RE4 Remake Best Rifle: SR M1903 vs Stingray vs CQBR
Leon can carry three rifles in the Resident Evil 4 remake, and they all drink from the same ammo pool. Here are their stats, upgrade prices and exclusives side by side, plus the arithmetic on what a full magazine of each one costs to craft.

Game8 names the Stingray the best rifle in the Resident Evil 4 remake, and its lead reason is that the Stingray has the highest base power of the three. That is true at level 1. It stops being true at level 4, where the SR M1903 overtakes it, and it is not close at the top: fully upgraded, the SR M1903's exclusive doubles its power to 10.60, more than twice the Stingray's 4.90 ceiling and the 5.10 the CQBR Assault Rifle reaches with its own exclusive.
Base power is the number on the shop screen. It is not the number you live with for sixteen chapters. So here are all three rifles on the axes that decide it — stats, upgrade bills, case slots, and what a full magazine of each one costs you in gunpowder.
Three rifles, one ammo pool
Leon has three rifles in the main campaign, and they arrive a long way apart:
- SR M1903 — a bolt-action sniper rifle, 12,000 pesetas from the Merchant from Chapter 2. Game8 notes that buying it at that first meeting throws in a free Scope.
- Stingray — a semi-automatic rifle, 30,000 pesetas from Chapter 7, when you reach the castle.
- CQBR Assault Rifle — fully automatic, sitting free in a Square Lock Box by the Library in Chapter 10, or 40,000 pesetas from the Merchant from Chapter 11.
The detail that decides how many of them you should own: all three fire the same Rifle Ammo, per the Resident Evil Wiki's ammo page. A second rifle does not bring a second ammo supply. It splits the one you have.
All three share the rifle perks Game8 lists on each weapon page — triple power against weak points, penetration, and scope compatibility — and the wiki notes all three aim in first person whether a scope is mounted or not. What separates them is everything else.

Every rifle, stat for stat
Level 1 is the rifle as you receive it; level 5 is fully upgraded. Values are identical on the Resident Evil Wiki's upgrade charts and Game8's weapon pages.
| Rifle | Fire mode | Case slots | Power (Lv1 → Lv5) | Capacity (Lv1 → Lv5) | Rate of fire | Precision | Exclusive upgrade |
|---|---|---|---|---|---|---|---|
| SR M1903 | Bolt-action | 9 (1x9) | 2.50 → 5.30 | 5 → 13 | 0.42 → 0.53 | 5.20 | Power x2 (100,000₧) |
| Stingray | Semi-auto | 14 (2x7) | 3.30 → 4.90 | 10 → 18 | 0.73 → 0.92 | 5.40 | Rate of fire x2 (60,000₧) |
| CQBR Assault Rifle | Full-auto | 14 (2x7) | 2.00 → 3.40 | 20 → 32 | 2.50 (fixed) | 5.00 | Power x1.5 (100,000₧) |
Read the Power column level by level and the "highest base power" argument falls apart in stages. The Stingray leads at levels 1, 2 and 3 (3.30, 3.70, 4.10 against 2.50, 3.20, 3.90). The SR M1903 passes it at level 4 (4.60 against 4.50) and finishes ahead at level 5. Game8's rifle pages add the timing wrinkle: levels 4 and 5, and the exclusive upgrade bought the normal way, only open up in Chapter 9 (an Exclusive Upgrade Ticket, covered below, skips the level requirement for the exclusive). So in the two chapters between buying a Stingray and reaching Chapter 9, it genuinely is the harder-hitting rifle, level for level.
Three more things fall out of that table:
- The SR M1903 is 5 slots smaller, and it is a one-wide 1x9 strip rather than a 2x7 block. It runs down the edge of a case where the other two need a real hole.
- The CQBR's rate of fire cannot be upgraded. It starts at 2.50, the fastest of the three by a distance, and stays there. That is why its chart has three tracks instead of four.
- The two reloads work differently. The wiki notes the Stingray loads its whole magazine at once, like a handgun. The SR M1903 loads in batches instead: per the wiki, its reload track raises how many rounds it can load at once, from 1 to 5.
