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Difference between revisions of "Far Cry 6"
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{{Infobox Video Game|{{PAGENAME}} | {{Infobox Video Game|{{PAGENAME}} | ||
|name = Far Cry 6 | |name = Far Cry 6 | ||
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=Overview= | =Overview= | ||
− | ''Far Cry 6'' features both real world weapons and | + | ''Far Cry 6'' features both real world weapons and a new class of improvised weapons known as "Resolver" weapons (as well as attachments), referencing the Yaran populace's ability to solve their problems with ingenuity (in this case, a severe lack of weapons). Several of these "Resolver" weapons are totally improvised firearms, or make use of factory-made weapons in their designs. Previous entries in the series wait for the player to hit a certain level, and then allow the purchase of certain weapons from weapon vendors. ''Far Cry 6'' does that with both the Resolver weapons and the real world ones, but also allows the player to loot real world weapons early-on from FND crates. As a result, there is not a consistent unlock progression for all weapons. Unlike previous games, NPC characters (both enemy and allied) do not drop weapons upon death, as akin to the RPG-like elements of some other Ubisoft shooters such as ''[[The Division]]'' games. |
The game also features a "Special Ops" mode, which allows players to tackle small missions in alternate maps, akin to ''[[Far Cry New Dawn]]''. Successfully completing missions earns the player "moneda" ("money"), which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the [[MP5A3]]. All weapons acquired on the black market are "overpowered", a straight increase to damage, and likely a way to explain why the black market weapons have higher stats than weapons they should be equivalent to. | The game also features a "Special Ops" mode, which allows players to tackle small missions in alternate maps, akin to ''[[Far Cry New Dawn]]''. Successfully completing missions earns the player "moneda" ("money"), which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the [[MP5A3]]. All weapons acquired on the black market are "overpowered", a straight increase to damage, and likely a way to explain why the black market weapons have higher stats than weapons they should be equivalent to. | ||
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The [[Beretta 92FS]] model from ''[[Far Cry 5]]'' as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, with the extended magazine weapon mod giving it a (still underloaded) 13-round capacity. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov. | The [[Beretta 92FS]] model from ''[[Far Cry 5]]'' as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, with the extended magazine weapon mod giving it a (still underloaded) 13-round capacity. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov. | ||
− | A unique variant, known as "Pistola Sportiva" ( | + | A unique variant, known as "Pistola Sportiva" (Italian for "Sport Pistol"), which features a racing-style paint scheme, is found at El Maratón Field. |
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]] | [[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]] | ||
[[File:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]] | [[File:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]] | ||
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[[File:FC6 APS (5).jpg|thumb|none|600px|And powerstroking the slide back into battery.]] | [[File:FC6 APS (5).jpg|thumb|none|600px|And powerstroking the slide back into battery.]] | ||
[[File:FC6 APS (6.jpg|thumb|none|600px|One-hand wielding the APS while behind the wheel of a truck - here, the cutout in the holster-stock is easily visible.]] | [[File:FC6 APS (6.jpg|thumb|none|600px|One-hand wielding the APS while behind the wheel of a truck - here, the cutout in the holster-stock is easily visible.]] | ||
− | [[File:FC6 APS (7).jpg|thumb|none|600px|Inspecting a two-tone | + | [[File:FC6 APS (7).jpg|thumb|none|600px|Inspecting a two-tone pseudo APB. The APS was never given officially issued drum magazines, and the one here is a fictional design combining a Makarov drum with a 7.62x39mm AK drum and a Trommelmagazin 08.]] |
[[File:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]] | [[File:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]] | ||
[[File:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable to the player, probably due to a lack of reload animations for it.]] | [[File:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable to the player, probably due to a lack of reload animations for it.]] | ||
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==Beretta PM12S== | ==Beretta PM12S== | ||
Purchasing the "Rainbow Six Siege Bundle" grants the player access to a [[Beretta M12]] called the "São Paulo Stinger", much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]] | Purchasing the "Rainbow Six Siege Bundle" grants the player access to a [[Beretta M12]] called the "São Paulo Stinger", much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]] | ||
+ | Another variant named the "Five-Alarm" can be unlocked as a weekly Insurgency reward. | ||
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]] | [[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]] | ||
[[File:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store. By default it comes with the Caveira skin equipped, but a normal skin with brown grips is available as the only other option.]] | [[File:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store. By default it comes with the Caveira skin equipped, but a normal skin with brown grips is available as the only other option.]] | ||
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==PPSh-41== | ==PPSh-41== | ||
− | The [[PPSh-41]] appears as a rank 3 SMG. It uses the iconic 71-round drum magazines, and can be customized with attachments in all slots save for the muzzle. | + | The [[PPSh-41]] appears as a rank 3 SMG. It uses the iconic 71-round drum magazines, and can be customized with attachments in all slots save for the muzzle. The model seen in-game is something of a hybrid of early and standard production PPShs, having the tangent rear sight of the former and the latter's hooded front sight. |
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]] | [[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]] | ||
+ | [[File:PPsh-41 early sight drum mag Right.jpg|thumb|none|450px|PPSh-41, early production - 7.62x25mm Tokarev]] | ||
[[File:FC6PPSH.jpg|thumb|none|600px|The PPSh-41 in the in-game arsenal view.]] | [[File:FC6PPSH.jpg|thumb|none|600px|The PPSh-41 in the in-game arsenal view.]] | ||
[[File:FC6 PPSh-41 (1).jpg|thumb|none|600px|The PPSh-41 in gameplay during a raid on a zoo-turned-reeducation camp in the story.]] | [[File:FC6 PPSh-41 (1).jpg|thumb|none|600px|The PPSh-41 in gameplay during a raid on a zoo-turned-reeducation camp in the story.]] | ||
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[[File:FC6 PPSh-41 (6).jpg|thumb|none|600px|Reloading a customized PPSh during the defense of the Gran Hotel Caballero. It also has a LAM equipped, just barely visible here ahead of the magwell.]] | [[File:FC6 PPSh-41 (6).jpg|thumb|none|600px|Reloading a customized PPSh during the defense of the Gran Hotel Caballero. It also has a LAM equipped, just barely visible here ahead of the magwell.]] | ||
[[File:FC6PPSHThirdPerson.jpg|thumb|none|600px|Notably, the third person animation for the PPSh-41 shows Dani holding it with a "chicken wing" stance, unlike most of the other long guns. Dani canonically has some military training as a former FND conscript.]] | [[File:FC6PPSHThirdPerson.jpg|thumb|none|600px|Notably, the third person animation for the PPSh-41 shows Dani holding it with a "chicken wing" stance, unlike most of the other long guns. Dani canonically has some military training as a former FND conscript.]] | ||
− | |||
==Steyr MP34== | ==Steyr MP34== | ||
The [[Steyr MP34]] returns from the past two (or three if counting ''New Dawn'') installments as a rank 3 SMG. | The [[Steyr MP34]] returns from the past two (or three if counting ''New Dawn'') installments as a rank 3 SMG. | ||
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]] | [[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]] | ||
− | + | [[File:FC6 MP34 (1).jpg|thumb|none|600px|Previewing the MP34. The description says in German "Do you speak kill?"]] | |
− | [[File:FC6 MP34 (1).jpg|thumb|none|600px|Previewing the MP34.]] | ||
