pistol fires semiautomatically only in the original NTSC PS2 release because of a bug.


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Vector-R35
Identification: Heckler & Koch USP Match
The .45 ACP pistol holds nine rounds and becomes naturally dual-wieldable in the remaster.


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Rigg 09
Identification: Luger P08
Lara finds it in Werner's apartment; its magazine holds nine rounds instead of the real P08's eight.


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Mag Vega
Identification: Heckler & Koch MP5N / MP5A3 family
Its reload animation pulls the charging handle without replacing the magazine.


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Viper SMG
Identification: PP-19 Bizon-1 in the original; PP-19 Bizon-2 in the remaster
It is suppressed by default and given 70 rounds instead of the real Bizon's 64.


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V-Packer
Identification: Mossberg 500 Cruiser in the original; Mossberg 590 Compact Cruiser in the remaster
The original behaves like a semiautomatic shotgun and pumps only after six shots; the remaster uses six-shell, six-pellet loads.


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Dart SS
Identification: Fictional/no clean equivalent; the remaster borrows a Ruger Mk II silhouette
The original is a fictional four-shot nonlethal dart pistol; the remaster also permits a scope.


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K2 Impactor
Identification: Advanced Taser M26
It consumes batteries as ammunition and incapacitates most human targets instantly within its listed 21-foot (6.4-meter) range.


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Tomb Raider: Legend (2006): Dual Pistols Meet a Modern Field Kit
Weapons: dual RGP Mach 5 pistols, MG415, RC650, Pump Action Shotgun, grenade launcher, grenades, mounted weapons, and Excalibur. Field gear: magnetic grapple, personal light, RAD binoculars, PDA, headset, and medipacks.
Legend rebuilds Lara around a permanent pair of unlimited pistols and one carried secondary weapon. That limit makes the player choose between close power, automatic fire, and explosives instead of hoarding every gun in the level. The fictional RGP Mach 5 is mainly inspired by the HK USP Match, especially its long front weight and squared trigger guard. The Pump Action Shotgun is a Mossberg 500 Cruiser with a weaponlight in the original graphics. The next-generation model changes to a stainless Mossberg 590 Mariner Cruiser.
The other long guns change with the graphics mode. The MG415 is an MP5A3 in the original assets and an HK94/MP5 hybrid in the next-generation version. The RC650 starts as a SCAR-H-style rifle, then becomes a custom Colt 933-style short AR in the newer model. Lara's revolver-fed launcher is patterned after the Russian RG-6. These are temporary battlefield pickups, so choosing one also means leaving another behind.
Kazakhstan adds a weapon that cannot be carried away. Lara directly operates the experimental Tesla Gun to pull and throw metal objects, attack mercenaries, move machinery, and disrupt Amanda's Entity during the level's final encounter. The complete index also includes the ordinary heavy-machine-gun emplacements and the twin Minigun turret that Lara can fire elsewhere in the game.
The real leap is the field kit. Lara can scan objects with her binoculars, pull or swing from metal points with the grapple, light dark spaces, consult her PDA, and talk to her team without leaving the level. These tools connect combat, navigation, and character. The pistols remain the icon, but the grapple becomes the piece of equipment that defines how Legend plays.
Complete player-operated firearm, launcher, and mounted-weapon index: 8 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider: Legend appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
RGP Mach 5
Identification: Pair of Heckler & Koch USP Matches
The pistols have unlimited reserve ammunition and upgrade from 15+15 to 20+20 rounds.


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Pump Action Shotgun
Identification: Mossberg 500 Cruiser in past-gen graphics; Mossberg 590 Mariner Cruiser in next-gen graphics
It offers the strongest close-range stopping power in the handheld loadout but the shortest useful range.


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MG415 Submachinegun
Identification: MP5A3 in past-gen graphics; HK94A3/MP5A3 hybrid in next-gen graphics
It holds 40 rounds even though the model displays a 30-round magazine.


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RC650 Assault Rifle
Identification: First-generation FN SCAR-H in past-gen graphics; custom Colt Model 933-like hybrid in next-gen graphics
Both models show 20-round magazines but the weapon holds 30 rounds.


