Quick Links
There are a lot of different things thatSniper Elite: Resistanceis going to throw at you throughout all of its different missions. Particularly when you’re on your first time through each mission, you aren’t going to know what to expect, or have much of a plan of attack for anything past the here and now.
Luckily, Sniper Elite: Resistance is built around playing missions more than once, and has a lot of different weaponry and items that you can bring along with you on a mission. If you’d like a loadout that’s going to be able to take any situation the game can throw at you, look no further.

Best Campaign Loadout
The point of this loadout is tohave the tools availabletohandle any scenariothat the campaign can throw at you. That can be a tall order, as there are a lot situations, some of which can come at you quickly, and unexpectedly.
Loadout Overview
Here’s aquick lookat thefull loadout, before we get into the details of everything included.
Item 5 (Gained with skills points)

Item 6 (Gained with skills points)
TNT
Best Primary Weapon
For the Primary Weapon, you should use the Lee NO.4 isin competitionfor thebest weapon in the game. It has thebest effective rangeatbase levelcompared to every other weapon, and it has good enough damage and asolid fire rate, to boot.
Because of the fire rate,this is a weaponthat can conceivablybe used inthe moremedium-range engagements; it’snot only restrictedtolong-range. Missing a shot isn’t too big of an issue, because the follow-up will be around one second after.

Best Attachments For The Lee NO.4
As with every weapon, the Lee NO.4 canbe improvedwith theright attachments. For our purposes in this loadout, it needs to be able to compete at long and mid-range; we’ll get into why we need it for mid-range in a second.
Lightened And Blued

20RD Magazine
Stock
Bullet Loops
These attachments are going to make the Lee NO. 4 quieter, but just as importantly increase the firing rate considerably. Fights between 30-600 meters are going to be comfortable with this weapon, meaning you won’t need to swap for many situations.
When you need to be even quieter, but aren’t confident in hitting a target with a pistol, equip Subsonic rounds on the Lee NO.4, reducing the audible range even further below 57 meters.

Best Secondary Weapon
For the Secondary Weapon, use the SIG MKMS SMG is, ideally,not going to be used very oftenin this loadout. That’s not to say that it isn’t good, because it is, and it holds its own in situations where it’s needed. But, it can be a difficult weapon to keep on an enemy, and many fights can be handled by either the Lee NO.4 or the Welrod.
Instead, theMKMSis here for thosesituations whereyourcover is blown, and you havemultiple enemiesinclose-medium rangethat are gunning for you. The MKMS can dispatch those enemies fairly quickly with its absurd fire rate and great damage-per-second. But, ithas troublein thelonger-medium ranges, because of the stability.

Best Attachments For The SIG MKMS
Here are the MKMS attachments you’ll want to consider for this loadout.
Receiver
Lightened Bolt
These attachments are going tomake the MKMSabit easier to control, which is the most important thing for the role that it has in this loadout. This weapon isnot going to be quiet, and it’s not going to have many use cases; but when it comes out, youneed to be abletohit your shotswith it.
The Lightened Bolt is also going to increase the rate of fire on the MKMS, effectively increasing its damage-per-second.

Best Pistol
The Welrod is undoubtedly themost difficult pistol to usein the game, but it’salso the best, in a lot of situations.
The Welrod has the second-most damage of any pistol in the game, behind only the Nagant M1895. More importantly for our purpose here, it’s the quietest pistol in the game, with a default audible range of only 12 meters.

For our purposes in this loadout, you’regoing to be usingtheWelrod quite a lot, especially if you don’t have many suppressing options unlocked yet for your Lee NO.4. There are a lot of situations in this game where you’ll besneaking aroundenemies inclose-range; if you can keep them from knowing you’re there, the fight is going to go a lot smoother.
Reinforced Overpressure
With these attachments, the Welrod is going to beeven quieter, with anaudible rangeof onlyseven meters. That is,effectively,a silent weapon, because in almost any situation, the person you’ll be firing the gun at will be the person inside seven meters.
TheKhaki Grip Tapeis going to help the weaponstay a little bit steadierwhen aiming;missingwith this weaponis extremely punishing, with about two-seconds in between shots. But, when used patiently, and whenhitting Nazis just belowtheirhelmetor at thebase oftheirspine, it’s going to put them down in one shot, without anyone being the wiser.

Best Items
With this loadout intended for use in every scenario, this loadout bringsa lotofdifferentutilityalong with it.
Med Kit
TheMed Kitis thebest healing itemin the game. It might take a bit to use, but it can bring you from almost dead to fully alive. With the ‘Back In The Fight’skillfrom the Combat skill tree, you can alsouse a Med Kittorevive yourself.
Bandage
TheBandageis thesmaller healing item,restoring one health chunkandstoppinganybleeding. Much of the time, you’re only going to be down one or two health chunks, and bandages are going to be the better option. They’re alsoscattered around the map, and can befound when lootingenemies.
When possible, always use Bandages instead of a Med Kit; the Med Kit can bring you back from the brink of death, and Bandages can’t, unless you have the ‘Combat Medic’ skill in the Combat skill tree.

Grenade
Grenadesare multipurpose, and any grenade in your inventory gives you the option of using one of three grenades:
An Impact Grenade will still blow up an explosive nearby, which will then create a loud explosion. And, incidentally, be lethal.
Decoy
Decoyscan be used todraw enemy fireaway from you, eitheras a distraction, or as a way to gain intel.Enemies that shoottheDecoywill betaggedfor you, making it a great way to tell where enemies are.
Decoys come in thedefaultorFusedvariety.Fused Decoyswillpop upandmake a soundat theend of their fuse, drawing enemy attention to them.
Teller Mine (Optional)
The last two item slots in this loadout require the ‘Extra Item Slot’skillsin the Equipment skill tree, and so the least important items have been selected for them. That being said, these items are far from useless.
TheTeller Minehas two variations, and like other items, having one Teller Mine affords you access to either of them:
Vehicles aren’t going to present a problem in every mission, but they will be in certain ones, and the ability to keep the vehicle inone location can do a lot to help you maneuver the map.
For thedefault Teller Mine, these are great forsetting up around your location whileyou’resniping. If enemies do happen to figure out your location, some of them are liable to rush you. If you’ve set upTeller Minesin theright locations,they’ll walk right into them.
TNT (Optional)
TNTis ahigh explosivethat is generally going to be used for moreheavy-duty things, like vehicles. ThedefaultTNTrequires damage to detonate, but there arefused variants, too. This is less easy to get onto a vehicle in motion than a Sticky Grenade, but isgreat for vehiclesthat havestopped moving.