[[File:FC6 MP34 (2).jpg|thumb|none|600px|Inspecting a boat-themed restaurant with the "Yaran contract" MP34. One would expect that by now, ''Far Cry'' might have a another Steyr weapon that's a little more recent than one from 80 years ago, but alas.]] | [[File:FC6 MP34 (2).jpg|thumb|none|600px|Inspecting a boat-themed restaurant with the "Yaran contract" MP34. One would expect that by now, ''Far Cry'' might have a another Steyr weapon that's a little more recent than one from 80 years ago, but alas.]] | ||
[[File:FC6 MP34 (3).jpg|thumb|none|600px|Undeterred by its old age, Dani enforces prohibition on Maria Marquessa's liquor operation with the MP34.]] | [[File:FC6 MP34 (3).jpg|thumb|none|600px|Undeterred by its old age, Dani enforces prohibition on Maria Marquessa's liquor operation with the MP34.]] | ||
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[[File:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store, replete with lots of noodle ship stickers.]] | [[File:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store, replete with lots of noodle ship stickers.]] | ||
[[File:FC6 Vector (1).jpg|thumb|none|600px|Getting a look at a kitted out Vector. The ramen skin can thankfully be substituted for a regular two-tone Vector skin.]] | [[File:FC6 Vector (1).jpg|thumb|none|600px|Getting a look at a kitted out Vector. The ramen skin can thankfully be substituted for a regular two-tone Vector skin.]] | ||
+ | [[File:FC6 Vector (2).jpg|thumb|none|600px|The Vector's reload. The fire selector is set to full auto here.]] | ||
=Shotguns= | =Shotguns= | ||
==Baikal MP-133== | ==Baikal MP-133== | ||
− | The [[Baikal MP-133]] returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs. It holds a somewhat impossible | + | The [[Baikal MP-133]] returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs. It holds a somewhat impossible six shells in a four shell tube magazine (seven overall, though the animations account for the chamberloaded shell). |
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]] | [[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]] | ||
[[File:FC6MP133.jpg|thumb|none|600px|The MP-133 in the in-game arsenal view.]] | [[File:FC6MP133.jpg|thumb|none|600px|The MP-133 in the in-game arsenal view.]] | ||
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==Double Barrel Shotgun== | ==Double Barrel Shotgun== | ||
− | The "SBS" [[Double | + | The "SBS" [[12 Gauge Double Barreled Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before. |
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]] | [[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]] | ||
[[File:FC6SBS.jpg|thumb|none|600px|The SBS in the arsenal view.]] | [[File:FC6SBS.jpg|thumb|none|600px|The SBS in the arsenal view.]] | ||
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==Kel-Tec KSG== | ==Kel-Tec KSG== | ||
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3. | A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3. | ||
− | [[File:Kel- | + | [[File:Kel-Tec KSG.jpg|thumb|none|450px|Kel-Tec KSG, current model - 12 gauge]] |
[[File:FC6 KSG (1).jpg|thumb|none|600px|The Kel-Tec in the arsenal loadout preview.]] | [[File:FC6 KSG (1).jpg|thumb|none|600px|The Kel-Tec in the arsenal loadout preview.]] | ||
[[File:FC6 KSG (2).jpg|thumb|none|600px|The KSG in Dani's hands, about to line up a great double kill on two enemies with slug rounds loaded.]] | [[File:FC6 KSG (2).jpg|thumb|none|600px|The KSG in Dani's hands, about to line up a great double kill on two enemies with slug rounds loaded.]] | ||
[[File:FC6 KSG (3).jpg|thumb|none|600px|It uses the series' now familiar set of flip-up iron sights.]] | [[File:FC6 KSG (3).jpg|thumb|none|600px|It uses the series' now familiar set of flip-up iron sights.]] | ||
− | [[File:FC6 KSG (4).jpg|thumb|none|600px|Loading the KSG's right magazine tube, which occurs | + | [[File:FC6 KSG (4).jpg|thumb|none|600px|Loading the KSG's right magazine tube, which occurs when there are 7 or fewer shells to go. When empty, Dani will load one into the right tube...]] |
[[File:FC6 KSG (5).jpg|thumb|none|600px|...and then manually chamber it.]] | [[File:FC6 KSG (5).jpg|thumb|none|600px|...and then manually chamber it.]] | ||
− | [[File:FC6 KSG (6).jpg|thumb|none|600px|After the | + | [[File:FC6 KSG (6).jpg|thumb|none|600px|After the right tube is topped up, the feed switch is toggled over.]] |
− | [[File:FC6 KSG (7).jpg|thumb|none|600px|Loading up the Kel-Tec's | + | [[File:FC6 KSG (7).jpg|thumb|none|600px|Loading up the Kel-Tec's left tube.]] |
− | [[File: | + | |
+ | ==MTs255== | ||
+ | A cut-down [[MTs255]] appears in the game as "El Muro", one of the "Resolver" weapons. With El Muro equipped, the MTs255 is deployed alongside a large hydraulic shield which blocks gunfire, making it into a sort-of improvised riot control weapon. Strangely, the MTs255 cannot be equipped without the shield, though there is no explanation as to why (though it likely lacks animations for two-handed use.) | ||
+ | [[File:Mts255-sawnoff.jpg|thumb|none|450px|Sawn-off MTs255 ('''Photoshopped''') - 12 gauge]] | ||
+ | [[File:FC6 MTs255 (1).jpg|thumb|none|600px|The loadout view of El Muro, which lacks the shield. Note how the trigger appears to be in the single-action position, despite the hammer being uncocked.]] | ||
+ | [[File:FC6 MTs255 (2).jpg|thumb|none|600px|Wielding the handcannon/shield duo while dealing with some FND troops attempting to resupply.]] | ||
+ | [[File:FC6 MTs255 (3).jpg|thumb|none|600px|Aiming the obrez MTs255 at an officer signaling for reinforcements. Surprisingly, a front sight is still present on this thing.]] | ||
+ | [[File:FC6 MTs255 (4).jpg|thumb|none|600px|Reloading involves a somewhat less-than-plausible single-handed shaking out of unfired black 12 gauge shells.]] | ||
+ | [[File:FC6 MTs255 (5).jpg|thumb|none|600px|More are loaded in offscreen, and then Dani cowboy-slings the cylinder shut, pausing to clearly show the viewer that these "new" shells still have struck primers.]] | ||
==SRM Arms Model 1212== | ==SRM Arms Model 1212== | ||
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[[File:FC61887Short.jpg|thumb|none|600px|The cut-down 1887 in the inventory view. The in-game description decides to remind us that yes, shotguns are better at closer ranges, that is in fact how they work.]] | [[File:FC61887Short.jpg|thumb|none|600px|The cut-down 1887 in the inventory view. The in-game description decides to remind us that yes, shotguns are better at closer ranges, that is in fact how they work.]] | ||
[[File:FC6 1887T (1).jpg|thumb|none|600px|And the tacticool version doesn't even warrant a unique description.]] | [[File:FC6 1887T (1).jpg|thumb|none|600px|And the tacticool version doesn't even warrant a unique description.]] | ||
+ | [[File:FC6 1887 (2).jpg|thumb|none|600px|Dani with a full-length Winchester 1887 during a nighttime raid, watching an ally get gunned down by a Stechkin-wielding officer.]] | ||
+ | [[File:FC6 1887 (3).jpg|thumb|none|600px|The 1887's sights, similar to the previous games.]] | ||
[[File:FC61887inspect.jpg|thumb|none|600px|Dani inspects the Model 1887 in the first person view, showing off the weird unfinished rail segment just ahead of the rear sight.]] | [[File:FC61887inspect.jpg|thumb|none|600px|Dani inspects the Model 1887 in the first person view, showing off the weird unfinished rail segment just ahead of the rear sight.]] | ||
[[File:FC6 1887 Trejo.jpg|thumb|none|600px|[[Danny Trejo]] makes use of the sawn off Winchester in his side mission. He also has a Stechkin holstered on his hip, though he doesn't use it.]] | [[File:FC6 1887 Trejo.jpg|thumb|none|600px|[[Danny Trejo]] makes use of the sawn off Winchester in his side mission. He also has a Stechkin holstered on his hip, though he doesn't use it.]] | ||
+ | [[File:FC6 1887T (2).jpg|thumb|none|600px|Holding up a FND soldier with the tactical black M1887.]] | ||
+ | [[File:FC6 1887T (3).jpg|thumb|none|600px|It has a somewhat different front sight, although it's a bit hard to see here.]] | ||
+ | [[File:FC6 1887T (4).jpg|thumb|none|600px|Reloading the shotgun.]] | ||
=Rifles= | =Rifles= | ||
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[[File:FC6 AR-C (6).jpg|thumb|none|600px|A bloodied Comrade AR-C during the assault on the chemical refinery in La Joya.]] | [[File:FC6 AR-C (6).jpg|thumb|none|600px|A bloodied Comrade AR-C during the assault on the chemical refinery in La Joya.]] | ||
[[File:FC6 AR-C (7).jpg|thumb|none|600px|Dani takes aim with the canted reflex sight and blasts away inside the refinery.]] | [[File:FC6 AR-C (7).jpg|thumb|none|600px|Dani takes aim with the canted reflex sight and blasts away inside the refinery.]] | ||