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Grenade Launcher
Identification: RG-6 / 6G30 grenade launcher
It holds three grenades; its low-velocity rounds drop and roll rather than detonating on impact.


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Heavy Machine Gun (mounted)
Identification: Fictional, heavily distorted emplacement resembling a Kord or NSV
Lara can operate the truck-mounted gun in Peru and later fixed HMG emplacements. They have unlimited ammunition and far greater accuracy and damage than her handheld guns.


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Tesla Gun (mounted)
Identification: Fictional electromagnetic push-pull weapon; no clean production equivalent
Lara directly operates two Tesla Gun stations in Kazakhstan, pulling and throwing metal objects at mercenaries before using the final station against the Unknown Entity and the surrounding electrodes.

Dual-Minigun turret (mounted)
Identification: Fictional twin M134 Minigun arrangement
Lara can operate it in the final level, where its fire penetrates enemy shields.


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Tomb Raider: Anniversary (2007): The Original Arsenal, Rebalanced
Weapons: dual pistols, Mossberg 500 Cruiser-style Shotgun, dual .50-caliber pistols, and dual mini SMGs. Field gear: grapple, binoculars, journal, medipacks, keys, artifacts, and relics.
Anniversary does not copy the 1996 weapon stats. It rebuilds the same four-step idea inside Legend's movement and target system. The standard pistols are stainless Colt MK IV Series 80/M1911-family handguns rather than the classic Hi-Power shapes. The .50 pistols use the broad slide and gas-operated profile of a Desert Eagle Mark VII. The mini SMGs resemble compact MAC or Masterpiece Arms designs more than full-size Uzis. The Shotgun is a Mossberg 500 Cruiser with a wooden pistol grip and fore-end. Its unlockable gold version keeps the same model while sharply increasing damage and capacity.

The smaller list works because each pair has a defined purpose. Pistols are always available. The shotgun punishes close targets. The .50s deliver heavy aimed shots, and the mini SMGs burn scarce ammunition for sustained damage. It is the first game's simple ladder with better movement and more expressive gun handling.
Complete player-operated firearm, launcher, and mounted-weapon index: 6 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider: Anniversary appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Dual Pistols
Identification: Colt MK IV Series 80 / M1911 family
Each pistol holds 20 rounds and draws from unlimited reserve ammunition.


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.50 Dual Pistols
Identification: Desert Eagle Mark VII
Each pistol holds an impossible 15 rounds; they hit harder than the default pistols but use limited ammunition.


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Dual Mini SMGs
Identification: Ingram MAC-10 / closed-bolt MPA-style clone
Each gun holds 25 rounds; their high fire rate is balanced by frequent reloads.


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Silver Mini SMGs
Identification: Silver-finished version of the same MAC-10-like weapons
Completing the Lost Island time trials unlocks double damage and fire rate; the HUD shows a 400-round pool, but the cheat supplies effectively unlimited ammunition.


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Shotgun
Identification: Mossberg 500 Cruiser
It is modeled with a five-round tube but holds eight shells in play.


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Golden Shotgun
Identification: Gold-finished Mossberg 500 Cruiser
The Lost Island time-trial cheat displays 64 shells, supplies unlimited ammunition, and one-shots enemies and bosses on a direct hit.