What maxing each rifle costs
Every track is four paid steps. One note on reading the wiki's chart: each row lists five figures, and the fifth is the total for that track, not a fifth purchase — Game8's version of the same table labels the four prices LV2 to LV5, and the totals only add up that way.
| Rifle | Purchase | Power track | Capacity track | Reload track | Rate of fire track | Exclusive | Everything, incl. purchase |
|---|---|---|---|---|---|---|---|
| SR M1903 | 12,000₧ | 115,000₧ | 36,000₧ | 44,000₧ | 52,000₧ | 100,000₧ | 359,000₧ |
| Stingray | 30,000₧ | 140,000₧ | 70,000₧ | 58,000₧ | 88,000₧ | 60,000₧ | 446,000₧ |
| CQBR Assault Rifle | 40,000₧ (or free) | 172,000₧ | 68,000₧ | 90,000₧ | Not upgradeable | 100,000₧ | 470,000₧ (430,000₧ if found) |
The individual steps are back-loaded. The SR M1903's Power track runs 10,000 / 20,000 / 35,000 / 50,000; the CQBR's runs 22,000 / 36,000 / 50,000 / 64,000, which makes its first Power step more than double the SR M1903's.
The Stingray does have the cheapest exclusive of the three at 60,000 pesetas. But its perk doubles fire rate rather than power — 0.92 to 1.84, still short of the CQBR's fixed 2.50.
The SR M1903 exclusive is the biggest number here
Of the three rifle exclusives, the SR M1903's is the only one that doubles power. Put that on the chart:
| Rifle | Max power, no exclusive | Max power, with exclusive |
|---|---|---|
| SR M1903 | 5.30 | 10.60 |
| CQBR Assault Rifle | 3.40 | 5.10 |
| Stingray | 4.90 | 4.90 (exclusive doubles rate of fire instead) |
Game8 puts the fully upgraded SR M1903 at that 10.6 figure, adds that a weak-point hit can triple it, and says that in the proper hands it can be the most powerful weapon in the game.
The Exclusive Upgrade Ticket makes this more interesting. The Merchant trades one for 30 or 40 spinel, and the ticket's own item text says it grants a weapon's exclusive upgrade "regardless of the weapon's level" — you still pay the peseta price. On the listed numbers, doubling a level-1 SR M1903's 2.50 lands at 5.00, which is almost exactly what the entire 115,000-peseta Power track buys (5.30). The exclusive alone is worth nearly a full track, and the two stack. If a rifle is getting one of your tickets, this is the one — the weapon upgrade guide covers how that competes with handgun and shotgun exclusives, and the Merchant requests guide covers where the spinel comes from.
A full magazine costs very different amounts
Rifle ammo is expensive to make. The wiki's recipe is one Resources (L) plus 10 gunpowder for 7 rounds — the same recipe the crafting guide prices at 1.43 gunpowder per round, against 0.20 for submachine gun ammo. (Game8's ammo page lists 9 gunpowder rather than the wiki's 10. At 9, the gunpowder-per-magazine figures below drop by a tenth and the ranking does not change.)
That makes the size of the magazine a cost, not just a convenience. Here is what refilling each rifle from empty costs at the wiki's rate, fully upgraded and with its exclusive:
| Rifle (maxed, with exclusive) | Rounds per magazine | Gunpowder to craft a full magazine | Power per round | Power per gunpowder |
|---|---|---|---|---|
| SR M1903 | 13 | about 19 | 10.60 | about 7.4 |
| Stingray | 18 | about 26 | 4.90 | about 3.4 |
| CQBR Assault Rifle | 32 | about 46 | 5.10 | about 3.6 |
This is arithmetic on the listed stats, not a damage test — "power" is the game's own upgrade stat, and crits, weak-point multipliers and misses all sit on top of it. But the ratio is stark. Per unit of gunpowder, the maxed SR M1903 carries roughly twice the power of either alternative. On a run where gunpowder is the thing you run out of, that matters more than rate of fire.