− | [[File:FC6 AR-C (8).jpg|thumb|none|600px|The reload animation is | + | [[File:FC6 AR-C (8).jpg|thumb|none|600px|The reload animation is a slightly reworked version of ''5'''s standard style, including a charging handle swipe when empty.]] |
[[File:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]] | [[File:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]] | ||
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[[File:FC6 AS Val (6).jpg|thumb|none|600px|Angling in the new magazine.]] | [[File:FC6 AS Val (6).jpg|thumb|none|600px|Angling in the new magazine.]] | ||
[[File:FC6 AS Val (7).jpg|thumb|none|600px|And chambering the Val in the underhanded style. The green receiver and plum furniture are part of the "Mud Trek" skin.]] | [[File:FC6 AS Val (7).jpg|thumb|none|600px|And chambering the Val in the underhanded style. The green receiver and plum furniture are part of the "Mud Trek" skin.]] | ||
− | |||
==DSA SA58 OSW== | ==DSA SA58 OSW== | ||
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[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]] | [[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]] | ||
[[File:FC6 FAL (1).jpg|thumb|none|600px|The FAL's menu entry.]] | [[File:FC6 FAL (1).jpg|thumb|none|600px|The FAL's menu entry.]] | ||
− | |||
[[File:Fc6fnfal01.jpg|thumb|none|600px|StG 58 FAL in-hand, Dani investigates the site of a hit-and-run of a FND soldier by his own supply truck. With a first-person viewmodel mod, Dani's right hand appears to hold the FAL in a posture oddly low on the pistol grip.]] | [[File:Fc6fnfal01.jpg|thumb|none|600px|StG 58 FAL in-hand, Dani investigates the site of a hit-and-run of a FND soldier by his own supply truck. With a first-person viewmodel mod, Dani's right hand appears to hold the FAL in a posture oddly low on the pistol grip.]] | ||
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming the FAL.]] | [[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming the FAL.]] | ||
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==M14 rifle== | ==M14 rifle== | ||
The full length [[M14]] rifle is unlocked at level three. It is a straight improvement over the SOCOM 16 in performance, and has access to the "Pointer" slot for a laser. It also has an underloaded capacity of 15 rounds by default, but it has the attribute slot to equip the extended mag specialization, which increases mag capacity to the appropriate 20 rounds. | The full length [[M14]] rifle is unlocked at level three. It is a straight improvement over the SOCOM 16 in performance, and has access to the "Pointer" slot for a laser. It also has an underloaded capacity of 15 rounds by default, but it has the attribute slot to equip the extended mag specialization, which increases mag capacity to the appropriate 20 rounds. | ||
− | [[File: | + | [[File:M14 rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]] |
[[File:FC6 M14 (1).jpg|thumb|none|600px|The M14 rifle with a fairly obvious movie quote description.]] | [[File:FC6 M14 (1).jpg|thumb|none|600px|The M14 rifle with a fairly obvious movie quote description.]] | ||
[[File:FC6 M14 (2).jpg|thumb|none|600px|Attempting to liberate some Yaran prisoners in perhaps one of the loudest ways possible with the M14 rifle.]] | [[File:FC6 M14 (2).jpg|thumb|none|600px|Attempting to liberate some Yaran prisoners in perhaps one of the loudest ways possible with the M14 rifle.]] | ||
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==M16A1== | ==M16A1== | ||
− | An [[M16A1]], reusing the model from ''[[Far Cry 5]]'''s ''Hours of Darkness'' DLC appears, unlockable at rank 2. It holds 20 rounds in a 30 round magazine by default, an inversion of many video game tropes where | + | An [[M16A1]], reusing the model from ''[[Far Cry 5]]'''s ''Hours of Darkness'' DLC appears, unlockable at rank 2. It holds 20 rounds in a 30 round magazine by default, an inversion of many video game tropes where M16A1s modeled with 20-rounders hold 30. It can equip the extended magazine specialization, which increases the capacity to an odd 27 rounds. |
[[File:M16A1w30rdMag.jpg|thumb|none|450px|M16A1 with 30 round magazine - 5.56x45mm NATO]] | [[File:M16A1w30rdMag.jpg|thumb|none|450px|M16A1 with 30 round magazine - 5.56x45mm NATO]] | ||
[[File:FC6 M16A1 (1).jpg|thumb|none|600px|The M16A1's menu entry.]] | [[File:FC6 M16A1 (1).jpg|thumb|none|600px|The M16A1's menu entry.]] | ||
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[[File:FC6 M16A1 (5).jpg|thumb|none|600px|And giving the bolt release a civilized clap.]] | [[File:FC6 M16A1 (5).jpg|thumb|none|600px|And giving the bolt release a civilized clap.]] | ||
[[File:FC6 M16A1 (6).jpg|thumb|none|600px|Inspecting a camouflaged M16. It is one of the few weapons that still has the animated fire selector function from the previous games, set here to semi-auto.]] | [[File:FC6 M16A1 (6).jpg|thumb|none|600px|Inspecting a camouflaged M16. It is one of the few weapons that still has the animated fire selector function from the previous games, set here to semi-auto.]] | ||
− | |||
==Marlin Model 1894== | ==Marlin Model 1894== | ||
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[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]] | [[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]] | ||
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]] | [[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]] | ||
+ | [[File:FC6 Mosin M38 (1).jpg|thumb|none|600px|On patrol with some rebels with the "White Lotus" Mosin M38.]] | ||
+ | [[File:FC6 Mosin M38 (2).jpg|thumb|none|600px|Aiming the ornate Mosin at a FND captain.]] | ||
+ | [[File:FC6 Mosin M38 (3).jpg|thumb|none|600px|Out by the shore, Dani works the bolt and kicks out a spent x54R casing.]] | ||
+ | [[File:FC6 Mosin M38 (4).jpg|thumb|none|600px|Dani loading in loose rounds during the non-empty reload.]] | ||
+ | [[File:FC6 Mosin M38 (5).jpg|thumb|none|600px|The stripper clip reload - the top round is angled up to help facilitate loading against the magazine follower.]] | ||
+ | [[File:FC6 Mosin M38 (6).jpg|thumb|none|600px|The empty clip falls loose after all rounds are loaded, akin to ''[[Battlefield 1]]''. It's a bit more visible when pressed against a surface like the tent here. Also note that Dani's thumb has gone clean through the Mosin's right side.]] | ||
==OTs-14-1A-01 Groza== | ==OTs-14-1A-01 Groza== | ||
− | The [[ | + | The [[OTs-14-1A-01 Groza]] is featured as the "BP-RUC", unlockable at rank 2. |
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]] | [[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]] | ||
[[File:FC6 Groza-1 (1).jpg|thumb|none|600px|The description is fairly apt for a Russian design from the tumultuous post-Soviet 1990s.]] | [[File:FC6 Groza-1 (1).jpg|thumb|none|600px|The description is fairly apt for a Russian design from the tumultuous post-Soviet 1990s.]] | ||
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==OTs-14-4A-02 Groza== | ==OTs-14-4A-02 Groza== | ||
− | The [[ | + | The [[OTs-14-4A-02 Groza]] is featured as the "BP-SMG", incorrectly classed as a submachine gun and holding 30 rounds in a 20-round magazine. It also appears to be the weapon built into the automatic gun turrets deployed by FND engineers, rebels, and Dani. |
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm. The -02 variant is largely identical, but lacks the foregrip/muzzle device.]] | [[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm. The -02 variant is largely identical, but lacks the foregrip/muzzle device.]] | ||
[[File:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]] | [[File:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]] | ||
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[[File:FC6 Groza-4 (4).jpg|thumb|none|600px|And unlike its 7.62 brother above, this one has an underhanded charging animation.]] | [[File:FC6 Groza-4 (4).jpg|thumb|none|600px|And unlike its 7.62 brother above, this one has an underhanded charging animation.]] | ||
[[File:FC6Grozaturret.jpg|thumb|none|600px|The weapon in its odd drum-fed configuration in an autoturret.]] | [[File:FC6Grozaturret.jpg|thumb|none|600px|The weapon in its odd drum-fed configuration in an autoturret.]] | ||
+ | |||
+ | ==Pieper Revolving Carbine== | ||
+ | The [[Pieper Revolving Carbine]] appears in the game under two special variations - "La Varita" is categorized as a Resolver weapon and requires Dani to complete three side quests across the main provinces and is unlocked in a cave in Quito. The other is "Julia's Last Stand", obtained from the Guerrilla Garrison. This version is categorized with the assault rifles and shares ammo with those instead. Neither have any customization options other than La Varita having some extra skins. | ||