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Tomb Raider: Underworld (2008): Swap the Tool for the Environment
Weapons: dual pistols, SMGs, GN Tactical Shotgun, A12 carbine, tranquilizer gun, spear gun, the PS2/Wii motorcycle gun, sticky grenades, and Mjolnir. Field gear: grapple, light, field camera, PDA, sonar map, scuba equipment, motorcycle, yacht, and Thor's gauntlets and belt.
Underworld asks the player to pick an initial secondary weapon at the start of an expedition, then lets Lara swap that choice through the PDA's Weapon Selection menu. The permanent pistols again look like stylized USP Match variants. The GN Tactical Shotgun closely follows the FN Tactical Police Shotgun, including its weaponlight fore-end and receiver-mounted red-dot sight.
The other names hide equally clear roles. The dual Autsi SMGs look like IMI Uzis. The A12 Carbine is closest to a Colt Model 727. The MK-5 tranquilizer gun and Stingray T-40 Carbon spear gun are fictional utility weapons with only loose paintball-marker cues. The shotgun owns close rooms, the spear gun works underwater, the tranquilizer sedates medium and large living enemies for about a minute, and the A12 controls open fights.
The motorcycle has a platform-specific weapon too. On PC, PlayStation 3, and Xbox 360, Lara can fire one pistol while riding. The PlayStation 2 and Wii ports instead place a small gun above the bike's headlight and give the player a dedicated fire control. Its exact lower-spec game model appears in the index rather than a screenshot from a version that lacks the mounted gun.
Underworld removes the hunt for loose firearms and ammunition. Each level restores the selected secondary's supply, Lara's pistols remain unlimited, and the PDA can change the secondary without finding another pickup. Sonar mapping and the field camera complete that expedition kit. Mjolnir eventually overwhelms the normal weapons, but the late power works because the rest of the game makes each gun or tool answer a specific physical problem.
Complete player-operated firearm, launcher, and mounted-weapon index: 7 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider: Underworld appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Dual Pistols
Identification: Stylized Heckler & Koch USP Matches with Desert Eagle-like slide rears
The pair holds 12+12 rounds and has unlimited reserve ammunition.


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Dual Submachine Guns (PDA: Autsi submachine gun)
Identification: Full-size IMI Uzi
The weapons are always dual-wielded and combine a high fire rate with moderate accuracy.


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A12 Carbine
Identification: Customized Colt Model 727
It uses a 30-round magazine and a 120-round reserve; Lara uniquely fires it left-handed.


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GN Tactical Shotgun
Identification: FN Tactical Police Shotgun
The model carries a SureFire forend and C-More optic, while its tubular magazine holds six shells.


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Stingray T-40 Carbon
Identification: Fictional/no clean equivalent; only a loose Tippmann 98 Custom styling cue
It is the only selectable secondary weapon usable underwater, though Lara's dual pistols also work there on PC, PlayStation 3, and Xbox 360; it becomes much less effective on land.

MK-5
Identification: Fictional/no clean equivalent; only a loose Tippmann 98 Custom styling cue
One dart incapacitates a medium or large living enemy for about a minute. It has no effect on undead targets.

Motorcycle-Mounted Gun (PlayStation 2/Wii)
Identification: Fictional gun integrated above the motorcycle headlight; no clean production-firearm equivalent
The PlayStation 2 and Wii ports replace the other versions' one-handed pistol fire with a gun mounted over the bike's headlight. Lara fires it directly while riding through Southern Mexico and Jan Mayen Island.

Useful Range Gear for Pistol Shooters
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Tomb Raider (2013): The Bow Replaces the Pistols as the Icon
Weapons: Makeshift, Recurve, Compound, and Competition bows; Semi-Auto, Tactical, and Magnum pistols; WWII SMG, Assault Rifle, and Commando Rifle; plus the Trench, Pump-Action, and Combat Shotguns, a grenade launcher, and the temporary dual-pistol finale. Field gear: radio, climbing axe, bow, rope, torch, lighter, and rope ascender.
The 2013 reboot begins with a Makeshift Longbow because vulnerability is the point. Lara rebuilds it into the Recurve, Compound, and Competition bows as the story expands. Rope arrows are contextual tools for pulling structures and opening routes. Fire arrows gain a Napalm upgrade, while Penetrating Arrows turns a fully charged shot into an armor-breaking skill. The bow can hunt, fight, burn barriers, move objects, and create routes. No gun in the older games connects so many systems.