It also puts a price on the CQBR's fire rate: a full reload is about four and a half crafts. Game8's case for the gun — it keeps up with bosses that move a lot and has a high chance of staggering them — is real, but it is paid for in Resources (L).
The CQBR is free if you own the Cubic Device

In Leon's campaign, the CQBR is the one rifle you do not have to buy. In Chapter 10, a Square Lock Box on the wall by the Library holds it — Game8 places it between two mounted animal skulls, and the wiki's location screenshot shows exactly that. The box opens with the Cubic Device, found in Chapter 9 in a chest in the hallway between the Armory and the Grand Hall; the puzzle solutions guide covers the lock boxes.
Miss it and the Merchant sells it from Chapter 11 at 40,000 pesetas. Game8 also records a Chapter 11-only limited sale that drops it 30% to 28,000.
Free is a good price, but it is not the whole bill. Its upgrades alone cost the most of the three: 430,000 pesetas for every track plus the exclusive, against 416,000 for the Stingray's and 347,000 for the SR M1903's. It also takes 14 slots, and it burns ammo fastest. Pick it up because it costs nothing. Decide separately whether it earns a place in the case.
Which scope to mount
Three scopes exist, and all three mount on all three rifles — plus the LE 5 submachine gun, per both the wiki and Game8.
| Scope | How you get it | Cost | Case size as a loose item | What it adds |
|---|---|---|---|---|
| Scope | Merchant; free with the SR M1903 at the first Chapter 2 meeting | 4,000₧ | 2 (1x2) | Two magnification stages |
| High-power Scope | Merchant trade from Chapter 4 | 7 spinel | 3 (1x3) | Three magnification stages |
| Biosensor Scope | Incubation Lab, Chapter 13, behind the Level 2 Security Keycard | Found (wiki lists a 6,000₧ buy price) | 4 (2x2) | Highlights parasites and camouflaged enemies |
The item descriptions separate the first two by magnification: two stages on the Scope, three on the High-power Scope. The upgrade costs 7 spinel, in a currency where an Exclusive Upgrade Ticket costs 30. Unless you are regularly sniping at the edge of the basic Scope's range, those 7 spinel do more toward a ticket.
The Biosensor Scope is the one you need. The wiki calls it vital against Novistadors, Regeneradors and Iron Maidens, because it reveals weak points and bodies the naked eye cannot find — the enemy guide covers why those fights stall without it. Since it fits every rifle, which rifle you carry does not change whether you can use it.

Ada, Luis and The Mercenaries
The rifle lineup is not the same in every mode, and the CQBR is the one that stays home.
| Rifle | Separate Ways (Ada) | The Mercenaries |
|---|---|---|
| SR M1903 | On a desk with a Scope near the cannon at the Castle Gate, Chapter 1 | One of Luis's starting weapons |
| Stingray | Available to Ada | Starting rifle for Leon and for Ada (Dress) |
| CQBR Assault Rifle | Not available — the wiki lists it as main game only | Not available |
In Separate Ways, the Biosensor Scope turns up in Gregorio's Waterway rather than the Incubation Lab, and the wiki notes it also reveals U-3's phantoms there. Ada's wider arsenal is in the Separate Ways guide; the Mercenaries loadouts are in the Mercenaries guide.
Which rifle to carry
One. They share an ammo type, and two rifles cost 23 slots at best (SR M1903 plus either of the others) for the same pool of bullets.
- First playthrough, and anything gunpowder-starved: the SR M1903. It is the only one of the three you can have before the castle, it is the smallest in the case, the cheapest to max at 359,000 pesetas, and on the numbers above it carries about twice the power per gunpowder of either alternative once its exclusive is on. Pair it with a shotgun, because at 0.53 rate of fire it is not a close-range answer.
- If you want a rifle that works at mid range and on groups: the Stingray. Semi-auto, a full-magazine reload, and the cheapest exclusive of the three at 60,000. Level for level, it is also the stronger rifle between Chapters 7 and 9, before levels 4 and 5 open. This is Game8's pick, and it is a defensible one — just not on ammo economy.