+ | [[File:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]] | ||
+ | [[File:FC6 Pieper (1).jpg|thumb|none|600px|The La Varita Pieper.]] | ||
+ | [[File:FC6 Pieper (2).jpg|thumb|none|600px|And Julia's Last Stand.]] | ||
+ | [[File:FC6 Pieper (3).jpg|thumb|none|600px|Dani with La Varita after just obtaining it and being greeted by a big ol' friendly cat.]] | ||
+ | [[File:FC6 Pieper (4).jpg|thumb|none|600px|Watching over Oluso with the glowing Pieper in Triador vision.]] | ||
+ | [[File:FC6 Pieper (5).jpg|thumb|none|600px|The Pieper's sights back in normal vision.]] | ||
+ | [[File:FC6 Pieper (6).jpg|thumb|none|600px|Reloaidng - Dani flicks out the cylinder and ejects out all cartridges.]] | ||
+ | [[File:FC6 Pieper (7).jpg|thumb|none|600px|And then seemingly thumbs them in about two at a time until the single final ninth round.]] | ||
+ | [[File:FC6 Pieper (8).jpg|thumb|none|600px|La Varita's sights as seen under the Supremo effect...]] | ||
+ | [[File:FC6 Pieper (9).jpg|thumb|none|600px|...and its reload simply involves swinging out the cylinder and letting it rev-up.]] | ||
==SKS== | ==SKS== | ||
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[[File:FC6 SKS (7).jpg|thumb|none|600px|Dani thumbs down the brass 7.62x39 rounds with rather impeccable smoothness.]] | [[File:FC6 SKS (7).jpg|thumb|none|600px|Dani thumbs down the brass 7.62x39 rounds with rather impeccable smoothness.]] | ||
[[File:FC6 SKS (8).jpg|thumb|none|600px|And knocks the clip out with a satisfying "ting" sound.]] | [[File:FC6 SKS (8).jpg|thumb|none|600px|And knocks the clip out with a satisfying "ting" sound.]] | ||
− | |||
[[File:FC6 SKS reload02.jpg|thumb|none|600px|Dani reloads her SKS with a stripper clip while helping a character find his stash. This particular example has a redwood stock.]] | [[File:FC6 SKS reload02.jpg|thumb|none|600px|Dani reloads her SKS with a stripper clip while helping a character find his stash. This particular example has a redwood stock.]] | ||
− | |||
==Springfield Armory M1A SOCOM 16== | ==Springfield Armory M1A SOCOM 16== | ||
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=Sniper Rifles= | =Sniper Rifles= | ||
=="AR-CL"== | =="AR-CL"== | ||
− | The strange DMR version of the "AR-C" from the previous game reappears in one of | + | The strange DMR version of the "AR-C" from the previous game reappears in one of the game's DLC trailers, being used by Joseph Seed in an expansion set during the events of ''5'' from his point of view. It does not appear in the base game. |
==Barrett M82 "Cobra Assault Cannon"== | ==Barrett M82 "Cobra Assault Cannon"== | ||
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The rifle based on the [[CZ 527]] from ''5'' returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity due to it using the same 3-round magazine from the previous game. Despite being a civilian weapon, the rifle is better than the preceding Arctic Warfare/Alejandro hybrid, as it has a much higher rate of fire. | The rifle based on the [[CZ 527]] from ''5'' returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity due to it using the same 3-round magazine from the previous game. Despite being a civilian weapon, the rifle is better than the preceding Arctic Warfare/Alejandro hybrid, as it has a much higher rate of fire. | ||
− | Two special variants of the CZ 527 exist - | + | Two special variants of the CZ 527 exist - "El Depredador" and the "Sobek Special". |
[[File:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]] | [[File:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]] | ||
[[File:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]] | [[File:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]] | ||
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[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]] | [[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]] | ||
[[File:FC6 HTI (1).jpg|thumb|none|600px|Previewing the HTI in the loadout menu.]] | [[File:FC6 HTI (1).jpg|thumb|none|600px|Previewing the HTI in the loadout menu.]] | ||
− | [[File:FC6 HTI (2).jpg|thumb|none|600px|Holding off against a herd of deranged bulls with the HTI - even in this situation, a bolt action .50 caliber is leaving Dani with some remorse about not bringing enough gun. For the first time in the series, it has backup irons | + | [[File:FC6 HTI (2).jpg|thumb|none|600px|Holding off against a herd of deranged bulls with the HTI - even in this situation, a bolt action .50 caliber is leaving Dani with some remorse about not bringing enough gun. For the first time in the series, it has backup irons by default, reused from the AR-C.]] |
[[File:FC6 HTI (3).jpg|thumb|none|600px|Cycling the Desert Tech while Boom-Boom runs interference. Perspective issues leave the ejected casing looking ''enormous'', and it appears to be clipping into the first-person view.]] | [[File:FC6 HTI (3).jpg|thumb|none|600px|Cycling the Desert Tech while Boom-Boom runs interference. Perspective issues leave the ejected casing looking ''enormous'', and it appears to be clipping into the first-person view.]] | ||
[[File:FC6 HTI (4).jpg|thumb|none|600px|Manhandling the HTI skyward while reloading a new magazine.]] | [[File:FC6 HTI (4).jpg|thumb|none|600px|Manhandling the HTI skyward while reloading a new magazine.]] | ||
[[File:FC6 HTI (5).jpg|thumb|none|600px|And mashing the giant bolt forward.]] | [[File:FC6 HTI (5).jpg|thumb|none|600px|And mashing the giant bolt forward.]] | ||
+ | |||
+ | ==Gepard GM6 Lynx== | ||
+ | The [[Gepard GM6 Lynx]] makes its fourth appearance in ''Far Cry 6'', though this time it is only available as variants acquired through the game's store. It may also be a reward for or unlockable from Insurgency challenges. | ||
+ | [[File:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]] | ||
+ | [[File:FC6 Lynx (1).jpg|thumb|none|600px|"Alpha Wolf" GM6 variant, as seen in the store. Note the default backup iron sights.]] | ||
+ | [[File:FC6 Lynx (2).jpg|thumb|none|600px|The "E.V.A." Lynx, unlocked as an Insurgency challenge reward.]] | ||
+ | [[File:FC6 Lynx (3).jpg|thumb|none|600px|Holding the space GM6 Lynx against a balcony while fighting in Esperanza.]] | ||
+ | [[File:FC6 Lynx (4).jpg|thumb|none|600px|It has the right handed reload animation from the games prior to ''New Dawn''.]] | ||
+ | [[File:FC6 Lynx (5).jpg|thumb|none|600px|Yanking the bolt back.]] | ||
+ | |||
+ | =="La Sorpresa"== | ||
+ | An improvised high caliber, single-shot improvised sniper rifle appears as "La Sorpresa" ("The Surprise"), one of the Resolver weapons. It is made from an old wooden rifle stock and has a barrel surrounded by a very [[Lewis Gun]]-like shroud, and has a homebrew telescopic sight. It fires a delayed explosive round that sticks to targets and detonates after a few seconds. | ||
+ | [[File:Lewis gun.JPG|thumb|none|450px|Lewis Gun - .303 British]] | ||
+ | [[File:FC6 La Sorpresa (1).jpg|thumb|none|600px|The Surprise in its menu preview.]] | ||
+ | [[File:FC6 La Sorpresa (2).jpg|thumb|none|600px|Holding La Sorpresa on a FND GAZ jeep that's about to get blown to scrap.]] | ||
+ | [[File:FC6 La Sorpresa (3).jpg|thumb|none|600px|Aiming at an enemy "Kaumbat" helicopter. The Sorpresa's high projectile speed makes it especially good at taking down airborne threats.]] | ||
+ | [[File:FC6 La Sorpresa (4).jpg|thumb|none|600px|Reloading is similar to ''[[Metro: Last Light]]'''s "Ashot" shotgun, where the barrel tilts open and the spent case is dropped out.]] | ||
+ | [[File:FC6 La Sorpresa (5).jpg|thumb|none|600px|In with another - note the odd case head.]] | ||
+ | [[File:FC6 La Sorpresa (6).jpg|thumb|none|600px|Latching the barrel shut.]] | ||
==SVD Dragunov== | ==SVD Dragunov== | ||
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=="Yaran SR-A"== | =="Yaran SR-A"== | ||
− | The "Yaran SR-A" is a hybrid between | + | The "Yaran SR-A" is a hybrid between the Cuban [[Alejandro sniper rifle]] and the [[Accuracy International Arctic Warfare]]. It is based around an AW receiver, but has an Alejandro-style barrel with iron sights and its stock is a cross between the two rifles; it also uses detachable box magazines which appear to be slightly shortened AW magazines (so that they fit flush with the stock). It is the game's default sniper rifle, available at rank 1 and among the very first weapons that Dani acquires. It is used by both enemy and allied snipers. Both the name and its in-game description imply that the SR-A is the in-universe Yaran equivalent of the Cuban Alejandro. |
Two special variants, the "Mixtape" and the "Double Clutch", can also be acquired. | Two special variants, the "Mixtape" and the "Double Clutch", can also be acquired. | ||