The handgun chain tells the same progression in metal. It starts with the Semi-Auto Pistol, a worn Beretta 92SB-like gun. It becomes the Remington 1911 R1-style Tactical Pistol and ends as the Desert Eagle XIX-inspired Magnum Pistol. The rifle slot begins with a Type 100-based WWII Submachine Gun, becomes an AK-like Assault Rifle, and ends with the Ultimax 100 Mk 3-style Commando Rifle. Despite that last name, its design is closer to a light machine gun than a normal carbine. Salvage carries upgrades forward instead of leaving Lara with every old receiver.
The last fight briefly restores Lara's two-gun silhouette. It is a mismatched pair: her Desert Eagle-style Magnum Pistol and Roth's Remington 1911-style Tactical Pistol. The player aims and alternates the two fire controls to drive Mathias back, so this is a player-fired weapon configuration even though it never becomes a normal inventory choice.
The grenade launcher follows the same improvised arc. Lara first carries it as a stand-alone weapon, then mounts it under the rifle. Found ammunition supplies ordinary firefights, while salvage improves damage, handling, magazines, and attachments.
The shotgun chain starts with a sawed-off Winchester Model 1912 called the Trench Shotgun. It becomes the Pump-Action Shotgun, a customized Mossberg 500 Cruiser, then the Combat Shotgun, a Franchi PA8 dressed with SPAS-12-style furniture. Each new receiver replaces the old one while carrying its upgrades forward.
Complete player-operated firearm, launcher, and mounted-weapon index: 11 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Tomb Raider (2013) appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Semi-Automatic Pistol
Identification: Beretta 92SB
Lara's first firearm; it accepts an optional three-round burst upgrade and is replaced after the helicopter crash.


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Tactical Pistol
Identification: Remington Model 1911 R1 Enhanced
It replaces the Beretta after the helicopter crash and inherits the handgun upgrades already purchased.


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Magnum Pistol
Identification: Desert Eagle Mark XIX
The final handgun stage is assembled from weapon parts and can take a muzzle brake and a 12-round extended magazine.


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Dual Pistols (temporary finale QTE)
Identification: Desert Eagle Mark XIX-style Magnum Pistol paired with a Remington Model 1911 R1 Enhanced-style Tactical Pistol
During the Mathias finale, the player alternates the two fire inputs to shoot this mismatched pair. It never becomes a normal free-play inventory selection.


Game image and identification source · Real-firearm photo source + second photo source
WWII Submachine Gun
Identification: Type 100 submachine gun
This is the first rifle-slot firearm; the game depicts it firing from a closed bolt even though the real Type 100 is open-bolt.


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Assault Rifle
Identification: AK-47-pattern rifle
It replaces the Type 100 and inherits its upgrades; the Home-Made Grenade Launcher later mounts under the barrel.


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Commando Rifle
Identification: Ultimax 100 Mk 3
The final rifle stage is an open-bolt light-machine-gun design and only appears after Lara has acquired the grenade launcher.


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Trench Shotgun
Identification: Sawed-off Winchester Model 1912
This is Lara's first shotgun and the base of the three-stage shotgun upgrade chain.


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Pump Action Shotgun
Identification: Mossberg 500 Cruiser
It replaces the Trench Shotgun and carries over the shotgun upgrades already purchased.


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Combat Shotgun
Identification: Fictional Franchi PA8 / SPAS-12 hybrid
The final shotgun stage can receive a 12-round drum; the model combines a PA8 receiver with SPAS-12-style furniture.


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Home-Made Grenade Launcher
Identification: Fictional improvised launcher with Chechen and GP-25-style cues
Lara fires it once as a stand-alone weapon, after which it becomes an underslung rifle attachment.

Rise of the Tomb Raider (2015): Four Weapon Families, Many Builds
Weapons: Makeshift, Recurve, Compound, and Ancient Horn bows; revolver, semiautomatic and heavy pistols; SMG, assault, bolt-action, and military rifles; Pump-Action, Break-Action, Full-Auto, and Tactical Shotguns; a rifle grenade launcher; named reward variants; and the Lost City trebuchets. Field gear: twin axes, grapple wire, knife, rebreather, lock pick, rope ascender, oil flask, radio, glowsticks, satchels, quivers, pouches, and tiered tools.
Rise turns the reboot's linear upgrades into loadout choices. Lara can select a weapon inside each family, then improve it for damage, speed, capacity, or special behavior. The revolver has the unusual side plate and grip angle of the rare Nagant M1910. The semiautomatic pistol is closer to a Remington 1911 R1, and the heavy pistol again fills the Desert Eagle role. The four main shotguns are a Winchester Model 1912-style Pump-Action, a side-by-side Break-Action closest to a J.P. Sauer pattern, an Izhmash KS-K-style Full-Auto, and a Franchi PA8-based Tactical Shotgun with SPAS-12-style furniture.
The rifle shelf is just as varied. The Assault Rifle is a WASR-2/AK derivative. The SMG mixes the MP7 with HK's second PDW prototype. The Bolt-Action Rifle combines Remington 700 and Blaser R93 cues, and the Military Rifle is based on the G36K. These are choices, not steps in one upgrade chain. A fast SMG and a slow bolt gun remain different tools for the rest of the campaign.
The named bonus guns are not one interchangeable DLC bucket. The Python or Venom Hand Cannon is a harder-hitting revolver, and the Hailstorm is a distinct automatic machine pistol. Moon Shadow, Accipiter Nox, and Rattlesnake are handgun skins; Goldenfang and Snowflake are rifle skins; and Voidhammer and Harbinger are shotgun skins. Thunderclap is the gilded Break-Action Shotgun awarded for full completion. Each appears separately in the index because each is a named weapon the player can equip.
The Lost City also gives Lara direct control of three counterweight trebuchets. The player rotates each machine, aims it, holds the fire control to charge the throw, and releases a Greek-fire amphora at gates, signal fires, or Trinity defenders. It is a stationary siege engine rather than a firearm, but it belongs in a literal index of weapons the player aims and fires.

