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Difference between revisions of "Far Cry 5"

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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==Springfield Armory SOCOM 16==
 
==Springfield Armory SOCOM 16==
  
The "MS16 Trooper" is a reworked version of the left-handed [[SOCOM 16]] model from the previous games, though it now also has a military fire selector added, something a SOCOM 16 should not have. Like the M14 it defaults to a magazine capacity of 15, which increases to the correct 20 with the extended magazine upgrade. It unlocks at a resistance level of 3.
+
The "MS16 Trooper" is a reworked version of the left-handed [[Springfield Armory M1A SOCOM 16]] model from the previous games, though it now also has a military fire selector added, something a SOCOM 16 should not have. Like the M14 it defaults to a magazine capacity of 15, which increases to the correct 20 with the extended magazine upgrade. It unlocks at a resistance level of 3.
  
 
[[File:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]
 
[[File:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]

Revision as of 13:47, 5 January 2021


Far Cry 5
FarCry5 Teaser Poster.jpg
Release Date: March 27, 2018
Developer: Ubisoft Montreal
Ubisoft Toronto
Ubisoft Shanghai (Hours of Darkness)
Publisher: Ubisoft
Series: Far Cry
Platforms: PS4
Xbox One
Windows PC
Genre: First-person shooter


Far Cry 5 is the fifth main installment in the Far Cry series, developed by Ubisoft Montreal and Ubisoft Toronto and released on March 27th 2018 for PS4, Xbox One and Windows PC. Like the previous two numbered Far Cry games, the plot is not directly connected to previous entries in the series but the game is supposed to take place in the same world, with side-characters such as Willis Huntley returning for side-missions. The game is the first in the series to feature player-controllable armed airplanes and helicopters.

Far Cry 5 is the first entry to take place in the United States, and sees the player take on the role of an unnamed Junior Sheriff's Deputy (only ever called "Deputy," "Rookie," or "Rook," and whose appearance and sex can be chosen by the player) in the fictional Hope County, Montana (which is stated to be "a few hours" southwest of Missoula). There, the Deputy finds him or herself in conflict with The Project at Eden's Gate (due to their acronym PEG, known as "Peggies" by the locals), a militarized doomsday cult led by radical preacher Joseph Seed who styles himself as "The Father." His sister and two brothers serve as his subordinate "Heralds," each controlling an area of the valley which encircles Hope County. After an attempt to arrest Joseph Seed for kidnapping goes predictably wrong, the Deputy is divided from the rest of the police unit and must join the resistance in Hope County with the ultimate goal of rescuing the other officers and bringing Joseph in.

The season pass content was three additional storylines which were more or less whole other games: one is set during the Vietnam War (Hours of Darkness, released on June 5th 2018), a second has side-characters Nick Rye and Hurk fighting alien arachnids on Mars (Lost on Mars, released July 17th 2018), and the third is framed as a series of zombie movie pitches by the character Guy Marvel (Dead Living Zombies, released August 28th 2018). The former two have new sets of weapons associated with them, though Lost on Mars only has sci-fi space guns not based on any real-life firearm: the final DLC uses mostly existing assets, adding only one gun and unlocking another in the base game. Each of these releases also included a new pack of assets for the map builder, Far Cry Arcade, which also includes assets from Far Cry 4 and Primal, Watch_Dogs, Assassin's Creed Unity and Assassin's Creed IV: Black Flag.

Far Cry New Dawn is a spin-off released on February 15th 2019 for PC, PS4 and Xbox One. It takes place seventeen years after the original game, using its "Resist" ending. In those seventeen years, the only new weapon anyone has invented is a sawblade launcher: all of the other weapons are minor model variations of those listed below, with various straps and bits of metal added and words like "rusty" and "makeshift" appended to their names. The only notable difference in weapons aside from the aesthetics (and game stats) is that many of them received new animations.

The following weapons appear in the video games Far Cry 5 and Far Cry New Dawn:


Overview

The quick select, showing the grid view exclusive to the PC version. There is also a new category for breakable melee weapons, but IMFDB does not care about that.
The "wheel" version of the same menu for the consoles, which is also an option for the PC version. On console or when using controller on PC, firemode selection and changing ammo type can only be done via this interface.

Far Cry 5 substantially alters the systems of previous games, with some improvements and some rather strange omissions. The player character starts off able to carry two firearms: one slot is fixed to a "sidearm" that can be used in vehicles, while the other can be any weapon the player desires. The two additional slots are unlocked via a perk system (as the system of crafting inventory-expanding items from animal skins has been completely removed: skins are now exclusively to sell for money), with points in this system gained by completing in-game challenges to do a thing a certain number of times, or by finding survivalist manuals that are worth one perk point each. The inventory also has three slots for throwing equipment each of which has three options: the arsenal includes molotovs, remote and proximity C4 charges, fragmentation grenades, dynamite, pipe bombs, throwing knives, smoke grenades, and "bait" for drawing animals to a specific location. All of these are assigned a single generic "throw" button, so some fiddling around can be necessary to locate the right one. Some of these weapons can be crafted from items found in the game world, but most can only be picked up. A secondary "utility" menu contains items such as the fishing rod, repair tool, craftable "homeopathic" boosts which are certainly not drugs, and so on. Oddly, the health restoring syrettes are now medkits, and it is impossible to craft more while on the go: as compensation the player character's entire health bar will now regenerate rather than it being divided into segments.

As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the "AR-CL" (classified as a sniper rifle) still uses rifle ammo. One limitation in the game is related specifically to ammunition: only some weapons can damage aircraft with their standard ammunition, these groups including the .50 cal weapons (.50 cal is a distinct ammo type), machine guns and mounted weapons.

Weapons are gained from stores or travelling gun sellers who act as stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign, which is increased by completing side-missions and story objectives. Unlike in prior games, only finding weapons in the game world will unlock them for free (aside from mission and Live Event rewards, preorder bonuses and other DLC, and the MP5K unlocked via uPlay): gaining the relevant level simply allows a weapon to be bought.

Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. While types of accessories are cut down a little, almost every weapon can mount something and many weapons have options beyond what one would normally expect, such as being able to mount suppressors and telescopic sights on shotguns. Many weapons now also have selectable fire modes, and most can fire at least one additional type of ammunition from a reserve more limited than the weapon's standard ammo type. Special ammo is very occasionally found in the game world or on enemies, but the main source is unlocking the "black market" perk which allows it to be purchased from the items menu at stores.

The "Signature" weapon category no longer really exists, instead there are "Prestige" weapons. These guns are bought at the store, some after satisfying specific conditions. Unlike prior games, they do not have fixed modifications, only their color scheme being locked. They do not seem to have any special bonuses either, just being a variant with a unique look (though they count as a different weapon and so need their own accessories bought). These weapons (and similar "prestige" vehicles and even clothing items) can also be unlocked using a second currency, "silver bars," which can be found in small quantities after liberating enemy bases, gained in small quantities by completing uPlay's weekly "club challenges" and levelling up in Far Cry Arcade, or purchased in bulk using real money from the online store. However, there is nothing in the game that can only be acquired using silver bars. Following release, a series of weekly "Live Event" challenges starting on Tuesdays and lasting until the following Tuesday, offered exclusive rewards which included new weaponry: in general, the Live Event itself rewards a free version of the weapon with a special color scheme, with a regular version of that weapon becoming permanently available to buy in the store with normal currency or silver bars after the event concludes.

Hours of Darkness has no such system: guns are simply picked up from enemies or found in the world, with no means of customizing them. Suppressed weapons can often be found squirrelled away in Vietcong bases. The guns from Hours of Darkness do, however, unlock in the main game's store with their own custom options (along with a new helicopter, a selection of Vietcong trucks and some VC and GI outfits). Lost on Mars instead only has a store with weapons not found in the game world, but there is no upgrade system for guns. Dead Living Zombies is the same as Hours of Darkness, save for it being rare to encounter armed enemies since most opponents are zombies: weapons are mostly found lying around in the world, with better ones found off the beaten track. "Super" versions of weapons with ridiculously large magazines and multiple accessories can be found, too.

Oddly, the game defaults to an offset aiming mode where the crosshair is in the lower part of the screen rather than centered, and the weapon models are correspondingly lower down. The screenshots on this page reflect the game with a centered crosshair.

Pistols

All pistols count as sidearms and aside from the Desert Eagle (which somehow fires .50 BMG) use a generic type of pistol ammunition that is apparently simultaneously .45 ACP, 9mm and .44 Magnum. There is a special armor-piercing variety available too.

Beretta 92FS

A Prestige "Red Flag" Beretta 92FS, referred to as an M9, was added to the game during the sixth Live Event as a reward for playing featured maps in Arcade for 40 minutes: it features an Eden's Gate themed skin complete with SINNER printed on top of the barrel. In terms of stats the weapon is identical to the SIG-Sauer P226R: also like the P226R, it defaults to a reduced capacity 10-round magazine (it may not be a coincidence that Berettas and P226s are sold with 10-round magazines in Canada, where the game was made) which certainly would not belong in a military M9. This increases to a still too-small 12 with the extended magazine upgrade.

While the default paint scheme for the Beretta released after the Live Event is an odd variation on the theme of Inox, the "How I Like My Coffee" scheme creates a standard black 92FS.

In the base game the Beretta 92FS is only present as an icon that appears in the pictured weapon selection menu on both perk menu entries for extra weapon slots.

Beretta 92FS - 9x19mm
The "Red Flag" version of the Beretta. While the description is lying about it being meaty or powerful, it does make a sound more akin to a cannon than a pistol.
Standard version with the "How I Like My Coffee" paint scheme.
The Deputy holds her Beretta 92FS as her pet cougar dramatically lunges at a highly dangerous nothing.
Reloading the Beretta involves the use of actual ammunition, though the nose of the next round down really ought to be visible if there is more than one round in this magazine. Close up, a "cal. 9x19mm" note which really doesn't belong on a Beretta can be made out, as well as the serial number area saying "E9M21945." Since the lettering doesn't actually begin "M9" there is no real reason to call it one. Note also that the area of the slide bearing Beretta's trademark has been conveniently ground flat, presumably by the cult's elite squad of lawyers.
Empty-reloading the Beretta: note the locked-back slide. As with the other semi-auto pistols, it helpfully grows an accessory mount if an optic is mounted.
The Deputy holds the black version of the regular Beretta fitted with a reflex sight, wondering how this boat and jetski just failed to collide.
As she reloads, her dog peeks into shot to admire her trigger discipline.
The icon of the Beretta can be seen in the right-hand slot of the weapon wheel. This is the only place it appeared in the base game.

Beretta 92FS Inox

The default paint scheme for the "M9" that was unlocked following the sixth Live Event makes it a customized Beretta 92FS Inox with a stainless frame and barrel but a standard slide. More curiously, it also has a stainless magazine with this paint scheme.

Beretta 92FS reverse two-tone (Inox frame, blued slide) - 9x19mm
The semi-nox on the menu: note that unlike the above it has a stainless barrel.
The Deputy aims her partnox at some illegally parked trees.
Reloading, the Deputy seems to have decided that putting an Inox magazine into the pseudonox will make up for the slide.
Pulling the slide on an empty two-tone Beretta.
Aiming a suppressed 92FS with the "Wood in Your Grip" skin, which flip-flops the two tone scheme and adds brown grip panels.

Beretta 93R "Auto 9"

In one side-mission a director making a movie based on Far Cry 3: Blood Dragon is encountered: near the set is a board with the cover art for the game, showing Rex Power Colt holding his Beretta 93R "Auto 9". The gun is made playable in New Dawn, and named AJM9 like in its Blood Dragon incarnation.

Beretta 93R "Auto 9" - 9x19mm
The Deputy feels deep existential confusion after discovering the Far Cry games exist inside their own universe.

IMI Desert Eagle Mark XIX

The tenth weekly Live Event awarded a reworked version of Far Cry 4's Desert Eagle Mark XIX, meaning Far Cry 5 is no longer the only numbered Far Cry game to not include one: this Live Event was later repeated in the week beginning the 14th of August 2018. The new model is a current-production variant with a railed barrel and the newer safety catch, and comes with a more than a little impossible 10-round magazine. It still goes by the name "D50" with the reward version called "Sovereign." This was awarded for killing and looting four bears using only handguns, which for once provided a legitimate use for the ability to equip four .44 Magnum revolvers at the same time. Per the usual standards, a normal variant was added to the store at the end of the Live Event: this version defaults to a standard black frame with a grime-stained chrome slide and barrel.

It has the same damage rating as the RPG-7, but comes with the ludicrous drawback, both in terms of gameplay and reality, of using the .50 caliber ammo pool for sniper rifles instead of using pistol ammo, presumably meaning the developers have confused .50 AE with .50 BMG. When it was added to the game, switching ammo types made it fire armor-piercing pistol ammo instead of armor-piercing .50 cal ammo: something of a benefit since this was cheaper and had a much larger ammo cap. Unfortunately this was "corrected" in the 1.9 patch on August 8th 2018, and it now uses armor-piercing .50 cal ammo as its alternate ammo. It has the additional drawback of being the only semi-automatic pistol that cannot mount a suppressor.

Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE
Desert Eagle on the menu: these rewards have experienced a notable decline in horrible pun descriptions lately.
"What about Robocop?"
The Desert Eagle's alternative paint schemes allow a series of crimes to be committed against it.
Feeling this whole republic thing isn't really working out, the Deputy decides to try a Sovereign.
Later she reloads her Desert Eagle as she watches her cougar glare a bear to death.
The empty reload gives a nice look at the Desert Eagle's detailed chamber and the current-production safety. We have clearly come a long way since Jack Carver's days of firing it with the safety on and the hammer uncocked.
Like Jason Brody, the Deputy finds she has to resort to bear blasting because she is too extreme for normal sports.
Reloading: note that the round at the top of the magazine is visible in the open action.
It also defaults to having a nice set of illuminated iron sights rather than forcing the Deputy to pay extra for that privilege.

Luger P08

Pre-release trailers briefly showed the Deputy using a Luger P08, but it did not appear in the base game, with only references to a weapon called "P08" remaining in the game files. The patch notes for version 1.7 (released June 14th 2018) included "Fixed an issue with missing SFX when reloading the P08 in certain situations," which strongly suggested it would be released soon.