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]] | [[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]] | ||
− | |||
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]] | [[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]] | ||
[[File:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]] | [[File:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]] | ||
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[[File:FC6 SR-A (5).jpg|thumb|none|600px|Using the SR-A's backup sights.]] | [[File:FC6 SR-A (5).jpg|thumb|none|600px|Using the SR-A's backup sights.]] | ||
[[File:FC6 SR-A (6).jpg|thumb|none|600px|Palming the bolt into battery from an empty reload.]] | [[File:FC6 SR-A (6).jpg|thumb|none|600px|Palming the bolt into battery from an empty reload.]] | ||
− | |||
=Machine Guns= | =Machine Guns= | ||
+ | =="El Pequeño"== | ||
+ | A makeshift handheld minigun made out of an old motorcycle or power tool engine and pipes appears as "El Pequeño" ("The Little One") among the "Resolver" weapons available to Dani. It seems to be modeled after the minigun from ''Terminator 2'' with triple barrels like a [[General Dynamics GAU-19/A]]. | ||
+ | [[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]] | ||
+ | [[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]] | ||
+ | [[File:FC6 El Pequeno (1).jpg|thumb|none|600px|El Pequeño in the Resolver weapons menu.]] | ||
+ | [[File:FC6 El Pequeno (2).jpg|thumb|none|600px|Equipping El Pequeño starts with Dani giving it a chainsaw-like yank of the starter rope.]] | ||
+ | [[File:FC6 El Pequeno (3).jpg|thumb|none|600px|Kicking off the raid on Yara's Viviro facilities with the homebrew minigun.]] | ||
+ | [[File:FC6 El Pequeno (4).jpg|thumb|none|600px|Blasting away an elite FND soldier with Pequeño; aiming simply zooms in the screen. With the crosshair disabled, one will have to rely on tracer fire and the explosive effects to lead targets.]] | ||
+ | [[File:FC6 El Pequeno (5).jpg|thumb|none|600px|Reloads start with knocking out the ammo drum made from a paint can...]] | ||
+ | [[File:FC6 El Pequeno (6).jpg|thumb|none|600px|...and shoving in a new one...]] | ||
+ | [[File:FC6 El Pequeno (7).jpg|thumb|none|600px|Setting in the new belt. The starter cord is always pulled again to restart the gas engine; it never requires a refuel.]] | ||
+ | |||
==Heckler & Koch HK21E== | ==Heckler & Koch HK21E== | ||
The [[Heckler & Koch HK21E]] appears as the "MG21" and is the game's rank 3 machine gun unlock. | The [[Heckler & Koch HK21E]] appears as the "MG21" and is the game's rank 3 machine gun unlock. | ||
[[File:HK21E.jpg|thumb|none|450px|Heckler & Koch HK21E - 7.62x51mm NATO]] | [[File:HK21E.jpg|thumb|none|450px|Heckler & Koch HK21E - 7.62x51mm NATO]] | ||
− | [[File:FC6 HK21E (1).jpg|thumb|none|600px|Previewing the HK21E in the loadout menu.]] | + | [[File:FC6 HK21E (1).jpg|thumb|none|600px|Previewing the HK21E in the loadout menu, showing off the slightly shortened barrel.]] |
[[File:FC6 HK21E (2).jpg|thumb|none|600px|Dani holding the HK21E during a fight with a convoy of government trucks.]] | [[File:FC6 HK21E (2).jpg|thumb|none|600px|Dani holding the HK21E during a fight with a convoy of government trucks.]] | ||
[[File:FC6 HK21E (3).jpg|thumb|none|600px|Aiming with the HK21's distinct sights.]] | [[File:FC6 HK21E (3).jpg|thumb|none|600px|Aiming with the HK21's distinct sights.]] | ||
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[[File:FC6 M60 (5).jpg|thumb|none|600px|And pulling the charging handle, just like with the last two games.]] | [[File:FC6 M60 (5).jpg|thumb|none|600px|And pulling the charging handle, just like with the last two games.]] | ||
[[File:FC6M60Inspect.jpg|thumb|none|600px|Dani inspects the M60.]] | [[File:FC6M60Inspect.jpg|thumb|none|600px|Dani inspects the M60.]] | ||
+ | |||
+ | ==M60E3== | ||
+ | An [[M60E3]] machine gun is shown firing in the introductory sequence. | ||
+ | [[File:USOM60E3.jpg|thumb|none|450px|M60E3 - 7.62x51mm NATO]] | ||
+ | [[File:FC6 M60E3.jpg|thumb|none|600px|]] | ||
+ | [[File:FC6 M60E4 Ramboposter.jpg|thumb|none|600px|An actual [[Rambo]] poster featuring the M60E3 can be seen in the loading screen for the side mission.]] | ||
==M60E4== | ==M60E4== | ||
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[[File:FC6 RPD (6).jpg|thumb|none|600px|Feeding in the 7.62x39 belt.]] | [[File:FC6 RPD (6).jpg|thumb|none|600px|Feeding in the 7.62x39 belt.]] | ||
[[File:FC6 RPD (7).jpg|thumb|none|600px|Closing up the top cover.]] | [[File:FC6 RPD (7).jpg|thumb|none|600px|Closing up the top cover.]] | ||
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=Launchers= | =Launchers= | ||
+ | ==AirTronic PSRL== | ||
+ | The [[Airtronic RPG-7|AirTronic PSRL]] model reused from ''5'' is exclusively used by FND Special Forces operatives. It is not available to the player. | ||
+ | [[File:Airtronic RPG7.jpg|thumb|none|450px|AirTronic PSRL - 40mm]] | ||
+ | [[File:FC6 PSRL (1).jpg|thumb|none|600px|The AirTronic RPG with its misshapen pistol grip on the back of an elite FND rocketeer.]] | ||
+ | |||
==Carl Gustav M4== | ==Carl Gustav M4== | ||
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] is the game's high-level rocket launcher, known as the "RAT4". It again serves the same role as a guided rocket launcher since ''Far Cry 2'''s original Carl Gustav, and can be upgraded with lock-on rounds. | Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] is the game's high-level rocket launcher, known as the "RAT4". It again serves the same role as a guided rocket launcher since ''Far Cry 2'''s original Carl Gustav, and can be upgraded with lock-on rounds. | ||
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[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]] | [[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]] | ||
[[File:FC6MGL.jpg|thumb|none|600px|The RG-6 in the in-game arsenal screen. It uses the same bizarre fudged angled pistol grip from the RPG-7.]] | [[File:FC6MGL.jpg|thumb|none|600px|The RG-6 in the in-game arsenal screen. It uses the same bizarre fudged angled pistol grip from the RPG-7.]] | ||
− | |||
[[File:FC6 RGD-6 (1).jpg|thumb|none|600px|Dani bears the RG-6 on a pesky enemy Mi-17.]] | [[File:FC6 RGD-6 (1).jpg|thumb|none|600px|Dani bears the RG-6 on a pesky enemy Mi-17.]] | ||
[[File:FC6 RGD-6 (2).jpg|thumb|none|600px|Drawing a bead on the Hip - surprisingly, the folded front ladder sight does not unfold compared to the M79.]] | [[File:FC6 RGD-6 (2).jpg|thumb|none|600px|Drawing a bead on the Hip - surprisingly, the folded front ladder sight does not unfold compared to the M79.]] | ||
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[[File:FC6 RPG-7 (3.jpg|thumb|none|600px|Again, as per series' norm since ''3'', aiming has the sights canted to emulate the launcher's shouldered posture.]] | [[File:FC6 RPG-7 (3.jpg|thumb|none|600px|Again, as per series' norm since ''3'', aiming has the sights canted to emulate the launcher's shouldered posture.]] | ||
[[File:FC6 RPG-7 (4).jpg|thumb|none|600px|Shoving in another warhead after somewhat haphazardly using the RPG indoors.]] | [[File:FC6 RPG-7 (4).jpg|thumb|none|600px|Shoving in another warhead after somewhat haphazardly using the RPG indoors.]] | ||
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=Explosives= | =Explosives= | ||
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The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. | The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. | ||
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]] | [[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]] | ||
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=Mounted Weapons= | =Mounted Weapons= | ||
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[[File:M120-field-mortar.jpg|thumb|none|400px|M120 Mortar - 120mm]] | [[File:M120-field-mortar.jpg|thumb|none|400px|M120 Mortar - 120mm]] | ||
[[File:FC6 M120 (1).jpg|thumb|none|600px|In keeping with protagonist tradition, Dani interrogates a M120 for counter-revolutionary activities.]] | [[File:FC6 M120 (1).jpg|thumb|none|600px|In keeping with protagonist tradition, Dani interrogates a M120 for counter-revolutionary activities.]] | ||
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{{Cry Series}} | {{Cry Series}} |
Latest revision as of 20:34, 1 May 2024
Nice, but where's the trigger? This article or section is incomplete. You can help IMFDB by expanding it. |
|
Far Cry 6 is the sixth main installment in the Far Cry series, developed by Ubisoft Toronto. It was released on October 7, 2021 for PS4, PS5, Xbox One, Xbox Series X, Windows PC, and Google Stadia.