The bow remains the most connected tool. Poison, fire, and grenade arrows are crafted ammunition. Napalm and Cluster Bomb Arrows improve existing ammo instead of adding another bow. Rope arrows pull objects, while broadhead climbing arrows create temporary footholds on marked walls; those contextual shots do not drain the normal arrow supply. The axes, wire spool, knife, radio, glowsticks, and rebreather complete a kit built around reaching the next space as much as winning the next fight.
Complete player-operated firearm, launcher, and mounted-weapon index: 23 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Rise of the Tomb Raider appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
Revolver
Identification: Nagant M1910
Lara's first firearm in Siberia is story-acquired and can receive a speed-loader upgrade.


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Semi-Auto Pistol
Identification: Remington 1911 R1 Enhanced
Lara carries the same unmodified pistol with unlimited reserve ammunition in the Syria prologue; after losing it, she later assembles the selectable Siberian weapon from four strongbox parts.


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Heavy Pistol
Identification: Desert Eagle Mark XIX
A four-part craftable handgun with high damage, heavy recoil, and a slower rate of fire.


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SMG
Identification: Heckler & Koch MP7 / second HK PDW prototype hybrid
A four-part weapon with high rate of fire and lower per-shot damage; it consumes the shared rifle-ammo pool.


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Assault Rifle
Identification: WASR-2 / AK-pattern rifle
Acquired during the Gulag story sequence; the base model lacks a gas tube until Lara buys the gas-port upgrade.


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Bolt Action Rifle
Identification: Remington 700 with Blaser R93-style straight-pull bolt cues
A precision rifle that trades follow-up speed for high single-shot damage.


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Military Rifle
Identification: Heckler & Koch G36K
Bought for 140 Byzantine coins; magazine upgrades take it from 30 to 45 and then 60 rounds.


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Pump-Action Shotgun
Identification: Winchester Model 1912
The story awards it in the Upper Village; its first configuration is a stockless trench-style gun.


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Break-Action Shotgun
Identification: Generic J. P. Sauer-style side-by-side shotgun
Assembled from four parts; it delivers very high damage but only two shots before a reload.


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Full-Auto Shotgun
Identification: Izhmash KS-K
The final shotgun has fully automatic fire; magazine upgrades increase capacity from 6 to 12 and then 15 rounds.


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Tactical Shotgun
Identification: Fictional Franchi PA8 / SPAS-12 hybrid
Bought for 140 Byzantine coins; its final magazine upgrade is a 12-round drum.


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Rifle Grenade Launcher
Identification: M203A1 / G&P M203 RIS-style launcher
Bought for 120 Byzantine coins; it attaches to every rifle and the game skips a reload animation while grenade ammunition remains.


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Thunderclap
Identification: Generic J. P. Sauer-style side-by-side shotgun
A gold-finished, more powerful version of the Break-Action Shotgun awarded for 100% completion.