Sure enough, the weapon was added as the reward in the thirteenth Live Event starting on July 3rd 2018, with the "Pastel Power" Prestige variant being awarded for recovering an "animal heart" item from animals killed by the cougar or bear animal companions. Due to some kind of server-side shenanigans, the regular version was not available until the following Thursday, July 12th. The game ultimately solves the thorny problem of how on Earth the P08 should mount optics with a simple solution: it can't mount any. The weapon can best be described as "bog-standard:" it lacks any real stand-out features compared to the existing semi-auto pistols, save for how large the two suppressors are when they are mounted on it. It correctly has a standard capacity of 8 rounds, though the extended mag upgrade increases this to an incorrect 10. It would make more sense (and provide some actual benefit to the weapon) if it were able to use the 32-round Trommelmagazin 08 from the "Artillery" variant of the Luger, though this would require it to become the only weapon in the game with a modelled alternative magazine.

Luger P08 - 9x19mm. This is a blank adapted movie gun.
The Prestige Luger has a suitably embarrassing paint scheme.
Accuracy is not really a required feature in a blank-firing gun.
Encountering one of those blasted newfangled flying contraptions, the Deputy pulls out her Luger and vows to give it what for.
Firing the Luger: as one might expect, the toggle lock cycles nicely.
Having acquired her Luger just in time for the fourth of July, the Deputy performs a suitably patriotic reload.
The Deputy holds a less embarrassing Luger as she looks over a majestic scene, including a lake which has been discolored by deposits of geology leaking into it from the surrounding rocks.
One of the paint schemes for the Luger gives it metallic highlights and a nice ivory-effect grip, though it still has a grip texture that obviously belongs on wood. Note the size of the suppressor: mounting this renders the iron sights rather useless. This happens with several of the pistols, but the Luger suffers most due to its inability to mount optics.
Normally, the Deputy will reset the toggle action by palming the action...
...however, they give it a tug instead if reloading while continuing to aim the P08.
The Deputy firing the Luger while aiming down the sights during the "The Sermon" trailer. Prior to the Live Event, this was the only place it had ever appeared.

Luger Carbine

A stockless, grip safety-less, and slightly too-short Luger Carbine with normal P08 iron sights called the "P08-L" was added to the game in Title Update 11 on September 27th 2018. It is essentially the same as the regular P08 save for having one less point in the "handling" stat, with the main benefit being that this variant can mount optics.

Luger Carbine - 7.65x21mm Luger
You'd think it would at least get a boost to accuracy, but hey. For something else of note, note how compressed the foreend and the barrel are, especially visible when comparing the weapon icon with the reference image.
The Deputy holds the long Luger up after brushing against a tree stump.
Due to the longer barrel, the front sight is a bit high when aiming this variant.
Reloading.
Palming the toggle-lock, note a round is visible in the magazine.

Makarov PB

The Makarov PB, as in previous games using its GRAU designation "6P9," was added to the main game's store as part of the Dead Living Zombies DLC, despite that it does not seem to actually appear in the DLC. Like the Luger, it cannot mount optics: its only attachment options are an extended magazine (increasing the capacity from 8 to 10 rounds) and a unique suppressor, both of which are unlocked for free along with the weapon. As before, the integral rear suppressor does not function. However, unlike the PB from previous games, the attachable suppressor has a unique model that more closely resembles the real PB suppressor. It is free in the shop if the player owns the DLC, and is something of an oddity, sporting the highest base accuracy and handling of any pistol, but a comically low damage rating of 2.

Makarov PB with secondary suppressor - 9x18mm Makarov
The base version of the PB on the store menu. The description is half right: the weapon has a detachable suppressor and an integral one.
And here it is, finally not just the generic suppressor model.
Having decided to purchase her PB in installments, the Deputy admires the less-than-effective result.
Pulling back the slide after reloading gives a good view of the unusual layout of the PB.
Having finally acquired the secondary suppressor for her PB, the Deputy uses it as she respects a rattlesnake's desire for her not to tread on it.
Interestingly in a game which mostly has pretty conservative reloading animations, the PB gets itself a flashy Far Cry 2-style wrist-flick to eject the magazine.
The Deputy then threatens the PB with a magazine with ammunition in it in order to dissuade it from jamming or exploding.
Unfortunately, the PB's selection icon does not get its own custom suppressor.

SIG-Sauer P226R

The SIG-Sauer P226R appears in game as the "P226," and is unlocked after achieving a resistance level of 1. It fires faster than the SW1911, with the downside that it is weaker and costs money since it cannot be acquired for free from enemies. Since it is extremely easy to pick up an M11/9 from a sniper or rocket launcher cultist before even getting a resistance level, it is not a weapon that is likely to see all that much use.

As with the Beretta 92FS, by default the P226R only has a 10-round magazine, which increases to 12 with the extended magazine upgrade.

SIG-Sauer P226R (Two-Tone) - 9x19mm
Menu image of the P226R. Despite the game noting that this gun is used by police departments, the police seen in the game all use SW1911s. The damage rating of 4 and range of 5 means it rather absurdly does the same damage and had the same range as the 5.56mm AR-C before patch 1.6. It is, however, worth noting that the shop stats are completely arbitrary figures which are not derived from the .ark files that actually contain the weapon code.
It is not clear how American this would actually be.
The Deputy holds a P226R equipped with an optic after scaring her dog by exploding a random fuel can.
Disappointed that the game has no SKS to grab before she gets inna woods, the Deputy has to make do with her P226R. Reloading shows off the rail mounted when the P226R is fitted with an optic, and also the mounted "red dot sight," which appears to be an Aimpoint Micro with the positions of the illumination control and windage and elevation screws reversed.
Reloading the "Amendment 2," the Deputy just can't shake the feeling that someone is trying to suppress her freedoms.
Aiming a full-nickel P226 at a cultist.
The Deputy releases the slide after administering due process.

Single Action Army

A crudely drawn Single Action Army can be seen on a billboard.

Colt Single Action Army with 4.75" barrel, case colored and blued, referred to as "Quick-Draw" or "Civilian" model - .45 Long Colt
FC5-SingleActionArmy.jpg

Smith & Wesson Model 29

All variants of the revolver default to a blued finish and the first two are therefore Smith & Wesson Model 29s rather than 629s as before. The first is unlocked to buy by default and is also used as a sidearm by some cultists, looks to have a 4" barrel and is simply called the ".44 Magnum," while the second is 6" or so, requires a resistance level of 3 to unlock, and is called the ".44 Magnum L." The Digital Deluxe Pack included with the Deluxe, Gold, The Father and Hope County MT editions of the game (and which post-release can be purchased as paid DLC) also included a free variant of the 6" version called the ".44 Magnum Steel & Ivory," which features a wavy Damascus-style finish on the metal parts.

The barrels of these variants are rather chunky and have an incorrect extractor rod housing with a flat vertical front. The new front sight appears to have been referenced from a Model 17 rather than a Model 29. All of the Model 29 and 629 variants will have a rail added to the top of the frame and part of the barrel if an optic is equipped.

The six-inch model is also one of the available sidearms in Hours of Darkness.

Smith & Wesson Model 29 with 4" barrel - .44 Magnum
Smith & Wesson Model 29 with 6" barrel - .44 Magnum
The basic short-barreled version in the menu. Patch 1.5 increased the accuracy, damage and handling stats by one point each.
The standard-length "L" variant, which has boosts to accuracy and range. Note the incorrect front sight, weird extractor rod housing, and mandatory Dirty Harry reference. The "L" variant's damage was also increased to 7 by the patch.
The "Thanks for your pre-order, have an overpowered gun" variant. This also got its damage increased to 7.
The Deputy holds her Model 29 as she prepares to arrest a grain silo for violating the laws of thermodynamics.
Reloading the six-inch Model 29: note the incorrect front sight.
Reloading the basic short-barrel version: note the speedloader in the Deputy's left hand. This animation is a lot less flashy than the reload for the 629 in the previous games, as well as a fair bit less physically impossible.
After discarding the speedloader, she sees all the struck primers and realises she has loaded her gun with rounds that have already been fired.

Smith & Wesson Model 629

The two highest-level variants of the ".44 Magnum" variants are based on the Smith & Wesson Model 629 "Stealth Hunter" as before. The lower-level model is called the "Sixer," unlocks at a resistance level of 5, and has a thinner barrel than the normal Stealth Hunter with a compensator. The normal Stealth Hunter is the last to unlock at a resistance level of 9, and is called the "Cannon."

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
Menu image of the "Sixer," named after the Signature Webley Mk VI revolver from Far Cry 4 that everyone used once then ignored. Both 629 variants had their damage increased to 7 by the 1.5 patch.
Menu image of the "Cannon." The level nine unlock requires the player to have essentially beaten the game before they can get their hands on this. Though since it has the same stat line as all the variants except the snub, it is not at all clear why.
The Deputy holds the "Sixer" fitted with a scope as she witnesses her pet cougar turning up her nose at a perfectly good meal.
Later she reloads her "Sixer," as part of a plan she and a random militiaman have hatched to defeat Faith Seed's teleporting-and-complaining powers by ignoring her. Note that all the primers are struck on the ejected rounds too: they are like this regardless of how many shots have been fired. Unlike previous Far Cry games, the extractor rod actually moves.
After wasting her money on the "Cannon" variant, she watches as a very understanding gas station experiences a sympathetic detonation.
Reloading the "Cannon:" as with other Model 29 and 629 variants, the cartridges are no longer too long to fit in the cylinder.

Smith & Wesson SW1911

An M1911A1-style pistol, mostly modeled after the Smith & Wesson SW1911, appears as the "1911". Though Far Cry 3 and Far Cry 4 also used the "1911" name, they instead featured the Kimber Warrior. The base variant is relatively uncustomized, but extensive modification is available. By default, it is equipped with an 8-round magazine. It strangely has a 1911A1-style trigger, instead of the three hole trigger that the SW1911 normally has, and also does not have the SW1911's external extractor.

The 1911 is the first weapon acquired unless the player goes out of their way to avoid it, and is the favored sidearm of both generic allied resistance members and hostile cultists. The 1911 also appears to be the standard sidearm of the Hope County Sheriff's Department being carried by all of its officers, and one is also (inaccurately) carried by US Marshal Burke in the first segment of the game (the United States Marshals Service issues Glock handguns in .40 S&W - no M1911 variants were authorized as service weapons at the time of the game’s release.). Amusingly, during the intro when it is stated that the cult "don't respect badges," Marshal Burke grumbles that "they'll respect a nine millimeter," making it seem like the problem is that he bought a .45.

The pistol returns in Hours of Darkness as the main sidearm for most enemies and allies, and like the base game is usually the first firearm acquired (there is a Smith & Wesson Model 29 hidden before it). The model is unchanged and is thus anachronistic for the period that the DLC is set. Additionally, its appearance as the standard sidearm for Vietcong soldiers is odd - while North Vietnamese troops did on occasion make use of M1911-style pistols (including handmade copies), Soviet-designed firearms such as the Tokarev TT-33 and Makarov PM were infinitely more common.

Smith & Wesson SW1911 - .45 ACP
The basic 1911 in the store. Without an optic fitted, the rail mounting is not present. The description is a rather blatant lie since the base model is a 1924 M1911A1 rather than a WWI-era M1911, nevermind that the SW1911 has only been produced since 2003. This is a pre-1.5 patch shot: the "handling" stat of all versions of the SW1911 was reduced from 8 to 7 by that patch.
The "Shark" variant wants you to be very scared of the recoil spring.
It is not at all clear why this variant is called "Toaster" or why it is said to be chrome when its actual gimmick is a fancy floral engraved slide.
The "Aerial Force" variant is part of a pre-order DLC pack that rather more usefully includes a free attack helicopter. This is now part of the paid DLC "Deluxe Pack."
The "Doomsday Prepper" variant is another pre-order DLC model, and doubtless will lead to 9mm fans grumbling about how entirely too realistic it is for the game's version of America to contain a million identical M1911 variants. As of May 8th 2018, this variant is also part of the "Care Package" pack which is free to Season Pass holders or available as paid DLC.
The "Golden Aerie," a long-barrel "prestige" variant with a compensator. Strangely, it seems the basic "1911 Extended" that this is a prestige version of is not actually in the game. This version got shoved out of the "featured" tab in patch 1.5, and is now relegated to being listed with the other sidearms.
Like the Kimber of old, the SW1911 has a tendency to grow a rail mount in cutscenes, such as this one where Marshal Burke decides to explain his escape plan to his pistol rather than the Deputy.
The Deputy holds the SW1911 after surviving a foolish attempt to achieve anything through the use of a helicopter in a videogame cutscene.
Having escaped from that forest and into a different forest, she reloads her SW1911, wondering why she would need to use the BINOCULARS to see something twenty yards away.
As she does battle with the cult's elite "idiot on a jetski" unit she reloads the "Golden Aerie" variant, giving a nice view of the added compensator; unfortunately, the in-cover positions for this weapon show that the "ports" in the compensator are actually solid. Furthermore, as this shot shows, the compensator is somehow affixed to both the barrel and the guide rod; this would lock the guide rod and barrel relative to each other, which would prevent the latter from shifting back and tilting (as is necessary to unlock and cycle the action), effectively rendering the pistol inoperable.

Submachine Guns

Submachine guns now all run on "SMG ammo" rather than the TEC-9 using pistol ammo as in Far Cry 4: this is in spite of the fact that all of the SMGs in the game using 9x19mm or .45 ACP ammo as the pistols do. A special armor-piercing variety is also available.

SMG ammo is noticeably rarer in Far Cry 5, as there are no longer any enemy classes that solely wield SMGs (Far Cry 3 and 4 had SMG troops called "Chargers" armed with PP-19 Bizons), but SMG ammo can still be acquired from the M11/9s carried by snipers and rocket troops.

Cobray M11/9

The "SMG-11" in this game, rather than being a MAC-10 as in several other recent Ubisoft titles, is a Cobray M11/9, or to be more exact an SWD M11/9 since it is select-fire and has the correct pin placements and fire selector location. It is incorrectly called "MAC-11" in Far Cry Arcade. It can be distinguished from an Ingram-made MAC by the almost symmetrical length of the receiver forward and rear of the pistol grip, as opposed to the shorter rear of a MAC. It has a taller MAC-style charging handle with a notch cut into it so it does not disrupt the weapon's sightline: this type of charging handle is available for an M11/9. It also has a MAC-style stock, though it would only take about two minutes with a hacksaw to remove the extra wire loop from the Cobray stock.