It is set on the fictional Caribbean island-nation of Yara, which takes inspiration from Cuba, ruled by dictator Antón Castillo (portrayed by Giancarlo Esposito). After years of his iron-fisted rule, Yara has exploded into a revolution. The player controls new, customizable protagonist Dani Rojas, a revolutionary who embarks on a guerrilla war against Castillo's regime. Like the Deputy of Far Cry 5 or Security Captain of Far Cry New Dawn they can be either male or female, depending on player choice, so this page will likely switch between using "he", "she", and "they" to refer to them depending on the gender of the character in the screenshot.
The following weapons appear in the video game Far Cry 6:
Overview
Far Cry 6 features both real world weapons and a new class of improvised weapons known as "Resolver" weapons (as well as attachments), referencing the Yaran populace's ability to solve their problems with ingenuity (in this case, a severe lack of weapons). Several of these "Resolver" weapons are totally improvised firearms, or make use of factory-made weapons in their designs. Previous entries in the series wait for the player to hit a certain level, and then allow the purchase of certain weapons from weapon vendors. Far Cry 6 does that with both the Resolver weapons and the real world ones, but also allows the player to loot real world weapons early-on from FND crates. As a result, there is not a consistent unlock progression for all weapons. Unlike previous games, NPC characters (both enemy and allied) do not drop weapons upon death, as akin to the RPG-like elements of some other Ubisoft shooters such as The Division games.
The game also features a "Special Ops" mode, which allows players to tackle small missions in alternate maps, akin to Far Cry New Dawn. Successfully completing missions earns the player "moneda" ("money"), which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the MP5A3. All weapons acquired on the black market are "overpowered", a straight increase to damage, and likely a way to explain why the black market weapons have higher stats than weapons they should be equivalent to.
Handguns
As per series' norm since Far Cry 4, Dani has a loadout slot restricted only to handguns and certain machine pistols. However, unlike prior games, they are only equip-able in the slot and not the other three - meaning it is not possible to have more than sidearm-type weapon at a time.
Beretta 92FS
The Beretta 92FS model from Far Cry 5 as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, with the extended magazine weapon mod giving it a (still underloaded) 13-round capacity. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov.
A unique variant, known as "Pistola Sportiva" (Italian for "Sport Pistol"), which features a racing-style paint scheme, is found at El Maratón Field.
Beretta 92FS Inox
Applying the "Tire Smoke" skin to the pistol turns it into a full Beretta 92FS Inox. The "Silver Dip" skin is similar, but has a black barrel.
Beretta 93R "Auto 9"
The Beretta 93R "Auto 9"-inspired "AJM-9" pistol from Far Cry 3: Blood Dragon is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variants that appeared in Far Cry 4 and Far Cry New Dawn, the AJM-9 in 6 returns to the silliness of its source material, retaining the sci-fi lights, "laser" ammunition, and wacky reload animation where a magical force draws the magazine into the weapon. The suppressor is integrated into the weapon and can no longer be removed, but the weapon can now make use of the select-fire system introduced in the previous game, allowing it to fire full-auto. It also exclusively uses "Armor Piercing" ammo.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is available in the base game at rank 4; in a first for a Ubisoft game, it is known as the "Desert Eagle" rather than the "D-50". While its 8-round capacity would imply a .44 Magnum version, the non-fluted barrel indicates that it's simply a .50 AE variant with the wrong capacity.
FN Five-seveN
The Mark 2 FN Five-seveN is seen in the Post Launch Overview Trailer and is also in the game files as the "USG 5.7" (referring to an older variant of the same pistol), but is not presently available in the game. It is to be added as the "Diplomat" pistol.
Luger Carbine
Two variants of the strange stockless and too-short Luger Carbine from 5 appear, both as unique weapons. The first, a pistol named "El Regalo de Clara" ("The Gift from Clara"), is obtained by completing one of the game's special operations.
The other, known as the "Serenity", can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the 2005 film of the same name, features a dark and clean finish. A series of cuts have been made into the barrel, and the frame is adorned with a pair of glowing red lights, while a green one sits on the weapon's magazine - all of these modifications being perhaps an unintentional homage to the tendency for science fiction films to make weapons appear futuristic by simply adding random parts and lights to them.
The standard "P08-L" variant from the previous game is entirely absent.
Makarov PB
The Makarov PB can be obtained if the player purchases the "King & Country Bundle" from the in-game store. Reusing the model that was made for the Dead Living Zombies DLC in the previous game, the pistol is now known as the "Double-O" instead of using the "6P9" GRAU designation like every Far Cry game before it. The primary suppressor is no longer treated as an attachment and cannot be removed. The weapon has a higher base damage than the PM despite firing a weaker variation of the same cartridge. The theme of the add-on pack it is in indicates it is probably a substitute for the Walther PPK.
Makarov PM
The Makarov PM appears, incorrectly referred to in-game as the "PMM". An empty PM is the very first firearm that the player acquires, right after completing the prologue. The PM is also the weapon used by Dani in almost every cutscene, whether or not it is the player's selected weapon.
A unique variant, called "The Autocrat", is found in a footlocker in Fort Quito.
Orion Flare Gun
An Orion Flare Gun, seen in the game's cinematic trailer, also makes a minor appearance in the game, worn in holsters by certain enemies and drawn and fired in a very short animation sequence when the same enemies are calling for reinforcements. However, it cannot be obtained for use by the player.
SIG-Sauer P226R
The SIG-Sauer P226R from 5. Though the game claims it is a fourth rank sidearm that can be unlocked randomly throughout the world, this is false - the P226 is instead given to Dani by Juan Cortez at the start of the penultimate story mission. Like the version in the previous game, the P226 is rather unremarkable, with its only real advantages over the Beretta 92FS being its ability to equip laser pointer attachments.
Stechkin APS
The Stechkin APS is available as one of the game's sidearms, appearing as the "6P13 Auto". Like the "6P9" name for the Makarov PB from games past, the "6P13" name is a reference to the GRAU designation of the APB pistol, a variant of the APS with a threaded barrel and wire stock. It is permanently fitted with a stock and 40-round drum magazine. The APS is also quite oddly used as the standard sidearm for the game's NPCs; these APS pistols are exclusively fired in semi-automatic, and also appear to have a standard 20-round magazine instead of a drum. The Stechkin is grouped in the machine pistol category, and can only be used in the sidearm slot.
A special ornate variant, the "Rococo Loco", can be acquired.
Smith & Wesson Model 29
The "Hawkins PD" bundle includes the Smith & Wesson Model 29 as the "Magnum, P.D." It is the six-inch barreled variant from 5.
Smith & Wesson Model 629 Stealth Hunter
The Smith & Wesson Model 629 Stealth Hunter returns only available as paid DLC content, technically as part of a bundle.
Smith & Wesson SW1911
As in 5, an M1911A1-style pistol, mostly modeled after the Smith & Wesson SW1911, appears as the "1911". It is no longer the default sidearm, and is instead unlocked at rank 2. It is the "1911 Extended" variant from the previous game that was only available as a Prestige weapon, with no standard version.
Turnover Flintlock
A 3-barreled Turnover Flintlock Pistol is available to those that buy the "Starter Pack" DLC, and can also be unlocked by the Guerrilla Garrison. It obviously fires three shots, though the actual turning process is automated. The reload is also rather hilariously fudged on purpose by the developers - when empty, Dani grabs it by the barrels and chucks it straight forward (capable of minor damage, akin to a direct impact from a hand grenade), and draws another out of the ether. In a non-empty state, it is simply tossed aside and another is drawn.
Webley Mk VI
The Webley Mk VI revolver makes its return from Far Cry 4, now correctly referred to as the "Mark VI" and firing in double-action mode. It is unlockable at rank 2. The Webley is the sidearm used by Antón Castillo's right hand man, General Sanchez, and is also issued to many FND officers and horse-mounted units in combination with the Sa vz. 61 Skorpion. These troops will exclusively use the Webley while on horseback or in a vehicle, but switch to the Skorpion when dismounting.
When Dani pulls out the Webley, they will cock back the hammer, firing the first shot in single action, and every subsequent shot in double action. Oddly, there is no difference in fire rate or trigger pull between the first shot and any subsequent ones. When holstering the weapon, the player can hear Dani uncock the hammer.
Submachine Guns
The Cobray M11/9, Skorpion vz. 61, and TEC-9 are all categorized in the "Machine Pistol" category and are only usable in the sidearm slot as an alternative to the handguns above.
Beretta PM12S
Purchasing the "Rainbow Six Siege Bundle" grants the player access to a Beretta M12 called the "São Paulo Stinger", much like the one wielded by operator Caveira in the game the bundle is named after. Another variant named the "Five-Alarm" can be unlocked as a weekly Insurgency reward.
Cobray M11/9
The Cobray M11/9, returning as the "SMG-11", is unlockable at rank 2.
CZ Skorpion vz. 61
The Sa vz. 61 Skorpion appears as a rank 1 machine pistol. The Skorpion is also the primary weapon issued to many FND officers and light troops encountered throughout the game.