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Trebuchet (stationary)
Identification: Medieval counterweight trebuchet
Lara directly rotates, aims, charges, and fires three stationary trebuchets in the Lost City. Their Greek-fire projectiles break gates, light signal towers, and strike Deathless defenders.


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Python / Venom Hand Cannon
Identification: Fictional Smith & Wesson / Colt Python hybrid
Different releases use the Python and Venom names for the same high-damage revolver. It fires more slowly and holds fewer rounds than most handguns, while sharing the Revolver's upgrade tree.


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Moon Shadow
Identification: Desert Eagle-style Heavy Pistol skin
A matte-black Heavy Pistol with ivory grip inlay and identical statistics to the base gun.


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Accipiter Nox
Identification: Remington 1911 R1-style Semi-Auto Pistol skin
A matte-black Semi-Auto Pistol with ivory inlay and the same statistics and upgrade path as the base pistol.


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Rattlesnake
Identification: Gold Nagant-style Revolver skin
A gold-finished Revolver skin with the same statistics and upgrades as the standard Revolver.


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Hailstorm
Identification: Fictional IWI Uzi Pro / MAC-10 hybrid
An automatic machine pistol with the Semi-Auto Pistol's upgrade tree, slightly lower damage, a larger magazine, and a faster fire rate.


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Goldenfang
Identification: Gold Remington 700-style Bolt Action Rifle skin
A gilded Bolt Action Rifle skin with statistics and upgrades identical to the base rifle.


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Snowflake
Identification: Arctic-camouflage HK G36K-style Military Rifle skin
An arctic-camouflage Military Rifle skin with the same statistics and upgrade path as the standard rifle.


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Voidhammer
Identification: Shortened side-by-side Break-Action Shotgun skin
A brass-accented Break-Action Shotgun skin with statistics and upgrades identical to the standard gun.


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Harbinger
Identification: Distressed-red KS-K-style Full-Auto Shotgun skin
A distressed-red Full-Auto Shotgun skin with a cosmetic red-dot sight and the same statistics and upgrades as the standard gun.


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Shadow of the Tomb Raider (2018): A Mature Survivor Loadout
Core campaign and named bonuses: Recurve, Six Sky's War, Serpentwood, Atlatl, and Heart of the Eagle bows; AB .45, C&T S55, J&D Model 27, River Hawk, and NEP-14 handguns; Vicar Mark II, GF RAL, WASP 11, and PN-TF 267 rifles; Bishop 600, TAEV 16, and WHWS-16 shotguns. Viper Bite and the Redding rifle are New Game Plus rewards; Puka Huk's Bow is DLC. Field gear: upgraded knives, twin axes, rappel wire, overhang climbing gear, rope ascender, lock pick, satchel, rucksack, rebreather, camouflage mud, suppressors, sights, shotgun choke, and ammo pouches.
Shadow keeps the four Survivor weapon families but gives Lara a fuller shelf inside each one. The names remain fictional and the art deliberately mixes features. The C&T S55 is the clearest pistol match: its slide rails, grip, and controls are drawn from the CZ 75 family. The AB .45 fills the 1911 slot, the River Hawk is the large magnum, and the NEP-14 is the compact machine-pistol option. The Bishop 600 is based on a Mossberg 500AT. The TAEV 16 follows a Franchi SPAS-12, while the fully automatic WHWS-16 blends the Daewoo USAS-12 with SIG SG 551 details. Lara briefly carries Rise's Franchi PA8-style Tactical Shotgun during the Cozumel prologue before losing that inventory. Bonus shotguns add the suppressed Benelli M3-style Whispering Scourge and the double-barreled Sedgewick 707.
The rifle names hide four different jobs. Vicar Mark II mixes an FNC with a Galil SAR. GF RAL is an FAL/L1A1-style battle rifle. WASP 11 is an MP5A3-like SMG, and PN-TF 267 combines M249 and MG4 light machine-gun features. The New Game Plus Redding Bolt-Action looks like a Lee-Enfield No. 4. Shadow therefore keeps the same four weapon families as Rise without making every member of a family feel interchangeable.
The Cozumel prologue also gives Lara Rise's G36KV Military Rifle before the tsunami strips that loadout. A skill-built improvised grenade launcher mounts under compatible rifles: poison gas in the base game and explosive rounds after The Forge's Grenadier skill; Serpent's Glint adds a stripped Orion-style flare launcher under every sidearm. Lara first fires the complete Orion flare pistol during the jaguar quick-time event.
Players who like the real platform can compare that shape with our CZ 75 SP-01 upgrades guide. The large list also sits inside Shadow's stealth system. Lara can coat herself in mud, turn poison into lure or fear arrows, and add suppressors or sights to selected pistols and rifles. A shotgun choke tightens the pellet pattern, while pouches increase the ammo she can carry. Rappel wire and overhang gear extend the climbing system in the same way: the field kit grows both sides of play.
The DLC and special-edition guns add the K&H KAP, Silent Sting and Scorpion, Umbrage 3-80 and Shade, Whispering Scourge and Pandemic, and the Sedgewick 707. Gold-finish variants of the AB .45, Vicar Mark II, and Bishop 600 are also separate selections, as is the Bishop 600's platinum finish. The remaining DLC weapons are bows or climbing axes, so they stay in the gear discussion instead of being mislabeled as firearms.
Complete player-operated firearm, launcher, and mounted-weapon index: 29 entries
Every single-player story-campaign inventory gun, named playable firearm variant, and player-fired mounted weapon in Shadow of the Tomb Raider appears below. NPC-only, cutscene-only, and competitive multiplayer-only weapons are excluded. Utility launchers and other non-firearms are labeled instead of being passed off as guns.
AB .45
Identification: Fictional Smith & Wesson 645 / M1911 hybrid
Lara's default story pistol supports a suppressor and combines 1911 controls with Smith & Wesson 645-style lines.