In the initial Far Cry 5 demos it was called the "M11A1," which is a name more commonly applied to the MAC-11 rather than the M11/9. Markings on the M11/9 correctly give the caliber as 9x19mm: though it defaults to a capacity of 24 rounds, the extended magazine upgrade gives it the correct 32.

Like the real gun, it has semi and fully automatic fire modes. Unlike the real gun, it is very controllable in fullauto. As with the low-level SMGs in the previous Far Cry games, it is the default sidearm for enemies with sniper rifles or rocket launchers. Willis Huntley also uses one in the side-mission he is encountered in.

SWD / Cobray M11/9 SMG with folding stock - 9x19mm
The M11/9 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. The description invents the class "subcompact machine pistol," which would only really make sense if it was a gun designed to be used by mice.
The Deputy holds her recently pilfered M11/9. Note that the fire selector is pointed to semi and the top part of the rear sight is missing: it should be a peephole rather than a notch.
Reloading the M11/9 in its standard colour scheme shows a flimsy attempt to hide this by adding "safe" and "fire" markings, nevermind that M11/9s do not use HK-style fire selector color codes (the settings are marked "SEMI" and "SMG") and the M11/9's safety is a slider inside the trigger guard, which is completely missing on the in-game weapon. Note the long rear of the receiver which shows this is not a MAC.
The in-world model makes this even clearer.
Later the Deputy reloads her custom M11/9 with a Prestige color scheme and an optic fitted: doing the latter fits the M11/9 with a rail system more commonly seen on Airsoft guns, complete with a side extension to the charging handle. It also prevents the selector from ever being put into the "auto" position. The Deputy is thankful that this cannot stop her, since as an American she has an inalienable right to harm bears.
Pulling the bolt back on a suppressed Cobray during a hostage rescue.
Reloading again, this time using the charging handle extension under the RIS mount.

CZ Skorpion vz. 61

The Sa vz. 61 Skorpion returns in Far Cry 5 as the "Skorpion." Like the M11/9, it is part of the "sidearm" class of weapons, allowing it to be fired while the deputy is driving a vehicle or on a zipline. The weapon utilizes the game's new select-fire capability, but in an unusual way - fully automatic fire and a three-round burst are the only options, while semi-automatic is not. Obviously this is not how the Skorpion actually operates. Interestingly, there is actually an animation for this, with the fire selector visibly changing position, though it simply does so by itself rather than requiring any encouragement from the player character.

The Skorpion unlocks at a resistance level of 2.

A suppressed version can anachronistically be found in Hours of Darkness. While older vz. 61 Skorpions did see use in the Vietnam War, the updated CZ vz. 61 E that Far Cry 5's Skorpion is based on was not produced until the 1990s.

CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
You know, you shouldn't act like guns have feelings. They hate that.
The ludicrously expensive "Big Spender" prestige version is at least aptly named.
The Deputy holds a scoped, suppressed Skorpion as a dying cultist tries to persuade her dog to be his successor.
Reloading her Skorpion, she instantly regrets upgrading it to have a fancy stainless steel finish on a sunny day.
Having finally taken leave of her senses enough to buy the "Big Spender" version, the Deputy takes it out for a spin.
Reloading provides a suitable display of patriotism.

Heckler & Koch MP5A3

The same Heckler & Koch MP5A3 from Far Cry 3 and 4 with the unusual vented handguard reappears in Far Cry 5. This time, the weird rear sight has been replaced with the normal diopter rear sight. The reload is now correct; instead of the motorized cocking handle from the previous two games that locked back on its own during an empty reload, the Deputy now locks back the bolt handle themselves: the charging handle also does not reciprocate when the weapon is fired as it did in the last two games. Despite having an S-E-F lower, the MP5 has auto, semi and burst modes, defaulting to burst for some reason. It is unlocked to purchase for achieving a resistance level of 1.

As with the Skorpion, the fire selector on the MP5s actually moves to show the current fire mode. Strangely, rather than just inventing an extra fire selector position or having no "safe" position, the MP5s all use the fully up position (actually "safe") for both burst and auto, and the middle position as semi.

Heckler & Koch MP5A3 - 9x19mm
Vented handguard for MP5 and HK94
MP5A3 on the store menu. Strangely, the gun has been reworked with an SEF trigger pack with upside-down selector markings, with the old model's Navy fire selector pointing at the position marked as "auto" which is actually "safe." This is an all-new mistake for Far Cry 5 given it was pointed in the right direction and on a Navy trigger pack in 4.
Like any good Far Cry protagonist, the Deputy understands neither the concept nor function of a suppressor.
Reloading: unlike in the last two games where the charging handle would helpfully put itself into the locked position at the start of the animation, the Deputy locks it back by hand. This is done for the empty reload animation or when changing ammo types, otherwise the handle is not touched and the Deputy simply switches mags.
The Deputy empty-reloads his MP5 while admiring several trophies inside a lodge.

Heckler & Koch MP5K

The Heckler & Koch MP5K appears as the "MP5K". It is one of the "Club Rewards" for using Ubisoft's uPlay service, and costs 20 points to unlock. Oddly, it still counts as a full-size weapon and cannot be equipped to the sidearm slot. It has the same fire selector options as the MP5A3 and MP5SD3.

A Prestige variant, "American Muscle," was added on May 8th 2018 as part of the "Care Package," a pack provided free to Season Pass holders and available as paid DLC outside this.

Heckler & Koch MP5K - 9x19mm
The MP5K here is shown on the customize menu rather than the buy menu, showing the various options. The two suppressors are a round one and a design very obviously based on the SilencerCo Osprey: these two are just cosmetic options. Above are the various scopes, which change size to match the weapon they are mounted on, leading to comically tiny ELCAN scopes on some weapons.
The "American Muscle" variant somehow resists repeating the joke about it not even being an American gun.
The Deputy holds her MP5K as she discovers a sign indicating a carpole lane.
Iron sights of the "American Muscle" variant: note the now-correct drum diopter rear sight rather than the weird thing the two previous games have used for their MP5s.
Reloading: as with the other MP5s, the safety is on.
The "American Muscle" variant allows her to perform the same action but in a much more patriotic fashion.

Heckler & Koch MP5SD3

Rounding out the MP5 family, the Heckler & Koch MP5SD is also available in the submachine gun arsenal as the "MP5SD:" it last appeared in the series in Far Cry 2. While interesting from a variety standpoint, there is no tangible benefit to actually using the MP5SD3 in the campaign, as the regular MP5A3, unlocked significantly sooner (at resistance level 1 rather than 8), can itself be equipped with a suppressor to make it completely identical stat-wise and only slightly more expensive. It has the same fire selector options as the MP5A3 and MP5K.

The Hours of Darkness DLC unlocks a Prestige variant, rather unimaginatively named the "Hours of Darkness" variant adorned with gold inlaid flowers and scales as well as a South Vietnamese flag tricolor red bars on the mag.

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Unfortunately the front of the integral suppressor appears to have contracted some kind of vile disease. This is actually because, for no apparent reason, the integral suppressor is made from the same round suppressor model used by the other weapons.
Presumably this is the reward due to the more stealthy gameplay of Hours of Darkness.
The Deputy holds her MP5SD as she looks over the ruins of an old aqueduct leading down from the mountains.
While looking for Captain Price, she reloads her MP5SD. Note the fire selector: this is the position used for burst and auto...
...while semi correctly uses the middle position.
HK-slapping the MP5SD after rescuing a veterinarian.
The Deputy holds her vaguely-Vietnam-themed MP5SD3 as she admires a helicopter that has the Vietnam theme thing down a little better.
Reloading shows a South Vietnamese flag theme on the magazine but a star on the receiver, leading to some question as to which side this gun is supposed to be on.

Intratec TEC-9

Returning from Far Cry 4, the Intratec TEC-9 again reappears as the "A-99." As with the Vz. 61 and the M11/9, it is classified as a sidearm alongside the handguns, which allows it to be used from a vehicle or while zip-lining. It inaccurately has auto and semi-auto fire modes, a feature which never existed on the TEC-9: auto-converted TEC-9s are auto-only, not select-fire.

Oddly, despite that a modelled drum magazine already existed in Far Cry 4, the Far Cry 5 TEC uses the same straight magazine even if the capacity is upgraded. In addition, the ELCAN-style tube reflex sight's quick-release lever clips partway through the TEC's charging handle, which it did not do in the previous game.

It is the last of the automatic weapons in the sidearm class to unlock, requiring a resistance level of 5.

Intratec TEC-9 - 9x19mm
TEC-9 on the store menu. As before, it has both the side-mounted rear sling mount of a TEC-9 and the removable rear-mounted sling mount of a TEC-DC9. The charging handle seems to be pushed down here, meaning the safety is on, but it is not in the game itself. The description is a slightly wide-of-the-mark reference to the use of the TEC-9's older brother, the Interdynamic KG-99, in the classic 80s TV series Miami Vice.
The Deputy holds a suppressed TEC-9 at the conclusion of a series of remarkably stupid decisions by all parties involved. Note that unlike in Far Cry 4 where Ajay held the TEC-9 by grasping the magwell, the Deputy is shown using the magazine as a grip.
Reloading: note the lifted-up charging handle meaning the safety is not on, and the unfortunate way it clips through the base of the scope.
Aiming a TEC-9 while blasting away at one of Faith's "Angels," not to be confused with the Deputy's shovel-armed cooperative partner seen on the left.
The Deputy rechambers his TEC while The Shovel Knight rushes away to send cultist to their early graves.

Izhmash PP-19 Bizon-2

The Izhmash PP-19 Bizon is added to the main game's store as part of the Dead Living Zombies DLC, keeping its "BZ19" moniker from previous games, as well as its left-handedness. As in previous games it is a very powerful weapon, boasting a 64-round magazine, the same damage as the .45 ACP Vector, and a slower rate of fire more conducive to accurate shooting. Equipping an extended magazine increases the weapon's capacity to an absurd 84 rounds (though still less than Far Cry 4's version, which held an even more impossible 100 rounds when upgraded). Oddly, as well as being given for free if the DLC is owned, the Bizon also comes with the ACOG sight, ELCAN-style tube reflex sight, both suppressors and the extended magazine already unlocked. Like most of the SMGs it starts out in three-round burst mode, which is not a feature on any real version of the Bizon. The PP-19 isn't very common in the United States; a more setting-appropriate choice would have been a Calico M960 or American-180.

A "super" version of the Bizon appears as the special weapon for the Dead Living Zombies mission Escape from the Rooftop. This special version comes with a suppressor, tube reflex sight and 96-round magazine.

PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov
This joke would work a bit better if the Bizon-2 wasn't weird-looking to begin with.
The Deputy uses her left-handed Bizon to open fire on a bear, too distracted by her gun ejecting a spent casing that is facing backwards to pull off the originally planned pun that involved shooting a bison. As with several other returning weapons like the RPG-7, the Bizon is not only held much closer to the screen, but for some reason also slightly tilted to the right.
The player character in the Dead Living Zombies level Escape from the Rooftop uses the "super" Bizon: this variant was actually added to the Far Cry Arcade editor some time before the DLC came out.
The Deputy reloads the Bizon after killing something that also isn't a bison. Unlike 3 and 4, the Deputy of 5 visibly engages the magazine release with their left hand when reloading.

MP34

A Prestige "Rye & Sons" version of the Steyr MP34 from Far Cry 4 (with added pointless MAC grip strap) was the reward for completing the eighth Live Event by having AI companions kill at least ten enemies: it was later offered again during the first repeat Live Event starting on August 7th 2018. It has more or less the same stats as the MP40, with just the rate of fire and handling swapped around. The MP34, like the MP40, is locked to full auto, though true Steyr MP34s were select-fire weapons. Like its Far Cry 4 counterpart, it is inaccurately depicted as a closed-bolt weapon.

The standard version had a rather odd release: rather than being added once the Live Event finished, it was first added to the Far Cry Arcade map editor on May 25th 2018 as part of the 1.6 patch update. The standard version was released May 29th 2018: unlike most of the other standard variants of Live Event guns, it only has a single default paint scheme.

Steyr-Solothurn MP34- 9x19mm
Sadly this is "worse" as in "not as good."
The standard version features a non-trademark-infringing version of the gun's reputation as "the Rolls-Royce of submachine guns."
The Deputy takes her MP34 out for a midnight stroll.
While paying a visit to the abstract concept storage yard of the most ramshackle radar station ever constructed, the Deputy reloads her MP34 as she admires the Not Drinking Water and box of Up.
The deputy notices that her MP34 has miraculously grown an accessory rail after mounting an optic, as is the case with many of Far Cry 5's weapons. She is at least grateful that this is not one of the Kyrati-made MP34s that have an unusable accessory rail affixed at all times.
The Deputy holds the standard version of the MP34 as she surveys the damage from too many people climbing the local radio tower to get new weapons.
Empty-reloading the standard version, the Deputy gives the charging handle a pull.

MP40

The MP40 also appears - like most of the game's weapons, it has extensive customization options available, including (rather strangely) the addition of a MIL-STD-1913 rail and modernized optics. A rather unusual weapon for the Montana setting, where an American M3 "Grease Gun" or Thompson would make more sense. Some modern MP40 replicas are also available in the United States from importer German Sport Guns, though these models usually have a faux suppressor or lack the stock and don't function in open-bolt, while the in-game weapon clearly does. The MP40 is the only SMG to lack selective-fire (being locked to fully automatic), which is accurate to the real gun. It will grow an aftermarket RIS rail if one is required.

The MP40 unlocks at a resistance level of 4: this is rather strange since the MP5 unlocks much earlier and all of its stats are either the same or better.

Oddly, it is the main submachine gun used by the Vietcong in Hours of Darkness. While they did use MP40s supplied to them by the Soviets or captured from the French during the Indochina War, they chiefly used Soviet SMGs such as the PPSh-41 or PPS-43.

MP40 with brown bakelite lower receiver - 9x19mm
This is not a hornet's nest you needed to kick, Ubisoft.
The Deputy holds an MP40, struggling to resist singing "Edelweiss" as her dog and cougar preemptively pretend they are not with her.
Aware of the danger of high cliffs, she reloads her MP40. It is not clear how this is going to help.
A male Deputy pulls the bolt back on his MP40 after a bout of helicopter-tipping.
Using advanced detective skills, the Deputy finds that the sights are "right-on."