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the "El General."
Heckler & Koch MP5A3
The staple Heckler & Koch MP5A3 with a vented handguard returns from previous games, exclusively as a Black Market weapon.
Heckler & Koch MP5K
The Heckler & Koch MP5K returns from 5 as the "MP5K", being a second rank SMG.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is classed as a submachine gun and appears as the "MP7". It is the final SMG that can be unlocked, at rank 4. It's the weapon's first time appearing in a Far Cry game. Like most select-fire weapons in the game, it can fire in semi-automatic, fully-automatic, and three-round bursts, though the MP7A1 only has a three position fire selector that allows it to fire in semi- and fully-automatic modes in the real world. Something that the modelers understood, as you can visibly see that HK's iconic fire selector displays only markings for safe, semi-automatic, and fully-automatic fire.
Intratec TEC-9
The post-1987 Intratec TEC-9 is available as a paid-for DLC weapon, as the "White Lightning." It was originally present from the past two games but was initially cut from the game's launch. It is used rather prominently in cutscenes during the Máximas Matanzas storyline, though, and it is also used as the icon for the machine pistol category.
MP40
The MP40 returns from Far Cry 5 as a rank 2 SMG.
PP-19 Bizon-2
The left-handed PP-19 Bizon-2 appears as the "BZ19" yet again, and is a rank 2 SMG alongside the MP40 and MP5K.
"Executioner"
The Bizon-based "Auto-Cross" from Far Cry 4 returns as part of the Pagan Min episodic DLC, as a special variant belonging to Pagan named the "Executioner."
PPSh-41
The PPSh-41 appears as a rank 3 SMG. It uses the iconic 71-round drum magazines, and can be customized with attachments in all slots save for the muzzle. The model seen in-game is something of a hybrid of early and standard production PPShs, having the tangent rear sight of the former and the latter's hooded front sight.
Steyr MP34
The Steyr MP34 returns from the past two (or three if counting New Dawn) installments as a rank 3 SMG.
TDI Vector
The TDI Vector makes a reappearance in the game, only being available as a special variant called the "Yarapunk Sidepiece" in the "Yarapunk Bundle".
Shotguns
Baikal MP-133
The Baikal MP-133 returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs. It holds a somewhat impossible six shells in a four shell tube magazine (seven overall, though the animations account for the chamberloaded shell).
Double Barrel Shotgun
The "SBS" 12 Gauge Double Barreled Shotgun returns from 5, unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.
Franchi SPAS-12
The left-handed SPAS-12 from before returns in 6, now relegated to being a mid-tier shotgun unlocked at rank 2.
Kel-Tec KSG
A Kel-Tec KSG is considered the game's high-end pump shotgun and is unlockable at rank 3.
MTs255
A cut-down MTs255 appears in the game as "El Muro", one of the "Resolver" weapons. With El Muro equipped, the MTs255 is deployed alongside a large hydraulic shield which blocks gunfire, making it into a sort-of improvised riot control weapon. Strangely, the MTs255 cannot be equipped without the shield, though there is no explanation as to why (though it likely lacks animations for two-handed use.)
SRM Arms Model 1212
The SRM Arms Model 1212 appears as the "RMS-18". The game claims its designation means "Rotary Magazine Shotgun" and is a clear twist on the real company's name, though interestingly, the real world "SRM" is not actually an acronym for anything.
Winchester Model 1887
Both a full-sized and sawed-off Winchester Model 1887 appear under the "1887" name. The sawed-off variant, unlockable at rank 1, replaces the MP-133 as the standard shotgun used by both friendly and enemy NPCs - while satisfying to finally have enemies using something else, the 1887 is a weird choice. The full-sized variant is not unlocked traditionally, but instead earned by completing special operations and purchasing from within the game's "black market" store.
Rifles
AKM
The AKM from 5 appears essentially unchanged, and is the standard-issue for the Yaran military as well as allied rebels. The default AKM is once again referred to as the "AK-47" and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the "AK-M". Like in Far Cry 5, the AKs can fire in semi-automatic, fully-automatic, and three-round-burst modes. It is also used by Russian Army soldiers in the "Vanishing" mission (a crossover with Stranger Things).
There are two special variants that can be found - the "Death Rites" and the "Fuck Antón."
"AR-C"
The fictional "AR-C" rifle from 5 is once again available, being made available for unlock at rank 2. Though mostly unchanged from its prior incarnation, it no longer sports the disconnected weapon strap at the front of the handguard. A handful of friendly NPCs use AR-Cs, and FND soldiers are shown wielding them in certain cutscenes, but never in game. The default version is supposed to be unlocked via the "A Little Birdie Told Me" treasure hunt; however, this task is bugged and does not consistently reward the actual standard AR-C variant.
M203
The "Bliss Rifle" AR-C included as part of Joseph Seed's DLC as his signature rifle comes with a unique underbarrel M203 launcher that fires "Bliss" rounds (the effects are identical to PG-240X in-game). The model is fairly downscaled and shortened with RIS-style mounts.
AS Val
The AS Val appears under its real world name, unlockable at rank 3. It is the only integrally suppressed gun in the base game, the Makarov PB is only available through DLC.
DSA SA58 OSW
The DSA SA58 OSW appears as the game's final unlockable assault rifle, named the "SSGP-58" in-game. Like the regular FAL, the SA58 is capable of firing in semi-automatic, fully-automatic, and an incorrect three-round burst mode. It is modelled with DSA's extended 30-rounder magazines, though these hold 40 rounds in-game.
FN FAL
The FN FAL returns after an absence of four games simply as the "FAL". While the description's statement that it is Brazilian in origin implies it's supposed to be an IMBEL-made FAL, it actually appears to be the Austrian StG 58 version with a wooden stock. It appears to use a mirrored railed top cover mounted over the factory dust cover when using optics or as seen on the third person world model.
HS Produkt VHS-D2
The HS Produkt VHS-D2 from previous games returns again as the "BP-2", unlockable at rank 2.
M14 rifle
The full length M14 rifle is unlocked at level three. It is a straight improvement over the SOCOM 16 in performance, and has access to the "Pointer" slot for a laser. It also has an underloaded capacity of 15 rounds by default, but it has the attribute slot to equip the extended mag specialization, which increases mag capacity to the appropriate 20 rounds.
M16A1
An M16A1, reusing the model from Far Cry 5's Hours of Darkness DLC appears, unlockable at rank 2. It holds 20 rounds in a 30 round magazine by default, an inversion of many video game tropes where M16A1s modeled with 20-rounders hold 30. It can equip the extended magazine specialization, which increases the capacity to an odd 27 rounds.
Marlin Model 1894
The shortened "45/70-T" variant of the Marlin Model 1894 from 5 appears once more, being unlockable right at the start. The full-length version is available in the game's store as a buyable unlock.
Mosin Nagant M38 Carbine
Two variants of the Mosin Nagant M38 Carbine appear as special weapons. Following the Far Cry trend, both of the Mosin rifles will grow an optic rail over top of the existing rear iron sight in order to accommodate any additions. The first variant, a rifle referred to as the "Eastern Front", is a mostly stock M38 adorned with straps containing an ammo pouch and package of bandages. The Eastern Front can be obtained as part of the "Motherland Bundle" in the game's store, but is also available through the game's black market.
The other rifle, the "White Lotus", has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.
OTs-14-1A-01 Groza
The OTs-14-1A-01 Groza is featured as the "BP-RUC", unlockable at rank 2.
OTs-14-4A-02 Groza
The OTs-14-4A-02 Groza is featured as the "BP-SMG", incorrectly classed as a submachine gun and holding 30 rounds in a 20-round magazine. It also appears to be the weapon built into the automatic gun turrets deployed by FND engineers, rebels, and Dani.
Pieper Revolving Carbine
The Pieper Revolving Carbine appears in the game under two special variations - "La Varita" is categorized as a Resolver weapon and requires Dani to complete three side quests across the main provinces and is unlocked in a cave in Quito. The other is "Julia's Last Stand", obtained from the Guerrilla Garrison. This version is categorized with the assault rifles and shares ammo with those instead. Neither have any customization options other than La Varita having some extra skins.
SKS
The SKS appears as one of the game's rifles. Oddly, it is one of the last available rifles (as it is unlocked in rank 4), long after several weapons that should be more advanced.
Springfield Armory M1A SOCOM 16
The Springfield Armory M1A SOCOM 16 appears as the "MS16 S", like in 5. Once again, it uses 20-round magazines underloaded to fifteen rounds by default. As is common in the Far Cry series, the model is mirrored. This model also features an M14 fire selector on the mirrored left side, and the receiver is marked "U.C. RIFLE CAL. .30 M1 YARA ARMS 9705568" implying that somehow this rifle is a conversion of an M1 Garand (with a serial number much too high to be one made by an official US Government contractor) in the vein of the Italian BM59 select fire, detachable magazine conversion. The model is still distinctly a SOCOM 16-style M14, though, as seen by its M14-type gas system.