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C&T S55
Identification: CZ 75
A merchant-sold pistol whose main advantage is high ammunition capacity.


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J&D Model 27
Identification: Smith & Wesson Model 19 with Ruger-style cues
A merchant revolver built around high damage and low ammunition capacity.


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River Hawk
Identification: Desert Eagle Mark XIX
A side-mission reward with very high damage and recoil.


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NEP-14
Identification: MAC-10 with Mini Uzi-style top-cover cues
A fully automatic 20-round weapon that occupies the handgun slot.


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WASP 11
Identification: Heckler & Koch MP5A3 with MP5/10 cues
The only automatic firearm that accepts a suppressor; despite being an SMG, it uses the rifle-ammo pool.


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Vicar Mark II
Identification: Fictional FN FNC / Galil SAR / STV hybrid
The default balanced assault rifle combines the receiver and control layout of several real rifle families.


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GF RAL
Identification: FN FAL / L1A1 with a G3-style charging-handle cue
A semi-automatic rifle with high damage and a slow firing cadence.


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PN-TF 267
Identification: Fictional M249 / MG4 / Ultimax drum hybrid
A story-acquired magazine-fed light machine gun whose main advantage is a large magazine.


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Bishop 600
Identification: Mossberg 500AT
The story/default pump shotgun can use the game's concussive and incendiary ammunition upgrades.


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TAEV 16
Identification: Franchi SPAS-12
A semi-automatic shotgun with balanced handling and damage.


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WHWS-16
Identification: Fictional Daewoo USAS-12 / SIG 551 hybrid
A fully automatic high-recoil shotgun whose drum upgrade adds only two rounds.


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PA8
Identification: Fictional Franchi PA8 / SPAS-12 hybrid
The prologue shotgun is portrayed as semi-automatic even though the real PA8 is pump-action.


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G36KV / Military Rifle
Identification: Heckler & Koch G36KV
Lara uses it during the prologue; a New Game+ inventory carryover can leave it fitted with a suppressor.


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Redding Bolt-Action
Identification: Lee-Enfield No. 4 Mk I
A precision rifle with a built-in suppressor and high single-shot damage.


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Whispering Scourge
Identification: Benelli M3 Super 90 with an M4-style forend
A suppressed shotgun that operates pump-only in the game even though the real M3 can switch between pump and semi-auto operation.


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Sedgewick 707
Identification: Savage / Stevens 311A-style side-by-side shotgun
A traditional two-shot break-action shotgun.