TDI Vector

The second of the weekly club challenges was the first to add a new weapon, a TDI Vector in a very 80s color scheme called "4 Color Fun." The Vector had already been found to be in the game files by enterprising hackers, and several PC players reported having the weapon fully unlocked to buy in the store (called "Vector .45 ACP Classic") before it was removed by a patch. The "Classic" version was re-added to the store in the patch for the third weekly Live Event as a Prestige weapon, with the minor qualifier that it costs $7,200. At the time it was the only Prestige weapon which had multiple paint schemes.

The Vector features an extremely high rate of fire, and like the MP5 it curiously defaults to burst fire mode. By default it has a 30-round magazine (reflecting the alleged capacity of the "MagEx 30" extended magazine before it had to be changed to "MagEx 25+" over quality control issues), which increases to an incorrect 40 with an extended mag upgrade. The model is slightly reworked from Far Cry 4, in particular deleting the old model's unusable flashlight. The unlock condition for it was to play Far Cry Arcade maps for 40 minutes.

TDI Vector SMG - .45 ACP
This appears to be the less well-known Coleco Vector.
The "Classic" Vector on the menu. The 1.5 patch moved this version from the SMG tab to the "featured" tab and removed "Classic" from the weapon's name.
After slapping a suppressor and an ACOG scope on her gaudy lump of plastic, the Deputy resumes her usual hobby of murdering random wildlife.
Reloading the Vector. Since it was already modelled with a 3-position fire selector (and has been since Far Cry 3), it is not incorrect for it to have safe, semi and burst modes. Like the Skorpion, changing the fire mode visibly moves the fire selector, though there is no corresponding hand animation and it simply moves by itself.
The paint schemes for the regular version of the Vector include the "Red Stopper" scheme, which replicates the look of the "Shredder" from the previous game.
The Deputy reloads the "Classic" Vector in its default color scheme as she takes on the dreaded giant doom-cow.

Shotguns

All shotguns have three ammunition types: normal buckshot, incendiary buckshot, and slugs.

Baikal MP-133

The Baikal MP-133 returns as the "M133", the principal pump-action shotgun in Far Cry 5. As in previous games, it has a number of elements from the Remington 870, including the forend, rounded ejection port, and lack of magazine cut-off. While MP-133s can still be found in the US, they are far less common than domestically produced pump-actions from Remington, Ithaca or Mossberg, making it somewhat strange. There is a standard length variant with wood furniture (including as before a forend from a Remington 870), a pistol-grip version with synthetic furnishings, and a shorty variant. The full-length version is commonly found being used by both enemies and allied NPCs, and is used by Deputy Hudson in the introduction.

The MP-133 has a capacity of 7, which is actually correctly implemented on an empty reload by having the Deputy load a single shell into the action before loading the magazine tube. Unfortunately this same animation is also used when switching ammo types, without any animation for unloading the shotgun first.

The basic MP-133 is unlocked by default, while the "M" version requires a level of 2. The "MS" requires a slightly ludicrous 7, though why anyone would use it when they have already unlocked the much better SPAS is not clear.

A reworked version of the full-length Baikal is the only shotgun in Hours of Darkness. Among other things it has the vented barrel rib and RIS rail removed, a shorter 4-round magazine tube, and an Ithaca-style forend. The MP-133 is anachronistic since it entered production nearly three decades after the Vietnam War. The Vietcong did not commonly use shotguns, so it would be more appropriate to either use the existing double-barrel shotgun (reflecting an irregular soldier's hunting shotgun), the very common Stevens Model 77E used by South Vietnamese forces, or one of the shotguns used by the US Marine Corps or US Army like the Remington 870 or one of the various Winchester pump-actions.

Baikal MP-133 - 12 gauge
Baikal MP-133 with pistol grip - 12 gauge
MP-133 on the store menu.
"M" (presumably "modernized") variant.
The "MS" ("modern, sawed" according to the editor) comes with a fancy heat shield. It also somehow has the same capacity as the full-size version. It also has the same stats aside from one less point in accuracy and range: the green boosts shown here are from the reflex sight mounted on it. The 1.5 patch, however, gave it a base handling score of 6 rather than 5.
The MP-133 is one of the cheaper "Prestige" weapons, probably because the result looks like a prop from a Harry Potter movie.
Smouldery the Bear discovers to his cost that a shotgun full of incendiary rounds indicates someone who has no intention of preventing forest fires.
Performing an empty reload or changing ammo types has the Deputy start by opening the action to place a shell directly into the breech. This is probably because the old reload (loading one shell, pumping the forend and then loading the rest) confused less gun-literate players into thinking that the reload animation was glitching out and happening twice.
She then loads the rest into the magazine tube as her dog gets bored of this and starts chasing his own tail.
The pistol-grip "M" version's only real difference in first-person is the color of the forend.
The "MS" variant can at least be distinguished from the base model. It is not nearly as effective against helicopters as this shot might suggest.
On the other hand, it is exactly as effective against wolves as this one suggests.
Wendell Redler holds the Hours of Darkness version of the MP-133 as he begins to suspect that the VC soldier who said this sniper rifle came with a tactical light may not have been being entirely forthright. Note it has "MN500" on the side of the receiver, which suggests it is perhaps supposed to be a Mossberg 500, though it is clearly still the Baikal model.

Double Barrel Shotgun

A Double Barrel Shotgun appears as the "SBS" (presumably "side-by-side" since it is certainly not a short-barrel shotgun). It has superior range to the MP-133, making it more suitable for use with slug ammunition, has a tighter spread when firing buckshot and switches ammunition types faster than the tube magazine shotguns, though it is a little curious that the pump-action shotgun is unlocked before the break-open one since the former is still superior in most situations. The "SBS" is also the only weapon in the shotgun category that cannot accept a suppressor (the "D2" is classified as a sidearm). It is unlocked at a resistance level of 4.

L.C. Smith shotgun - 12 gauge
Well-suited to making those darn kids get off your lawn.
See, even they think so.
The Deputy decides that grandpa's shotgun will be all she needs to deal with these gosh darned cultists.
Like the Double Rifle in the previous game, the "SBS" has two different reload animations: here the gun ejects only the spent shell in the left barrel. The one in the right barrel has a struck primer, but at this point you may be noticing a trend.
She then loads a new shell.
Firing both barrels allows the Deputy to put everything she learned playing Doom to good use.

Sawed-Off Double Barrel Shotgun

A Sawed-Off Double Barrel Shotgun appears under the same "D2" name used in Far Cry 4: as in that game, it is classified as a sidearm rather than a shotgun. This time around, it's an actual shotgun and not a cut-down .700 Nitro elephant rifle. It also appears to have been manufactured as a short barrel shotgun: while it has a plate that suggests the grip is cut down, it has a front sight. Thus, it is actually just a short double-barrel shotgun with a pistol grip rather than a true "sawed-off." It is unlocked at a resistance level of 5.

Unlike in the other games, the Deputy does not fire both barrels at once: instead they fire one at a time (the left one first), and like with the double rifle in the previous game, there is a different reload animation for the weapon if only one barrel has been fired.

A Prestige variant, "Sin Eater," is granted for free as a reward for defeating Faith Seed. A second Prestige variant, the "Outlaw," was added on May 8th 2018 as part of the "Care Package," a pack provided free to Season Pass holders and available as paid DLC outside this.

Screen-used Victor Sarasqueta sawed-off shotgun from Mad Max: Fury Road - 12 gauge. Image from MIL.SPEC.
Given how many things have featured both wastelands and sawed-off shotguns, it is very hard to tell what this is a reference to. At least it's an actual shotgun this time.
Menu image of the "Sin Eater" prestige variant, which is unlocked for defeating Faith, one of Joseph Seed's three "Heralds."
"Outlaw" variant on the menu: note that currently, it has the exact same description as the regular version.
The Deputy holds the double-barrel shotgun, hoping nobody is in that watchtower.
Finding a more appropriate target, she gives him a good blasting. Though only with one barrel.
Reloading: the "D2" has the same reloading animations as the "SBS."

Franchi SPAS-12

A left-handed Franchi SPAS-12 is featured once again with the same odd RIS rear sight: it is second-to-last shotgun to unlock at a resistance level of 6, and the only one which is semi-automatic. As before it has no stock, but it now features a full-length barrel and magazine tube. It now has a slightly-more correct reload than previous incarnations: rather than pumping the forend during the reload which is not possible when the weapon is in semi-auto, the side mounted charging handle is used. The empty reload has the Deputy load a shell into the chamber first and then ride the charging handle forward before loading the rest into the magazine tube, explaining the 7-round capacity.

Of course nothing explains the "super shotgun" version in Dead Living Zombies' level Fields of Terror, which can load 24 shells at a time. Nor is anything supposed to, since Dead Living Zombies takes place entirely within the imagination of the person Guy Marvel is talking to.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
The description seems a little far-fetched since there's no way that didn't already mean "punching people" in Far Cry's universe.
Prestige version with an almost-certainly-untrue description.
The Deputy wonders if the cult's mind-controlling drugs may be having some side effects as she holds a suppressed left-handed SPAS-12 fitted with a medium-range rifle scope. This optic is referred to as the "Enhanced Ranger" and appears to be based on the integral scope of the Steyr AUG A3 SF.
Figuring she might as well go along with it, she loads her SPAS with some blue shells to annoy whoever is in first place. Note that as is common in videogames she is not pressing the carrier latch button: the SPAS cannot actually be loaded unless this is pressed. The owner's manual in fact recommends flipping the SPAS upside-down to reload it, pushing the latch with the right thumb while loading with the left hand, making it one of the few times a flashy videogame reload would be entirely justified.
Aiming the SPAS-12 at a rather smelly cultist bigwig.
In another instance, the Deputy chamber-loads his shotgun while standing around Hurk and Sharky.
Having some success in burning the stockyards to the ground, the Deputy chambers the first round into his SPAS while being assailed by an unseen beast.

Winchester Model 1887

The Winchester Model 1887 was added to the game as a part of its fifteenth Live Event on July 17, 2018 (also the release day for the Lost on Mars DLC). Like the TDI Vector and VHS-D2 from previous live events, the 1887 was awarded for playing in the game's Arcade mode for 40 minutes: the reward version, "Arcade West," has a similarly gaudy color scheme to the reward versions of those two weapons. It is largely the same as it was in Far Cry 4, though it now boasts a new empty reload animation where the Deputy will place one shell in the breech before loading the magazine tube. This doesn't quite explain how it ends up with a capacity of 7 rounds when the tubular magazine only holds 5. As before, it always has a small section of rail ahead of the rear sight for mounting optics.

Winchester 1887 shotgun - 12 gauge
It can be assumed the only reason this isn't called "Galleria" is because Blood Dragon already did that.
Regular version: note the silly space gun from Lost On Mars trying to sneak its way onto the page at the bottom of the selection menu. Since this shot was taken, a new update has re-ordered the store menu (again), moving all the DLC special weapons to the "featured" tab.
The Deputy holds her Coleco Model 1887 as she prepares to ignore the most obvious route across a gorge.
Due to Far Cry 5's different gun model position, the action is normally either almost or entirely off-screen: ducking, however, shows it is still fully animated.
The Deputy shows off the new empty reload animation of the 1887, first chamber-loading one shell...
...then loading the remaining six shells into the five-shell magazine tube. As you do.
The Deputy combines her good old-fashioned 1887 with some of that there newfangled progress.
Switching to the weathered "Wooden Cowboy" paint scheme, she goes for a quick slide. This gives, if I may say, a mighty fine view of the weapon.
Later she reloads her 1887 after dealing with one of them ornery horseless buggies.

Sawed-off Winchester Model 1887

Sometime in late July 2018 a sawed-off version of the Winchester Model 1887 called the "1887-T" (for "Tactical") was added to the game, though it had been found in the game files some time before this. It features decreased accuracy but improved handling, and has the same accessory options as the regular weapon. Unlike the "87" in the previous game it does not count as a sidearm, and so sadly does not have a special spin-cocking animation when fired while driving. It is heavily reworked from the Far Cry 4 weapon model, now sporting a full-length RIS rail mounted on half-shroud resembling a heat shield. It has the same incorrect 7-round capacity as the regular version.

Airsoft replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in Terminator 2: Judgment Day - (fake) 10 gauge
Store menu showing the "1887-T" variant in its default all-over black.
Aided by the "Old n' Gold" paint scheme (which should have been called "Old Yeller," but nevermind) the additional tactical-ness of her short 1887 allows the Deputy to take on even the dreaded Montana Naval Bear. Note that the rail appears to be secured with screws that go straight into the barrel, which may not be the best idea in the world.
After fitting her sawed-off 1887 with a suppressor for no good reason, the Deputy gets to work fighting more conventional bears, opening the action after firing the final shot. Note that the barrel is not completely hollow and is instead shown as blocked-off partway into the chamber.
Reloading the standard version.

Assault & Battle Rifles

All rifles use a single common type of ammunition, of which there are normal and armor-piercing types.

"AR-C"

A fictional custom rifle known as the "AR-C" is available in Far Cry 5. It is the standard weapon for most enemies and allies, and is fast-firing in fully automatic mode and fairly accurate when firing single shots or short bursts, but deals relatively puny damage. While the name would imply it is supposed to be a Remington ACR it only superficially resembles one, and includes a number of features which show it to be an AR-pattern rifle such as an AR bolt release paddle (that is never used when reloading, the Deputy opting instead to rack the charging handle). The delineation between upper and lower is clearly AR-based, though the rear does not come together in quite the same way: the receiver appears to have been based on a Mega Arms MATEN ambi .308 upper and lower set (hence the lack of a forward assist), swapping the magwell for one from a 5.56mm lower.

It has an M-LOK carbine handguard which is attached using Daniel Defense's patented "Bolt-Up" mounting system, wherein the handguard is attached using hex bolts that pass through a plate clamped around a modified barrel nut. It uses the older Bolt-Up system with six bolts: the current version only has four, deleting the two at the 3 and 9 o'clock positions. Presumably the handguard is supposed to be a Daniel Defense MFR M-LOK, though the spacing of the holes in it is completely incorrect for that. Rounding things out is a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock which is an amalgamation of a Magpul UBR and ACS.

The weapon has semi, auto, and three-round burst fire modes available, even though the selector only has three positions (in practice this means semi is depicted correctly but burst and auto both have the selector in the auto position), and has HK-style white and red fire mode markings. It feeds from 30-round PMAGs with Ranger Plates: the grip ribs on these are rather shallow and get into the realm of complete fiction towards the rear. Its rate of fire is absurdly fast for an AR-type rifle, approaching that of some SMGs. The rear sight has two V-notch settings, only one of which can actually be used. While Picatinny rear sights with a notch in place of the large aperture exist, a sight with both settings as notches is extremely unusual and may well be completely fictional.