- The CQBR: take the free one, then be honest about the ammo. It is the fastest-firing rifle and the one Game8 rates for bosses and elite enemies. It is also about 46 gunpowder to refill from empty. If you are already building the SR M1903, leave the CQBR in storage at a typewriter rather than carrying both.
For a rifle kill count, the Sharpshooter challenge asks for 10 enemies defeated with a rifle (300 CP) — the challenges guide has the rest of that list. And if you are building a knife to match, the best knife guide runs the same comparison for blades.
Quick Action Checklist
- Buy the SR M1903 in Chapter 2 for 12,000 pesetas and take the free Scope that comes with it at that first Merchant visit.
- Carry one rifle. All three use the same Rifle Ammo, so a second rifle splits your supply and costs at least 9 more slots.
- The Stingray out-hits the SR M1903 only through level 3. Levels 4-5 and exclusives (without a ticket) open in Chapter 9, and the SR M1903 finishes at 5.30 against 4.90.
- If a rifle gets an Exclusive Upgrade Ticket, make it the SR M1903: power x2, taking a maxed one to 10.60.
- Rifle ammo costs a Resources (L) plus 10 gunpowder per 7 rounds. Refilling a maxed CQBR from empty is about 46 gunpowder; the SR M1903 is about 19.
- Grab the CQBR free in Chapter 10 from the Square Lock Box by the Library, using the Cubic Device from Chapter 9. Missed it? 40,000 from Chapter 11.
- Skip the High-power Scope unless you need a third zoom stage; its 7 spinel go further toward a ticket.
- Pick up the Biosensor Scope in the Chapter 13 Incubation Lab and keep it. It fits every rifle and is how you find Regenerador weak points.
Frequently Asked Questions
What is the best rifle in the Resident Evil 4 remake?
Where do you get the CQBR Assault Rifle in the Resident Evil 4 remake?
How much does it cost to fully upgrade each rifle in the Resident Evil 4 remake?
Do all rifles in the Resident Evil 4 remake use the same ammo?
Where is the Biosensor Scope in the Resident Evil 4 remake?
Keep Reading
- Resident Evil Wiki — SR M1903 stats, upgrade chart, 12,000 price, 1x9 size and Luis Mercenaries loadout
- Resident Evil Wiki — Stingray stats, upgrade chart, Chapter 7 availability and full-magazine reload
- Resident Evil Wiki — CQBR Assault Rifle stats, upgrade chart, Library lock box location and main-game-only mode
- Resident Evil Wiki — Rifle Ammo shared by all three rifles, Resources (L) + 10 gunpowder for 7 rounds
- Resident Evil Wiki — Biosensor Scope locations, compatible weapons, 2x2 size and the enemies it reveals
- Resident Evil Wiki — High-power Scope, 7 spinel, three magnification stages
- Resident Evil Wiki — Scope, 4,000 pesetas, two magnification stages
- Resident Evil Wiki — Exclusive Upgrade Ticket, 30 or 40 spinel, exclusive regardless of weapon level
- Resident Evil Wiki — Sharpshooter challenge, 10 rifle kills for 300 CP
- Game8 — SR M1903 stats, upgrade costs by level, free Scope in Chapter 2 and Separate Ways location
- Game8 — Stingray stats, upgrade costs by level and Chapter 9 unlock for levels 4-5 and exclusives
- Game8 — CQBR Assault Rifle lock box location, Chapter 11 purchase and limited sale, upgrade costs
- Game8 — Rifle Ammo crafting, 9 gunpowder plus 1 Resources (L)
- Game8 — Best Rifle ranking (Stingray first) and its reasoning
- Game8 — Square Lock Box locations and the Chapter 9 Cubic Device
- Game8 — Biosensor Scope in the Chapter 13 Incubation Lab behind the Level 2 Security Keycard
- Game8 — spinel trade list by chapter, High-power Scope at 7 spinel from Chapter 4
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