Sniper Rifles
"AR-CL"
The strange DMR version of the "AR-C" from the previous game reappears in one of the game's DLC trailers, being used by Joseph Seed in an expansion set during the events of 5 from his point of view. It does not appear in the base game.
Barrett M82 "Cobra Assault Cannon"
Also returning from Blood Dragon is the "Kobracon", a modified Barrett M82 that originally appeared as the "Cobra Assault Cannon" in Robocop. Like the AJM-9, the Kobracon is attainable for those who own the game's season pass. In the game, the weapon is disappointingly underpowered, having the lowest base damage of any sniper rifle in the entire game, despite being modeled after a .50 BMG sniper rifle.
CZ 527
The rifle based on the CZ 527 from 5 returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity due to it using the same 3-round magazine from the previous game. Despite being a civilian weapon, the rifle is better than the preceding Arctic Warfare/Alejandro hybrid, as it has a much higher rate of fire.
Two special variants of the CZ 527 exist - "El Depredador" and the "Sobek Special".
Desert Tactical Hard Target Interdiction
The Desert Tactical Hard Target Interdiction returns from 5 as the "MBP .50" and is the last unlockable sniper rifle.
Gepard GM6 Lynx
The Gepard GM6 Lynx makes its fourth appearance in Far Cry 6, though this time it is only available as variants acquired through the game's store. It may also be a reward for or unlockable from Insurgency challenges.
"La Sorpresa"
An improvised high caliber, single-shot improvised sniper rifle appears as "La Sorpresa" ("The Surprise"), one of the Resolver weapons. It is made from an old wooden rifle stock and has a barrel surrounded by a very Lewis Gun-like shroud, and has a homebrew telescopic sight. It fires a delayed explosive round that sticks to targets and detonates after a few seconds.
SVD Dragunov
The Far Cry customary left-handed SVD Dragunov makes another appearance in Far Cry 6, usable at rank 3. It has usable iron sights be default, and as per series norm since Far Cry 3, it has standard magazines half-loaded to five rounds.
"Yaran SR-A"
The "Yaran SR-A" is a hybrid between the Cuban Alejandro sniper rifle and the Accuracy International Arctic Warfare. It is based around an AW receiver, but has an Alejandro-style barrel with iron sights and its stock is a cross between the two rifles; it also uses detachable box magazines which appear to be slightly shortened AW magazines (so that they fit flush with the stock). It is the game's default sniper rifle, available at rank 1 and among the very first weapons that Dani acquires. It is used by both enemy and allied snipers. Both the name and its in-game description imply that the SR-A is the in-universe Yaran equivalent of the Cuban Alejandro.
Two special variants, the "Mixtape" and the "Double Clutch", can also be acquired.
Machine Guns
"El Pequeño"
A makeshift handheld minigun made out of an old motorcycle or power tool engine and pipes appears as "El Pequeño" ("The Little One") among the "Resolver" weapons available to Dani. It seems to be modeled after the minigun from Terminator 2 with triple barrels like a General Dynamics GAU-19/A.
Heckler & Koch HK21E
The Heckler & Koch HK21E appears as the "MG21" and is the game's rank 3 machine gun unlock.
M249 SAW
The M249 SAW was shown as being available in pre-release footage but cut from the launch (similar to the TDI Vector in 5, which was available to certain players at launch, then removed, only to be added again in the Live Event a week later.) However, the M249 remains in the game as the icon for the machine gun category in the arsenal, and is mentioned in a note about an arms smuggling deal conducted by Bembé Alvarez. Like the previous iteration, the M249 is equipped with mostly modern furniture, but still uses the old-school paratrooper stock.
It has been fully implemented and is available in the Guerrilla Garrison or as part of a paid-for DLC addon pack.
M60
The full-sized M60 from the previous game's Hours of Darkness expansion is available, appearing as the "M60 NV". unlockable at rank 2.
M60E3
An M60E3 machine gun is shown firing in the introductory sequence.
M60E4
While originally absent from the released game, the M60E4 from the prior games is available as part of an official Rambo addon pack.
MG42
The same seemingly Aliens-inspired MG42 with a side-mounted grip from Far Cry 4 and 5 continues to appear in 6. It is obtained from a treasure hunt in the Savannah area of El Este, apparently as a gift that was part of a quinceañera (alongside an actual unicorn).
RPD
Cut-down RPDs are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.
Launchers
AirTronic PSRL
The AirTronic PSRL model reused from 5 is exclusively used by FND Special Forces operatives. It is not available to the player.
Carl Gustav M4
Once again, the Carl Gustav M4 is the game's high-level rocket launcher, known as the "RAT4". It again serves the same role as a guided rocket launcher since Far Cry 2's original Carl Gustav, and can be upgraded with lock-on rounds.
M79 Grenade Launcher
The M79 Grenade Launcher continues with its sawed-off appearance from the past two games.
RG-6
A stockless RG-6 appears as the "MGL-6" and is unlocked at rank 3. It incorrectly uses Western 40x46mm grenades rather than the proper VOG-25s; to allow this, the cylinder incorrectly hinges out to the side on its own to expose the backs of the chambers, rather than pivoting the "barrel" (actually just an unrifled tube) and front cylinder cover out to the side to expose their muzzle ends for loading (since VOG-25 grenades are muzzle-loaded). It can be modified with the two open emitter reflex sights and laser pointers.
RPG-7
The RPG-7 acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.
Explosives
F-1 Hand Grenade
Mock F-1 hand grenades appear as decorative attachments on several weapons, including the M16A1 and RG-6.
M26 Hand Grenade
The M26 Hand Grenade is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments.
Mounted Weapons
Browning M2HB
The Browning M2HB appears as one of the game's three main mounted machine guns alongside the M2 Aircraft and DShK, being found as both part of static emplacements and mounted on certain vehicles. The M2HB is very inconsistent, however - the majority of the static variants found throughout the game world have a comically slow rate of fire (comparable to semi-automatic fire) but appropriately high damage, while the vehicular variants have an extremely high rate of fire but conversely deal low damage, being unable to kill even unarmored targets with a single shot. To add to the confusion, a small number of static M2HBs get the same stats as the vehicular ones, making it generally impossible to tell the performance one would get in advance.
Breaking from the tradition of previous games, static M2HBs have a limited reserve of ammunition, with only 240 rounds that cannot be refilled. Vehicular M2HBs retain their infinite supply of ammunition, though they overheat noticeably more quickly.
Browning M2 Aircraft
The Browning M2 Aircraft can be seen as the most common static weapon in the game, as well as mounted as fixtures on some vehicles. The M2 Aircraft behaves more like the mounted FN Minimi/M249 SAW-inspired weapons from earlier installments in the franchise, firing extremely fast but dealing pathetic damage, though this time it is a .50 BMG that is performing poorly. Adding to the weirdness, most of the vehicular M2 Aircraft machine guns instead have the abysmally slow fire rate of the static M2HB, leading to the inevitable conclusion that Yara's heavy machine guns are mechanically confused.
The coaxial machine gun on FND military T-54/T-55 tanks also appears to be an M2 Aircraft judging by the barrel, rather than an appropriate SGMT or Degtyaryov DT.
DShK
The DShK returns from past installments as a mounted machine gun available in static emplacements and on certain vehicles (such as Yaran T-54 tanks and Mi-8 helicopters.) In a first for Far Cry, it is one of multiple mounted heavy machine guns available, and has a limited pool of ammo of 240 rounds like the others. Compared to the Browning M2HB and M2 Aircraft, the DShK acts as a sort of "middle of the road" machine gun that balances rate of fire and damage, and it behaves most like the M2HB and DShK from previous installments. As a static weapon, the DShK is noticeably rarer than the other machine guns.
Mounted QLZ-87
The mounted QLZ-87 from 4 return as possibly the rarest of static mounted weapons in the game (the standalone variant is unfortunately not available). Like the other static weapons, the QLZ-87 has a limited supply of 18 grenades that cannot be refilled.
SA-14 Gremlin
The SA-14 Gremlin appears mounted atop the AA turrets that Dani can find across Yara.
ZU-23-2
Oversized ZU-23 anti-air guns with double 9K38 Igla launchers are dotted around the map as targets for the player to take out if you wish to fly.
M134 Minigun
The M134 Minigun is mounted onto a motorcycle added with the Danny Trejo update.
M120 Mortar
Soldiering on from FC5 and New Dawn, M120 mortars are somehow the standard mortar used by the FND despite being a somewhat modern Israeli/US system.