A "super" variant with a 50-round magazine, suppressor and red dot sight appears as a special weapon in Dead Living Zombies.

The weapon's bolt release paddle is in its normal position when the weapon is idle, but pops out when the weapon is firing. This is likely an animation error.

The default "AR-C," and one of the many victims of the plague of useless front straps currently sweeping Montana. Note the incorrect claim that this select-fire rifle is semi-automatic, and that per videogame tradition, the front iron sight is mounted backwards. The 1.6 update changed the range of all "AR-C" variants from 5 to 6.
The Deluxe Pack's exclusive "Silver & Carbon Fiber" "AR-C" has this nice two-tone paint scheme and less nice repetition of the incorrect claim that it is semi-automatic. Clarification on whether it is suitable for several different end of the world scenarios or the world ending multiple times would be more appreciated, as one is substantially more useful than the other.
The paint scheme improves functionality by frightening the components into alignment.
Far Cry 5 demonstrates the magic words needed to start a 55-page argument about direct gas impingement on any gun forum.
Marshal Burke hands the Deputy an "AR-C" after the arrest predictably goes horribly wrong. Strangely, the "AR-C" in this sequence does not have iron sights or the useless strap fitted until control is handed back to the player.
The Deputy succeeds in finding an "AR-C" with a set of irons, though being on a radio tower, wonders if an optic would've been more effective. She's also very thankful she won't have to make a habit of climbing radio towers in this game. This variant of the "AR-C" with a white lower is the version used by cultists: if the weapon is acquired from the store, picked up from a dead friendly NPC or found lying around, it will have a black lower.
The Deputy would later say she was so shocked that the giant magazine actually had ammunition in it that she could not act before it ate her friend.
Reloading the "Silver & Carbon Fiber" version: note the Battle Arms Development Enhanced Single-Side fire selector, which amazingly is actually set to "auto."
Charging a black AR-C while admiring the charred handiwork of Sharky. The bolt never appears to be locked back on any of the AR variants in-game, which is incorrect or the bolt-hold-open system/bolt-catch just happen to always be defective on all rifles. This procedure is accurate for changing ammo types, though.

AK-47

In the hand-drawn intro of Hours of Darkness, Vietcong soldiers are shown holding AK-47s, with both slab-sided and ribbed magazines. They use the game's regular AKM during actual gameplay.

Type III AK-47 with prototype slab sided magazine - 7.62x39mm
Final Production version of the Type III AK-47 with cleaning rod removed and laminated stock - 7.62x39mm
A VC soldier has a bad day as he discovers his helmet is too big and his AK has somehow ended up with a metal handguard.
One of his comrades brandishes an AK with a ribbed magazine as he uses it to demonstrate his disregard for capitalist rules of perspective.

AK-103

While the strange AK-103 that appeared in Far Cry 3 and 4 has now been replaced with an AKM, the old model is briefly seen in phone footage that the Deputy views in the game's opening cutscene.

AK-103 - 7.62x39mm
For some reason this image has those blurred moving borders that people use to try to prevent content ID matches on Youtube.

AKM

An AKM missing its optic mounting bracket replaces the strange AK-103 rifle seen in the previous two installments. The default AKM appears under the usual "AK-47" moniker, while a tactical version appears as the "AK-M", taking the "modernized" factor (M in 'AKM') to a whole new level. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position.

The "AK-M" variant features a rather interesting rail layout: rather than using a rail-top handguard, it has a half-handguard with side and underside rails, a railed gas tube, and a part-length rail on top of the receiver cover extending back from a standard rear sight block, which appears to be a fictional part-length version of the Parabellum Armament AKARS rail. It has a "birdcage" style flash hider rather than a standard AK version, an illuminated front sight pin, an AR-style stock adaptor with a stock heavily based on a Mission First Tactical Battlelink Minimalist AR stock, and uses magazines that seem to be a sort of halfway house between Magpul and Tapco AK mags.

The two "prestige" AK variants both use the name "AK-MS" which should mean they have underfolding stocks, but neither does. Instead, their main feature is barrels shortened to the point the front sight is mounted directly in front of the gas block: it could be assumed the "S" in these names is supposed to stand for "short" rather than "Skladnoy" ("Collapsible" or "Folding" in Russian, used to denote weapons with folding or retractable stocks. "Ukorrochenniy" or "Shortened" would denote a shorter weapon.) One called "The Whitetailer" features an AR stock adaptor like the regular "AK-M," while the other, the "Warrior," has no stock at all. The latter is vaguely reminiscent of the shortened AKMS from Terminator 3: Rise of the Machines.

Oddly the AK is the highest-level weapon in the rifle category, requiring a resistance level of 5 for the basic AKM and six for the custom version. It also somehow has a higher damage rating than the M14 and SOCOM 16, despite the latter being 7.62x51mm NATO battle rifles.

The default wood-furnished AKM with a slightly tweaked skin to make it look more weathered is used by Vietcong soldiers in the Hours of Darkness DLC. In real life, it was far more common for the Vietcong to use the actual AK-47 or Chinese Type 56.

AKM - 7.62x39mm
The default AKM clearly has no idea of the horrors that await below. The 1.6 patch increased the range of all AK variants from 5 to 6.
The "AK-M," more or less just the default AK after being coated in glue and thrown into a box of aftermarket accessories. The description is true of the actual AKM, but this one is only really likely to be used by ninjas around the mall.
Rather like the "1911 Extended," the "AK-MS" the two Prestige variants are based on is not available as a regular weapon.
You could put five suppressors on this and it would still be too loud. The 1.5 patch changes this variant to have an accuracy of 4 but a 6 in handling.
The Deputy holds an AKM as she prepares to arrest a wolf for reenacting scenes from Okami without a permit.
Reloading uses the classic fancy AK reload of using the new magazine to hit the mag release and flicking the old mag out. Note the fire selector is incorrectly in the fully down (semi auto) position.
The same action for the custom "AK-M" version of the AKM shows off the polymer magazine.
The Deputy then correctly rocks the new magazine into place as she gains a perk point for shooting an extremely dangerous lake.
Reloading one of the "AK-MS" variants, "The Whitetailer:" note the shorter barrel. The "Warrior" version would look the same as this only uglier, since as with the MP-133's "M" variant the lack of a stock is not really visible in the first-person animations.
The male Deputy charges his AKM after funneling a bunch of cultists into a deathtrap.
The Deputy's attempt at checking his AK's sights is rudely interrupted by the cult's private air force.

Colt M16A1

Hours of Darkness introduces an M16A1 as one of the available weapons: it has a forward assist, the correct "birdcage" flash hider, and a triangular handguard, and has a tape-and-string handling loop on the magazine. It is very obviously a reskin of the base game's "AR-C," featuring the ridiculous fire rate and completely identical stats to the 1.6 version, unchanged sound effects and animations, and allowing semi, burst, and auto despite having a conventional three-position fire selector. The M16A1, like some of the DLC's other weapons, was also made available in the main campaign store, unlocked for free just by owning the DLC. Strangely, it is referred to as the "MK16" when viewed on the weapon wheel in Hours of Darkness (which is a very misleading "derived name" because it is the USSOCOM designation for the SCAR-L), but is appropriately named "M-16" when viewed in the main game's store.

The M16A1 is mostly found in the later stages of the DLC (and seldom so), offering few advantages besides rate of fire over the AKM. However, an M16A1 with a suppressor is the first suppressed rifle the player is likely to find, offering some utility for stealth. Wendell's buddy Joker also uses an M16A1 if the player manages to rescue him from captivity and selects him as an AI companion. The name "Joker" and Wendell's nickname "Cowboy" are both references to the film Full Metal Jacket.

Like the other weapons from Hours of Darkness, the M16A1 only has a single default paint scheme in the main game.

Colt M16A1 with 30 round magazine - 5.56x45mm
Continuing the theme of being the same as the "AR-C," the M16A1 demonstrates the other magic words needed to start a 55-page argument about direct gas impingement on any gun forum. Note the stats are different to the "AR-C" menu image above: as noted there, this is because that image reflects the weapon's original stats, while the M16A1 copies the 1.6 stats.
Wendell's buddy "Joker" loads his M16A1 during the comic-book intro: note that here he uses a straight 20-round mag, while in the game all M16A1s use a 30-rounder. Despite making the war movie survival errors of smiling and having a cheerful nickname, he somehow avoids being killed in the helicopter crash.
Wendell holds a suppressed M16A1 as he contemplates a time-travelling polymer magazine.
The Deputy reloads her M16A1: note that as on the "AR-C," the fire selector is correctly set to auto.
Not to be outdone by these young whippersnappers, Wendell empty-reloads his M16A1: note that it correctly has a forward assist (though because the animation is from the "AR-C" which does not, it is never pressed), and the bolt is visibly pulled partway back as he operates the charging handle.
The iron sights show that Ubisoft Shanghai does not share Ubisoft Montreal's strange allergy to apertures.
When mounting optics (which is only possible in the main campaign), the M16A1 uses a rail mounted on the carry handle: in a nice bit of attention to detail, this even has a mounting screw.

HS Produkt VHS-D2

The HS Produkt VHS-D2, referred to in-game as the "BP-2" (presumably for "Bullpup-2"), was added as a reward in its eleventh weekly update. The Live Event reward variant, known as "Infinite Fun," was earned as a reward for playing on featured maps in the game's Arcade mode. The color scheme for the prestige variant is the same theme as the "4 Color Fun" skin for the Live Event reward TDI Vector, which was awarded for similar accomplishments in Arcade. The VHS is the first Live Event weapon to have never appeared in any previous Far Cry game.

It has the same stats as the "AR-C" as of the 1.7 update, save having one less point in rate of fire. Interestingly, it is not just a reskin of Far Cry 4's FAMAS, since it has totally different animations.

As usual, a standard version was released the following Tuesday, with the default paint scheme an all-over black with HK-style fire selector markings like the real weapon. Unsurprisingly, the developers did not want to deal with modelling translucent magazines, and so all of the paint schemes use an opaque magazine the same color as the gun.

HS Produkt VHS-D2 - 5.56x45mm NATO
Caution: fun may actually be finite.
We will not go into how it did this, it just did.
The Deputy holds her needlessly cheerful Croatian assault rifle as she wonders precisely how far that "Longinus from Far Cry 4 sold them" excuse is going to be stretched. Note that the iron sights are shown folded when an optic is mounted: this even happens on the menu.
Reloading shows this is not in fact just a new model thrown on top of the Far Cry 4 FAMAS, since that involved rather more waving it at the sky. Precisely why the dust cover on the left side is open is unclear, since the gun should be set up to eject to the right, and never ejects casings on-screen anyway. Note that it uses a weird hybrid of a G36 magazine (in particular having the distinctive nubs for clipping magazines together) and a STANAG PMAG.
Keeping things to a very high standard (and also to a Višenamjenska Hrvatska Strojnica), the Deputy has actually figured out where the bolt release is on the VHS-2 and presses it on the empty reload rather than pulling the charging handle. That wasn't so hard, was it?
The Deputy holds the regular version of the VHS-2 as she witnesses a strange man who is very happy to see his friend has somehow planted a flagpole in a road. Note the visible fire selector marking.
The only non-original part of the VHS-2 is the iron sights, which are copied directly from the "AR-C." Here the Deputy uses them to take a closer look at a poorly-drawn AK-thing and what appears to be a crude joke about vibrators.
Reloading, the Deputy tosses the old mag, giving a better view of the two nubs at the side. Note the PMAG-like grip texture incorrectly runs the entire length of the magazine: the part that actually goes in the magwell should be smooth.

M4 Carbine

In the group photo that appears at the end of Hours of Darkness reflecting what side-objectives the player has completed, picking up enough cigarette lighters from downed American pilots will result in either one or two carbines with helmets on their stocks being shown: a soldier will also be holding one of these rifles if some condition or other has been fulfilled. These appear to be M4 Carbines, as they have mounting screws on their carry handles and the standing soldier's gun has a step in the barrel. These should not be present, as the M4 did not exist until the mid-nineties: a Colt Model 629 (XM177E2 Carbine) would fit if it is assumed the game takes place at the very end of the war (no date is ever given). The gun on the left is also mirrored from the one on the right: an odd decision since the standing soldier holds his rifle with the right side facing the camera and it is shown correctly. The weapon never appears in the game itself.

Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm
As Wendell is officially confirmed to be a bad enough dude to save the President after completing "Action Movie" mode, the two M4s are visible to the left and right, with helmets on them in the manner of field grave markers. Note the one on the left has its left side on its right side. The soldier standing to the left of the General also has an M4: note the step in the barrel.

Marlin Model 1894

What appears to be a Marlin Model 1894 appears as the "45/70," a caliber (.45-70 Government) the Model 1894 was never actually manufactured in. It is placed in the rifle category, and unlocks at a resistance level of 1. It could be presumed that perhaps the developers were thinking of the Marlin Model 1895, but the gun in the game has a square bolt rather than the round bolt and cutout ejection port of the 1895. It features an odd short magazine tube, which is at least reflected in a capacity of just 4 rounds, rather than the 6, 9 or 10 of the real weapon: there was originally also no extended magazine upgrade for it, though the 1.6 patch added one which increases capacity from 4 to 6. Unlike the MP-133 and SPAS-12, the empty reload does not include any animation of chambering a round at all, with the animation just showing the Deputy inserting rounds into the loading port. Originally, the damage was fairly mediocre, more in line with the revolver cartridges the 1894 is actually chambered for rather than the extremely powerful .45-70 Government: the 1.5 balance patch increased this to be at least somewhat respectable.

A second variant, the "45/70-T," is a "mare's leg" length version that unlocks at a resistance level of 3. This variant was originally just a cosmetic change to the standard version with the same stats, though it was changed drastically in the 1.5 patch. Unlike the cut-down Winchester Model 1887 in Far Cry 4, it does not have any special cocking animations and does not count as a sidearm. Like the "D2," its design reflects a purpose-built weapon rather than a cut-down one, since the barrel still has a front iron sight.