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Improvised Grenade Launcher
Identification: Fictional / no clean real-world equivalent
A skill unlock fitted beneath compatible rifles. It muzzle-loads poison-gas rounds in the base game and gains explosive grenades after The Forge's Grenadier skill.

Orion Flare Gun / stripped underbarrel flare launcher
Identification: Orion-brand 12-gauge flare gun
Lara fires the complete flare pistol in a jaguar QTE; later the stripped launcher mounts under every sidearm and is muzzle-loaded.


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K&H KAP / Weiss & Wolff
Identification: Stylized Heckler & Koch USP Match with SIG P250/P320 grip cues
This pistol cannot be upgraded, but it accepts the pistol sight and underbarrel flare launcher.


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Silent Sting
Identification: Suppressed Luger P08
Available when the DLC begins, this integrally suppressed pistol has three upgrade tiers and accepts the pistol sight and flare launcher.


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Silent Sting - Scorpion
Identification: Nickel-and-ivory suppressed Luger P08 skin
A nickel-finished, engraved Silent Sting with ivory-style grips and the same mechanics as the base pistol.


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Umbrage 3-80
Identification: AAC Honey Badger with an HK416-style quad-rail handguard
Available when the DLC begins, this non-upgradeable rifle has an integral suppressor, underbarrel grenade launcher, and laser support.


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Umbrage 3-80 - Shade
Identification: Red-and-black Umbrage 3-80 skin
A red-finished Umbrage 3-80 with skull paint and the same integral suppressor, launcher, laser, and fixed upgrade state as the base rifle.


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Whispering Scourge - Pandemic
Identification: Woodland-camouflage Benelli M3/M4 hybrid skin
A woodland-camouflage Whispering Scourge with the same non-upgradeable, suppressed, pump-only behavior as the base gun.


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AB .45 - Gold Edition
Identification: Gold AB .45 M1911 / Smith & Wesson 645 hybrid skin
A gold cosmetic version of the AB .45 with the same statistics and upgrade tree as the base pistol.


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Vicar Mark II - Gold Edition
Identification: Gold FN FNC / Galil hybrid skin
A gold cosmetic version of the Vicar Mark II with the same statistics and upgrade tree as the base rifle.


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Bishop 600 - Gold Edition
Identification: Gold Mossberg 500AT skin
A gold cosmetic version of the Bishop 600 with the same statistics and upgrade tree as the base shotgun.


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Bishop 600 - Platinum Edition
Identification: Platinum Mossberg 500AT skin
A platinum cosmetic version of the Bishop 600 with the same statistics and upgrade tree as the base shotgun.


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What Changed Across Three Eras
The classic games build excitement by adding another gun. The first shotgun is a clear power jump. The first Uzis change the sound and tempo. By Tomb Raider III, the inventory is a trophy case of answers: Desert Eagle for hard targets, MP5 for control, harpoon gun underwater, and rockets when subtlety is finished.
Legend and Underworld make a smaller carried gun inventory more believable and more useful. Pistols remain available, one long gun usually forces a choice, and the grapple or scanner solves problems a bullet cannot. Anniversary keeps the classic collected arsenal while using the trilogy's newer movement and gear systems. The Survivor games then turn gear into a character arc. A crude bow becomes a precision platform. One axe becomes two. A simple rope arrow grows into a movement system.
That is why Lara's most important weapon was never only a gun. The best tool in each era is the one that connects danger to movement: acrobatics in the classics, the grapple in the Legend trilogy, and the bow plus climbing axe in the Survivor trilogy. You can browse the actual platforms behind many of these designs in our firearm catalog or compare current 9mm choices in the best 9mm pistols guide.
The Next Arsenal Starts in 2027
Tomb Raider: Legacy of Atlantis is scheduled for February 12, 2027. It reimagines Lara's original adventure, and official art and footage put the twin pistols back at the center of Lara's classic silhouette.
Tomb Raider: Catalyst is also planned for 2027. Its official description promises customizable adventure technology across Northern India. Both games point toward a unified Lara: the recognizable pistols of the classics, the integrated field gear of the Legend years, and the physical exploration systems of the Survivor era.
Follow the Next Tomb Raider Arsenal
Get weapon histories, game-to-real-world identifications, and firearm design breakdowns in the weekly briefing.
