Modern Marlin Model 1894 - .44 Magnum
Marlin 1894 on the menu. Note the odd shortened magazine tube. After many complaints about how weak the weapon was, the 1.5 patch increased the damage to 8 for all variants of this gun.
The "Fall's Ghost" variant grants the "prestige" of a synthetic stock that looks like it's been used to dispose of old promotional beer stickers.
While one might think there would be a 100% likelihood of spin or flip-cocking shenanigans being associated with this version, such is sadly not the case. The 1.5 patch changes every stat for this version: it now had an accuracy of 6, damage 8, range 5, rate of fire 6 and handling 6. The 1.6 patch increased range to 6 but dropped the rate of fire back down to 5.
The Deputy's Marlin Model 1894 will helpfully grow a RIS rail if she decides it is not tacticool enough without an optic.
Reloading the Marlin: note the distinctive square bolt.
The Deputy holds the "Mare's Leg" version as she ponders how she talked herself into this particular purchase.
After sating her anger by somehow setting fire to a road, she reloads her short Model 1894.
While sneaking up on a cellphone tower in the hopes it won't ask her to climb it, the Deputy fires a suppressed and thoroughly blinged "mare's leg" version from cover: note that despite it being barely visible during gameplay, the Model 1894 actually has an animated hammer.
Reloading while in cover tilts the rifle higher, giving a better view of the ejection and loading ports.

M14 Rifle

The "MS16" returns from the last two games, though this time the vanilla version is a left-handed M14 Rifle. It is semi-auto only despite clearly having a military fire selector, making up for this by being more powerful per shot than the "AR-C," though bizarrely it is less powerful per shot than the AK. As with the SOCOM 16 in previous games, it defaults to an incorrect capacity of 15 rounds, which increases to the correct 20 if the extended magazine upgrade is equipped. It unlocks at a resistance level of 2.

Even more bizarrely, and completely incorrectly, it plays a stock M1 Garand "ping" sound when the last shot in the magazine is fired.

The weapon also appears in Hours of Darkness, where it is still called the MS16 and still restricted to semi-auto.

M14 rifle - 7.62x51mm NATO
Note the fire selector (the small switch to the right of the rear sling mount), showing that in terms of demographics it's more likely to be your grandfather's tactical rifle.
The Deputy holds her M14 as she encounters the traditional game designer method of awkwardly drawing attention to the complete absence of children.
Having acquired an optic and trundled off into the mountains to contemplate the mysteries of life, the Deputy reloads her M14.
While the M14 defaults to wooden furnishings, some of the alternative paint schemes give it this synthetic non-slip textured stock instead, which is the default texture for the SOCOM 16. Note the fire selector: as with the Mauser M712 Schnellfeuer in Far Cry 4, this is present and in the right position for semi-auto, but is is not particularly clear why the designers chose to specifically model a select-fire variant of a weapon and then make it semi-only.

Mosin Nagant

One of the propaganda posters in Hours of Darkness shows a soldier with a bolt-action rifle which appears to be a Mosin Nagant.

Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R
Wendell encounters two propaganda posters which both seem very concerned with the area of wall between them. The Mosin can be seen held by the rearmost character on the right poster.

Mosin Nagant M44 Carbine

During the intro to Hours of Darkness, one Vietcong soldier is shown carrying what appears to be a somewhat poorly-rendered Mosin Nagant M44 Carbine with a misshapen magazine and the bayonet too short and on the wrong side. It does not appear in the game itself.

Mosin Nagant M44 Carbine, with attached side-folding bayonet - 7.62x54mm R
The leader of the VC patrol holds his M44 Carbine as he and his men hit on the idea of preventing Wendell from killing them by using too many new assets for their squad to be in the game.

Springfield Armory SOCOM 16

The "MS16 Trooper" is a reworked version of the left-handed Springfield Armory M1A SOCOM 16 model from the previous games, though it now also has a military fire selector added, something a SOCOM 16 should not have. Like the M14 it defaults to a magazine capacity of 15, which increases to the correct 20 with the extended magazine upgrade. It unlocks at a resistance level of 3.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
You'd think they'd have gone with "MS16 Operator" really. The 1.5 patch changed this from having the exact same stats as the M14 to having one less point in accuracy and one more in handling.
Taking advantage of this game being set somewhere where it is impossible to be murdered by crocodiles, the Deputy hangs around by the river with her SOCOM 16.
A short time later finds her waving it at the sky during a reload, helpfully showing off that it too has a useless fire selector.
The male Deputy charges his SOCOM 16 while grumbling about how he really ought to be using this manual-of-arms with a proper FAL instead of a mirrored M14-type rifle.

Sniper Rifles

Sniper rifles fire either standard rifle ammo or .50 cal ammo: both types have an alternative armor-piercing special ammo type. While previous Far Cry games have used scope reticles unique to each sniper rifle, in 5 the reticle is instead dictated by the scope that is mounted on the rifle.

"AR-CL"

A longer-barrel DMR version of the "AR-C," known as the "AR-CL," is classified as a sniper rifle. Like the AR-C, it is based on a Mega Arms MATEN .308 ambi billet receiver set, with a 5.56mm magwell replacing the .308 one. The handguard is based on a Daniel Defense MFR M-LOK handguard and uses the older 6-bolt "Bolt-Up" mounting system, and it has a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, a Radian Weapons Raptor ambidextrous charging handle and a stock one parent of which was a Magpul UBR and the other a Magpul ACS.

Strangely, it is still select-fire like its cousin: it defaults to semi-auto, but still has the same full-auto and burst modes. For balance reasons rather than due to any kind of logic, it has more recoil than the normal "AR-C" and only holds ten rounds despite using the same 30-round mutant PMAG as the regular version: even the extended magazine only ups this to 12. It is the replacement for the SVD in the previous games as the lowest-tier sniper rifle, and benefits from drawing from the plentiful assault rifle ammo pool, though per-shot power is not particularly high. It has most of the same customization options as the "AR-C." By default it comes with the "Enhanced Ranger" scope, which is the top-level scope that the basic "AR-C" can mount, and has the option to mount high-power telescopic sights that the "AR-C" cannot.

In line with the videogame tradition of snipers being very sporting people who would never hide from anyone, NPC snipers have a laser sight on their rifles, which somehow comes out of the scope. Enemies have red laser sights, while friendly NPCs have green ones.

Menu image of the "AR-CL," showing some innovative grammar. Note that this variant defaults to having the fire selector pointed at semi-auto. The 1.5 patch increases the rate of fire to 6, while 1.6 increased range to 7.
"And if you try to use that 'tactical' magwell grip, your rifle will eat your hand."
The Deputy holds her "AR-CL" as she encounters a cultist whose attempt to ascend to a higher plane has been surprisingly successful.
After dealing with this odd situation, she loads a fresh 10-round 30-round magazine into her rifle.
Later she reloads a fully kitted-out version: note the fire selector in the default "semi" position...
...which changes to the "auto" position if burst or auto is selected. This also happens with the "AR-C," though on that one the default position is auto.

CZ 527

A rifle mostly based on the CZ 527 appears as the "308 Carbine." The CZ 527 was never chambered in .308 Winchester, so the name is either a simple mistake or an attempt at referencing the fact that the CZ 527 can be chambered for 7.62x39mm Russian ammunition (though the latter does not match the round shown in the weapon's magazine model). It is shown with a 3-round flush-fit magazine, which of course contains five rounds, or ten with the extended magazine upgrade. Since the game's only explicit type of sniper rifle ammo is for the .50 cals, the CZ 527 runs on rifle ammo just like the "AR-CL."

The CZ527 is the second sniper rifle to unlock, requiring a resistance level of 3, and the only one which does not come with a scope by default. It is a little strange that the weapons unlock in this order, given the CZ 527's damage boost over the "AR-CL" is relatively puny and it has the downside of being bolt-action instead of select-fire.

It also anachronistically appears as the upper-tier sniper rifle in Hours of Darkness, almost always equipped with a suppressor and with a unique reskin with cloth wrapped around the scope, along with a new simple crosshair reticle. More accurate choices of bolt-action sniper rifles used during the Vietnam War would be the Remington Model 700 or the Winchester Model 70, or if the weapon is assumed to be Vietcong, a Soviet-surplus Mosin Nagant M91/30 Sniper Rifle.

CZ 527 Youth Carbine with 5-round magazine - .223 Remington / 5.56mm NATO
Nowhere is safe from the ravages of the M11/9's grip strap. The 1.5 patch increased the damage to 7.
The prestige variant appears to have been given a proper Orky paint job to make the bullets go fasta.
The Deputy holds a scoped CZ 527 as she demonstrates her curious ability to detonate a remote C4 charge while holding a rifle in both hands.
Later finds her operating the bolt of her CZ 527 while being menaced by a passing lens flare.
Getting bored of all this technology, she decides to try out the iron sights of her rifle, and rapidly finds herself regretting this decision.
Reloading: it should be very clear from the size of the visible round that this is a 3-round magazine. The round in question appears to have been referenced from a .308 Winchester: it is not nearly chunky enough to be a 7.62x39mm AK round.
Wendell Redler holds the special Hours of Darkness variant as the Vietcong prove no match for his indoor sniping skills.
Running with the CZ 527 gives a good view of the cloth-wrapped scope.
"Well, my work here is done."
Wendell uses the unique simple crosshair scope of his CZ 527 to sight up one of those helicopters the Vietcong are well-known for having. This is the base game's "Kaumbat H-04B Foxfly." A helicopter with a fenestron tail rotor would certainly be an odd sight in the Vietnam War, particularly one which seems to be based on the Eurocopter EC635, which entered production in 1998.

Desert Tactical Hard Target Interdiction

A Desert Tactical Hard Target Interdiction with a somewhat shortened handguard appears as the "MBP .50:" it is not clear what this stands for, though given the GM6 becomes the "SA-50" it is probably something like "manual bolt pull." Oddly, though, the name for the DLC pack containing the pre-order bonus version on the Uplay launcher is "HTI .50 Sniper Rifle With Unique Skin." It is the second highest-rated sniper rifle in the game after the GM6 Lynx. As with the heavier sniper rifles in Far Cry 4, it can pierce cover, though this ability has been neutered somewhat and only the special armor-piercing ammo replicates the old heavy sniper rifles' ability to kill any target which has already been highlighted more or less regardless of what is in the way. Default ammo is still fairly powerful and can, for example, shoot through the entire length of a truck to kill the driver. A gold-plated version is added to the player's inventory as a bonus for pre-ordering the Gold edition, and is also added for purchasing the Season Pass.

Oddly, the two .50 cal rifles have a much more limited range of accessories than the other two sniper rifles: they can mount the extended mag and the two suppressors as normal, but can only upgrade their default scope to a "long-range scope" that adds a zoom function: it is not possible to use them with any of the shorter-range optics that are available for the lighter sniper rifles.

The Hard Target Interdiction is unlocked at a resistance level of 5, while the "Jacob's Rifle" version requires the player to defeat Jacob Seed in the North region.

Desert Tech Hard Target Interdiction (Black) - .50 BMG
The menu description of the Hard Target Interdiction is cunningly sarcasm-proofed. The 1.5 patch increased the damage to 9 for all Hard Target Interdiction variants.
"Jacob's Rifle" variant, a special reward for defeating one of the three "Heralds."
The "Gold & Steel" version is automatically unlocked for ordering the Gold Edition or the Season Pass (which is included in the Gold Edition), handing the player a level 5 weapon as soon as they can track down a weapon merchant. IMFDB does not support the use of a sniper rifle for taking selfies as doing so is unlikely to result in anything good.
The Deputy holds her suppressed "Gold & Steel" Hard Target Interdiction after interdicting a particularly hard target, namely a helicopter. Note the spots of dirt and blood on the weapon: this is a cosmetic effect created by nearby explosions in the former case and taking damage while holding the weapon in the latter, and gradually fades away after a while.
Reloading the Hard Target Interdiction.

Gepard GM6 Lynx

The Gepard GM6 Lynx returns from Far Cry 4 as the "SA-50" (presumably "semi-automatic 50") and is once again the most powerful sniper rifle and the last to unlock. It is roughly equal to the Hard Target Interdiction in terms of per-shot power, but has the significant advantage of being semi-automatic. It has the same limited range of add-ons, and the same ability to penetrate cover.

GM6s are not incredibly common in the United States, as they only started to be imported in early 2018: any other semi-auto .50 cal rifle such as a Barrett M82 would make more sense. As with the 10-round pistol mags, it is perhaps not a coincidence that the GM6 is one of the only commercially available semi-auto .50 BMG rifles in Canada where the game was developed, following the by-name banning of the Barrett M82 and M90 series.

The GM6 is unlocked at a resistance level of 6, though the Prestige version can be purchased at any time.

Gepard GM6 Lynx - .50 BMG
GM6 Lynx on the menu, with default scope and nonsensical reference to priapism. Unlike Far Cry 4, the barrel is not shown locked to the rear on the menu. The 1.5 update increased the damage to 9.
Let us ignore the attempt at politics in favor of pointing out this game does indeed have a prestige shovel.
"Ok, we'll call it a draw."
The GM6 retains its old draw animation, coming out with the barrel locked back...
..though rather than waiting for the Deputy to whack the underside of the handguard, it simply extends immediately.
As before, reloading the GM6 requires waving it at the sky so the player can see what's going on.
On an empty reload, the Deputy will also pull the flip-up charging handle. This GM6 has the "Air Support" Prestige camo: apparently, one of the concept artists who worked on the weapons is fond of making aircraft-style paint schemes for firearms.

SVD Dragunov

The classic left-handed SVD Dragunov from Far Cry 3 and Far Cry 4 makes a return in Hours of Darkness, where it is the most common sniper rifle and is used by Vietcong snipers. Like the other sniper rifles that are not .50 cals, it uses the same ammo pool as the assault rifles: it is otherwise the same as prior incarnations, including its half-loaded 10-round magazine, though it can now at least be upgraded with an illuminated scope, suppressor or "extended" magazine (which actually just loads the magazine with the correct 10 rounds). Strangely, in the main game, the SVD's selection icon does not actually fit properly into the grid menu. Interestingly, it also shows the SVD without a scope, something not currently possible in the game.

Like the other Hours of Darkness weapons, the SVD only has one default paint scheme in the main game. At release it also made no noise whatsoever when fired with a suppressor in the main campaign, as no suppressed firing sound was associated with it, and its kills counted as being made with an assault rifle rather than a sniper rifle: these were fixed in the 1.7 patch.

SVD Dragunov sniper rifle - 7.62x54mm R
Menu description of the SVD: it has a similar stat line to the pre-patch CZ 527, save for the rate of fire, and is much more powerful than its relatively puny past incarnations. Note that it has regained a standard length barrel compared to the last two games.
Wendell holds an SVD as he resists the temptation to proclaim that it's a jungle out there. Note that the scope model has been reworked and now only somewhat resembles a PSO-1.
Back in the present, the Deputy exchanges hours of darkness for minutes of glaring brightness as she reloads her SVD. While the game does make a valiant effort to emulate the real SVD's rock-and-lock, the hand gestures are so subdued that it might as well be a drop-free magazine well. This one has the default scope...
...which is extended a little with the upgraded scope.
The scope used by the SVD is new for this game and less accurate than in the last two games: it lacks the ground line for the stadiametric rangefinder as before, but is now also missing the "10" markings on either side of the windage lines, and the ranging chevrons.
The enhanced scope is the same only the reticle is in red. This variant scope is found on suppressed SVDs in Hours of Darkness, and is an optional accessory in the main game.
Well that's just silly.
The Dragunov's right side, which shows the mirrored scope brackets and mount.

Machine Guns

All of the weapons in this category that are currently in the game fire "LMG" ammunition, even though only one of them is actually a light machine gun. They can use either standard or armor-piercing ammunition.

M249 SAW

An M249 SAW with a para stock is Far Cry 5's new light machine gun, apparently replacing the weird FN Minimi variant "MKG" from previous titles. It is shown with many modern standard-issue M249 parts, but still mounts the old paratrooper stock: it is not a paratrooper version, however, since it has a full-length barrel. It uses a 200-round green plastic belt box.

The M249 is unlocked at a resistance level of 4, though the Prestige version can be purchased at any time. Up to patch 1.5 it dealt less damage than the M60, with the upshot being that it fired faster: after the 1.5 patch, it does the same damage but is significantly less accurate. The 1.6 patch knocked this back down to it doing one point less damage.

New FNH USA M249 SAW - 5.56x45mm
M249 on the menu. Note the full-length barrel. The description is actually completely accurate since the M249 was first used in combat during the invasion of Panama, and the US Marine Corps is considering replacing it with the M27 IAR, leading to some questions about who wrote this description and what they did to the person who wrote the others. The 1.5 patch decreased accuracy to 5 but increased damage to 7, rather strangely making the 5.56mm SAW just as powerful per-shot as the 7.62mm M60. Common sense later prevailed and the 1.6 patch dropped it down to 6.
"Militia" prestige variant.
The Deputy ponders if the cult might be onto something with their ideas about the end times as she witnesses dogs and cats living together, holding her ACOG-equipped, suppressed (!) SAW. Note that all the rounds in the belt have struck primers.
"Oh no, they killed my gun!"
Checking the M249's iron sights on an enemy marksman.
The male Deputy charges his SAW after retrieving it from a natural hot spring. The game shows the SAW being reloaded with the bolt closed, so the charging handle is pulled after the new belt is placed.

M60

Hours of Darkness introduces a proper M60 Machine Gun as the only machine gun: strangely it is shown being used by Vietcong heavies, who would be much more likely to use an RPD or some variant of the Degtyaryov machine gun (since at the time the PK machine gun was brand-new). It is also used by Wendell's buddy Moses if the player rescues him and selects him as an AI companion. The M60 has the exact same stats as the M60E4 in the base game and is for all intents and purposes a reskin. Like several other weapons, the M60 was unlocked in the main campaign's weapon shop for free for any DLC owner, appearing as the "M60-V" (standing for "M60-Vietnam," because the M60E4 had already decided to be called the M60).

In the regular Far Cry 5 campaign, the M60 can use all of the same attachments as the M60E4, including the oversized suppressors. Like all the Hours of Darkness weapons in the main campaign, it only has a single default paint scheme.

M60 machine gun with bipod extended - 7.62x51mm NATO
Valuable information save for the minor issues that Far Cry 5 does not take place on a battlefield and the Deputy, being a civilian, cannot earn a Medal of Honor. But apart from that...
Wendell shows off his "war face" as he opens fire with a helicopter-mounted M60 during the introduction to Hours of Darkness.
Wendell holds his M60 as he is subject to some moody lighting in the Hours of Darkness section of the Season Pass trailer. The helicopter is one of the standard models from the base game. Though Bell UH-1 helicopters were far more common, the OH-58 Kiowa (based on the Bell 206, where the game's "Kaumbat H-158" seen here also derives from) did see use during the Vietnam War, thus making this not entirely implausible (if still disappointing).
Wendell opens fire with his M60: sadly, he has not mastered the art of yelling "ARRRRGH!" while doing so.
Satisfied with putting in a "fresh" belt of rounds with struck primers, Wendell prepares to close up his M60. Note that this model has a mounting bracket for a belt box, unlike the E4's model.
As with the M60E4 in the base game, mounting optics adds a rail and causes the extinction of the front sight in the name of progress.
Wendell's buddy Moses holds an M60 as he wonders why Wendell is crouching in the middle of a road.
Pointing the M60 around a tree reveals the right side and the bolt appears to be closed.

M60E4

An M60E4 with a missing foregrip replaces the PKM from previous games as the low-end machine gun, and it is used by cult heavies. Oddly, the handheld M60 has no belt box mount and is never shown with a box, instead just having a short belt of ammo that hangs in a curve for no apparent reason, other than possibly following the same school-of-thought that Ubisoft Massive did with the M60 variants in The Division. It is not really noticeable in first-person view, but its absence is fully visible in third person. When mounting optics the front sight is removed, the rear folded down, and a RIS rail added to the receiver cover. The M60 can also be upgraded with an extension to its nonexistent belt box, and rather more curiously can mount a suppressor. It is unlocked to purchase from the beginning of the game, and does not require any resistance level.

A strange modified variant of the M60E4 which does have a belt box appears mounted on some vehicles.

M60E4 - 7.62x51mm NATO
M60E4 on the menu. Note the over-starched belt leading to nothing (not even a mount for a belt box is present). From the description this weapon is presumably trying to convince everyone it is an M60E3, since that is what was used in Rambo: First Blood Part II.
And speaking of First Blood Part II...
The Deputy holds an M60 after taking a wrong turn and finding herself in the DLC for Call of Duty: Black Ops II.
Meanwhile, the player character in Dead Living Zombies takes a much wronger turn.
Mounting an optic on the M60 causes it to grow a rail on top of the receiver cover. It also removes the front sight, which is apparently a very gruesome operation.
Having clearly made good use of her M60 the Deputy takes some time out to reload, no better than Wendell at noting the minor flaw in her ammo.
She then reaches around to give the charging handle a suitably dramatic pull.

MG42

An MG42 was added as the fourteenth Live Event's reward, with the Prestige "Buzzkill" version for some reason unlocked by killing ten enemies with shotgun slugs. It is essentially the same as the version in Far Cry 4, including the curious side-mounted grip, loose ammunition belt, and lack of a buttstock, though it has somewhat heavier recoil. For the usual "balance reasons," it has the same damage rating as the 5.56mm SAW, despite being a full-size GPMG firing a rifle cartridge: it also cannot mount a suppressor, unlike the other machine guns. It defaults to a 100-round belt, with the upgrade increasing this to to 200.

MG42 Machine Gun - 7.92x57mm Mauser
At this point we should perhaps question whether the developers actually think Montana is part of Germany.
The regular MG42 is armed with the awesome power of typos.
The Deputy holds her "Buzzkill" MG42 as a rebel helpfully demonstrates how not to land a plane. Note the belt is draped down between the Deputy's wrist and the gun (in fact, it seems to be clipping partway though her hand), rather than with the belt draped over the wrist as Ajay did. This belt position would be likely to cause feeding problems and minor and unfortunate cases of wrist-sawing.
Satisfied with this demonstration, she is soon using her new overpowered machine gun to abolish a passing bison.
It seems even the mere act of reloading the MG42 causes untold destruction. Note the handlebar-like side grip.
The Deputy holds a regular MG42 as she watches her cougar deal with an errant barrel by walking head-first into it and not caring forever.
The Deputy uses the MG42's iron sights as she opens up on a hapless heavy. Or a heavless happy, the muzzle flash makes it rather hard to be sure.
Unlike the M60 variants and the M249, the charging handle is only pulled on empty reloads, and this is done first instead of last.
Empty or no, the Deputy will then quite literally throw the belt into the gun. The new belt has struck primers, but you should probably have come to expect that.

Launchers

All launchers are placed in the "special" sub-menu along with the machine guns and a sci-fi shotgun-like microwave gun called the "Magnopulser," and fire a variety of ammunition types. Also in this menu are two types of bow, a slower compound bow and a faster reflex bow from the previous games, which can both fire normal, incendiary or explosive arrows. New to the bow category is a slingshot, which by default may seem like a useless gimmick since it is just a longer-ranged way to fire zero-damage stones that distract enemies, but bizarrely it can also be used to fire all three types of arrow and fires faster than the compound bow.

RPG-2

One of the North Vietnamese propaganda posters in Hours of Darkness clearly depicts a PAVN soldier wielding an RPG-2. The poster itself is not real propaganda from the conflict, but the artwork is almost directly copied from an actual propaganda poster made during the war.

RPG-2 with PG-2 rocket - 40mm
The poster from which the one in game was clearly inspired.
And the original photograph that was stylized in both posters.
"Study and follow the moral example of Ho Chi Minh. The People's Army of Vietnam has vowed to do so." Meanwhile, the soldier in the bottom poster holds his hand out in strong objection to the world of AK accessories.

Hybrid RPG-7

A hybrid of the Airtronic RPG-7 and recent Bazalt RPG-7 appears in Far Cry 5 as the "RPG-7," reworked from the regular RPG-7 of the previous games. The Airtronic RPG would actually be appropriate for the setting, and arguably more so than even the original Soviet variant, as it is an American-produced weapon. Unlike other entries in the series it can actually be upgraded, though only by swapping out the Far Cry 2-style side-mounted iron sights for a single type of optic. Unlike earlier games, the rockets have propellant vent holes and the reload animation shows the player character cocking the RPG-7 on-screen (by pushing down the lever-like device at the rear of the front grip, which is actually the spur of a revolver-style hammer that strikes upwards: this was previously not an issue because the older games tended to hide the RPG-7's front grip and thus whether this was happening or not) before readying it. Sadly the reload is not all roses as the rocket being inserted is just a rocket: previous games had the rocket's tail assembly attached but no booster charge around it, but this time around even that is missing.

The two rocket launchers each have their own unique behaviour when used with the special "cluster" ammo (explosive and incendiary): on the RPG-7, this switches it to use a round which more closely resembles the TBG-7V thermobaric rocket. The RPG-7's special rockets fly in a long arc and seem to try to detonate a set distance above the ground, firing a ridiculous shotgun-like blast of explosive or explosive incendiary submunitions diagonally forward. If the round hits a target before doing this, it will explode like a standard rocket.

The fifth Live Event added a special variant of the RPG-7, the "Shovel Launcher:" this was acquired for killing and skinning 10 wolves, apparently to gather their collars. It is not particularly difficult to guess what this variant does, particularly when the "aimed" fire mode for the shovel melee weapon already throws it like a javelin. It runs on special "shovel rounds" and functions rather like the Harpoon Gun from the previous game, including the use of ridiculous knockback physics and allowing the recovery of fired shovels in the same manner as arrows. When the challenge ended a Prestige version called "Big Farma" (see what they did there?) was added to the store.

Airtronic RPG-7 - 40mm
RPG-7V1 with PGO-7 scope - 40mm
RPG-7V with PGO-7 scope and TBG-7V thermobaric rocket - 40mm. Note the blue section, which is the booster charge that initially propels the rocket from the launcher and has the rocket's tail assembly inside it
Note that the front grip and its rail mounts are the only part that is actually from the Airtronic RPG-7: the entire rest of the weapon is just a standard RPG-7, including the offset grip found on recent V variants and Russian optic mount.
So this is a thing...
...as is this.
The Deputy holds an RPG-7 equipped with a "Tactical Scope" as her very presence causes random objects to ignite.
Midway through destroying a large statue because it existed at her, she finds an RPG-7, and uses the side-mounted iron sights to completely fail to aim at a helicopter.
Deciding that is is perhaps better to introduce technology into this equation, she takes a shot while using the scope...
...with much more positive results.
Ammo pickup for heavy weapons: note the RPG-7 round is just a rocket without a booster charge.
Loading a special round into the RPG-7 shows that the player model of the rocket also lacks this rather critical component.
Finishing up shows the TBG-7V thermobaric rocket that is used to represent the special cluster rockets.
The Deputy holds the "Shovel Launcher" variant as her cougar files this under the voluminous list of reasons why cats are smarter than humans.

RPG-7

Oddly, the RPG-7 model from Far Cry 4 can also be found in the game, using the updated rocket model from 5 with exhaust vent holes, and the new version's reload animation. It is found in Holland Valley at the entrance to a blocked tunnel near the Lamb of God Church. It is somewhat oddly coded and is probably a placeholder that was not replaced: on the store menu it has no entry, does not count as the same weapon as the hybrid RPG-7 (since selecting that RPG-7 will pull up the assign screen rather than the customize menu), and the game will refer to the slot containing it as empty when assigning weapons. Its quick-select menu icon is missing from the game files: the selection slot containing it will instead show the icon for whatever weapon was in that slot before it was picked up (below it appears to have an icon because it was picked up to replace game's "normal" RPG-7).

The game files and map editor listed the hybrid RPG-7 as the "RPG 7 Modern," possibly indicating some intention to use the old RPG-7 model in some capacity in the future. Sure enough, it is the model used for the RPG-7 in Hours of Darkness.

RPG-7V1 with PGO-7 scope - 40mm
Exploring the far reaches of the map, the Deputy happens upon the Ghost of Rocket Launchers Past.
Making a beeline to the nearest travelling merchant to see if it has a weapon menu entry, she rolls her eyes as she accidentally hits the "please babble about nothing for thirty seconds" button instead. Note that rather than holding the launcher dead-vertical, the Deputy uses the same carry position as the new RPG-7.
Channelling Jason and Ajay, the Deputy tilts the iron sights diagonally when using them. The iron sights are shown much smaller than in the last two games, where aiming zoomed in on the very top section of the rear sight to the point it took up about a fifth of the width of the screen.
As a result of all this channelling, she feels compelled to blow up nearby objects.
As noted, on some level this RPG-7 counts as the same weapon as the new one, since it uses the same rocket model ("complete" with absent booster charge), same carry position, and same reload animation...
...while on other levels it does not.

Carl Gustav M4

The Carl Gustav M4 (M3E1 in current US trials) is the game's high-level rocket launcher, unlocking at a resistance level of 4 (thought it can be acquired before this if the player completes the mission to recruit Hurk as a buddy and then kills him while he is holding it afterwards), and is referred to as the "RAT4" (presumably "Recoilless, Anti Tank"). The M2 version was previously featured as the high-level rocket launcher in Far Cry 2 and an M3 appeared as a weapon icon in the fourth game.

The in-game version swaps the front and rear grips, presumably so that the third-person hand positions for the RPG-7 can be re-used. By default it will launch dumbfire rockets when not aimed and extremely manoeuvrable line-of-sight guided missiles when using the sights. By applying the single optional scope upgrade it gains the additional ability to lock on to vehicles, most usefully aircraft: it is a little fiddly since the lock-on time is quite long and the target box in the scope fairly small. If a missile is fired while locked on it is fire-and-forget, and cannot be redirected in-flight. These are all fictional; while the M4 is planned to use programmable ammunition, no rounds other than standard dumbfires currently exist.

Firing special ammunition works like the RPG-7, but firing it while using the scope changes it to use the top-attack mode of the special "LK-1018" launcher from Far Cry 4: as in that game, the fired missile immediately goes vertical, flies up to a set height and then noses over to descend vertically over the point of aim, unleashing its submunitions above the target and carpeting a huge area around it in explosions and / or fire.

Carl Gustav M4 - 84x246mm R
Carl Gustav M4 on the menu. Note the reversed grips and that it incorrectly has an M3-style flip-up front sight: the M4's is of a somewhat different design.
The Deputy holds a Carl Gustav M4 as her majestic giant obnoxious cat tries to prevent her from paying attention to the dog.
Returning-again character Hurk holds his own Carl Gustav as the Deputy tries to resist an entirely forgivable urge.
With the lock-on scope equipped, the Deputy takes aim at a helicopter. These white targeting diamonds will appear on all empty and enemy vehicles within the Deputy's field of view, even in the area outside of the scope itself.
The target diamond turns red if placed within the surprisingly small targeting box, then green when a lock is achieved.
The Deputy looks up at the detonation of one of one of the special cluster rounds. As in Far Cry 4, this is just a visual effect with the trails from the burst not matching the number of submunitions or their trajectory.
Nevertheless, the effect is quite something.
Reloading the Carl Gustav. The rounds' casings (both spent and fresh) are notably absent throughout this process, with the round loaded instead just being a warhead with nothing to propel it.

LPO-50 Flamethrower

The artistically licensed LPO-50 flamethrower from Far Cry 3 and 4 returns in the fifth installment, totally identical to its predecessors both in model and in gameplay performance. It has no mods other than colour schemes, though there is a Prestige version called "Flames On Flames." An LPO-50 is not something that would really be found in Montana; any American-made flamethrower would be a better fit, though it would be more likely that the cult would simply fabricate their own home-made flamethrowers rather than going to the trouble of acquiring purpose-built military-grade ones.

As in previous games it is a built-up fictional configuration with a single detachable fuel tank that fires a constant stream. The real LPO-50 does not work like this at all, since rather than using gas to pressurize its fuel, it uses explosive compression charges. As a result each fuel tank is a fired as a fixed-duration 2-3 second "shot" which is ignited by one of the three pyrotechnic igniter cartridges at the muzzle. Oddly, flamethrower heavies wear an M2 Flamethrower backpack along with it: there is no connection between this and the LPO-50, and it seems to be filled with dynamite given the spectacular detonation that results from hitting it.

The first Live Event, which challenged players to set fire to animals without using molotovs or a flamethrower (or the repair torch, which can ignite flammable objects and seems to count as a flamethrower despite requiring the player character be physically touching their target), gave a free Prestige flamethrower called "Flamebearer" for 20 such kills. Far Cry players being Far Cry players, the 1-week all-players goal of 50,000 such kills in total for some other unlocks was exceeded five times over within a day.

Yet another Prestige flamethrower, the "Cleansing Fire," seems to have been added in the update for the second weekly challenge.

It also appears in Hours of Darkness where it is used by Vietcong heavies and can sometimes be founds hidden in camps.

LPO-50 flamethrower
The custom LPO-50. As before, it has what appears to be a WW2-era German gas mask container for a fuel tank.
The "look Steve, I just can't think of a name for this one" variant.
The "Flamebearer" variant is indeed well-suited to creating flaming bears.
Montana is apparently experiencing a serious surplus of highly decorated modified Soviet flamethrowers.
People told the Deputy that it was hard to organize a festival, but Burning Man Montana is already a roaring success.
Having thrown all semblance of good taste to the wind, the Deputy uses the "Flamebearer" variant to participate in the grand Far Cry tradition of incinerating drug fields, this time having to thwart the cult's dastardly sprinkler system in the process.
Reloading the "Flamebearer" shows the ludicrously baroque decoration.

M79 Grenade Launcher

The M79 grenade launcher returns from Far Cry 4 with its stock sawed off and barrel cut down slightly to remove the front sight: as before this is probably based on the cut-down "pirate gun" M79 used by US Special Forces, though the latter is a much more drastic modification with the barrel cut down to just in front of the rear sight bracket, the rear sight removed, and a small reflex sight fitted to the barrel just in front of the breech.

It retains the mystical machinery that allows its front sight to magically flip up on its own whenever the user aims down its sights. Like its previous iteration, the game classifies it as a sidearm, thus allowing it to be fired one-handed while driving a vehicle without fixed weapons or using a zip line. The "sidearm takedown" now uses the Deputy's sidearm rather than pulling an M1911 or Desert Eagle from nowhere, which can have some, shall we say, unfortunate results if the sidearm in question is the M79. It is thus far the only grenade launcher in the game.

It is somewhat depowered compared to the previous game, with per-shot power more comparable to Far Cry 4's QLZ-87, and is certainly nothing compared to the explode-everything-in-one-hit weapon from Far Cry 2. It unlocks at a resistance level of 6.

It also appears as a hidden weapon in Hours of Darkness.

M79 - 40x46mm
The M79 showcases a different pointless dangly strap. Note that for no apparent reason, just enough of the barrel is removed to excise the front sight.
The "Shark Shooter" variant would have been a lot more useful in Far Cry 3.
The Deputy, having not read the instructions, uses her "Shark Shooter" to shoot at some boats. While parachuting, no less.
The results speak for themselves.
The ladder sight returns complete with its magic hands-free operation and lack of any front sight to align with. When using the "Shark Shooter," snapping the ladder sight at NPCs while going "raaaar" is optional, but suggested.
A different stage in the reload animation: as with several other weapons, the old round and new round are both shown with struck primers. This is seen as the Deputy assists a random director in filming a Blood Dragon movie out in the middle of nowhere by killing cultists who are disturbing the set. Yes, really.
Reloading a bloody M79, as with a few other weapons, the reload animation can be seen from another angle if one reloads while braced against cover. Unusually, the Deputy uses their right hand when reloading, whereas almost all other games have a supporting-hand style reload (including the previous main title).

Explosives

C4

Two types of C4 explosives can be acquired, both of which seem to be flattened-out M112 demolition charges (though the lettering is obscured) with various bits and pieces added to them to represent detonator circuitry. Remote C4 curiously only seems to allow the placement of one block at a time since throw and detonate use the same button, while proximity C4 charges can be placed freely. The Deputy cannot set off proximity charges they have placed themselves, and both types of C4 can be picked up again if desired.

M112 C4 demolition charge
Remote C4 on the items menu. Note that despite one of the crafting components being depicted as a C4 block it is called "nitro." Carrying around nitroglycerine would not be a good idea unless the Deputy's life goal is to be painted over instead of buried.
The proximity version is a recolor of the same model, with the only real difference being the addition of a silly little laser beam effect coming out of the device at the top. This is not a laser tripwire, and is not longer than it is here when the bomb is placed: it more or less just represents a vague concept of detonation.
Encountering a cult roadblock, the Deputy decides that C4 will work a bit better than giving them a ticket.
After liberating a cult outpost she discovers a cache of random items, including a not-very-nutritious fruit basket. Note that the proximity C4 charges always have their laser turned on, even when they are just an ammo pickup.

Dynamite

Standard 8-inch, 8oz sticks of dynamite are available as thrown explosives, thrown in the same manner as grenades. Dynamite has a longer fuse than grenades, but also creates a much larger explosion, and is especially effective at destroying vehicles. Like grenades, the fuse on dynamite can be "cooked" by holding the throw button (this is fairly easy since the fuse visibly burns), and like all thrown weapons it can still be thrown while driving a vehicle. Making dynamite with the crafting system requires two units of "nitro," and more questionably two "casings" and two "fasteners." It is not clear precisely what the Deputy uses the latter two components for.

The "sticky dynamite" upgrade makes the sticks stick.
The Deputy prepares to make her offering to the Altar of Explosions. Note the lit fuse: luckily there are no consequences to hitting the cancel button and putting a lit stick of dynamite back in your pocket.
The fuse is still shown lit during the throwing animation, and for once the Deputy does not have to worry about whether or not she pulled the pin.
Later she makes another offering, which the Altar seems to approve of.

M18 Smoke Grenade

An M18 smoke grenade that incorrectly produces grey smoke can be used for screening or to confuse enemies: enemies have also developed a disturbing fondness for throwing smoke grenades directly at the player character or in front of themselves if no cover is near them when they are attacked. White / grey smoke should make it an AN/M8 or M83 smoke grenade, but the in-game grenade is marked "smoke, grey" rather than "smoke, HC" or "smoke, TA" respectively. Old habits have sadly returned and the thrown and pickup model of the M18 are the same, meaning that when thrown it still has the pin and spoon attached.

The M18 is incorrectly depicted as a bursting-type smoke grenade with the casing vanishing entirely when it detonates and the smoke cloud instantly reaching its full size: the M18 is actually a burning-type grenade and continues to create smoke for 50-90 seconds.

M18 smoke grenade
Well, they went there.
The Deputy gets off to a good start by pulling the pin from her M18 smoke grenade.
Like standard grenades, it is possible to "cook" smoke grenades, and possible to put them away with the pin pulled without consequence. There is not even a penalty for letting them go off in the Deputy's hand.
After throwing the grenade, she can't help feeling that some of her past interactions with it have not been properly acknowledged.

M26 Hand Grenade

The M26 Hand Grenade is, as in the previous games, the main fragmentation grenade used by the Deputy and enemies, and retains the egg-timer ticking sound heard when thrown in the previous two games. It is a little less common for the player to actually end up using the M26, since unlike the dynamite it cannot be crafted.

M26 High-Explosive Fragmentation hand grenade
It's a shame that the deputy didn't have this advice for the M18 instead of the fart jokes. This is probably based on an inert grenade that has had the pin pulled and replaced: note the base of the pin is barely split, which would be extremely dangerous on a live grenade.
The Deputy discovers an unorthodox substitute for a toilet brush.
As in previous games, there is an animation of pulling the pin and releasing the spoon: like Ajay, the Deputy just knows how to do this.
Unfortunately, throwing the grenade, cooked or not, results in it turning into the in-world model with the pin and spoon still attached as soon as it leaves the Deputy's hand.
The above experiment leaves the Deputy very thankful that videogame fragmentation grenades do not contain fragments.

Pipe Bomb

Another tool in the rather needless variety of explosives are pipe bombs, which use a burning fuse like the Dynamite. Despite being more or less the poster child for improvised explosives, pipe bombs cannot be crafted.

This hardware store is not in the game.
The Deputy prepares to throw her rather over-designed pipe bomb.

Mounted Weapons

Oddly, all mounted machine guns are considered to be part of the "LMG" category of weapons for purposes of in-game challenges, even though they are general-purpose or heavy machine guns.

Browning M2HB

Replacing the DShK from Far Cry 3 and 4, the Browning M2HB appears as the game's standard heavy machine gun, mounted on both cultist trucks and in static positions. As has become standard for mounted guns in Far Cry games, they have infinite ammunition and never need to be reloaded, and are instead governed by a heat gauge. The Deputy still subscribes to the patented Jason Brody method of dealing with heat build-up, and will pull the charging handle to make it not hot if it overheats.

They are also seen thoughout Hours of Darkness being used by the Vietcong: this is a little strange since Far Cry 4 had a DShK model that could have been given a fresh coat of paint and used instead.

Browning M2HB - .50 BMG
Encountering a mounted Browning M2, the Deputy is seized by the desire to make it fill as much of the screen as possible while she searches for the antigravity engine that is allowing it to remain in this position.
After discovering a dead militiaman, the Deputy decides to blame a nearby plastic drum for the murder and gets to work avenging him. As with the handheld machine guns, the rounds on the M2's belt are shown with struck primers. The re-use of the ejected brass effect for the DShK from previous games is half-appropriate for an M2 since unlike the DShK it actually does use disintegrating belt links. However, the M2 only ejects belt links from its right side: spent casings are instead ejected though a chute underneath the weapon. The M2 ejecting a spent case that is facing backwards is also more than a little concerning. Note that the game's plague of notch rear sights has afflicted the M2: it should have an aperture rear sight.
The Deputy uses the iron sights of the M2 to sight up one of the cult's old fighter planes. Note that unlike many shooters where the player character simply vaguely influences the M2 to fire, the Deputy actually has her thumbs on the butterfly trigger.
As another plane comes in for a strafing run, the Deputy opens up with an M2: note the triggers are now pressed down.
This display of correct firearm handling proves too much for the plane.
The Far Cry rules of heat dissipation are still in force: if the gun overheats, all the Deputy needs to do is pull the charging handle to set things right.

Browning M2 Aircraft

Several ground and air vehicles in the game are shown armed with Browning M2 Aircraft machine guns, which are fitted with the muzzle booster cap of a Browning M3. These M2s, aside from those internally mounted in the wings of the old fighter planes, are always in the spade-grip "flexible" configuration, which was intended to be manned directly by support gunners inside aircraft. The "fixed" configuration would be more appropriate for most of them, and precisely how some of them are actually fired is unclear.

Browning M2 Aircraft, Flexible - .50 BMG
The Deputy looks over the rear-facing M2 Aircraft turret of one of the game's fictional "AdjudiCor FBW-2" aircraft. These seem to be a strange cross between a Mustang, a Spitfire and a TBM Avenger.
Having encountered the one vehicle in the game where the flex mount is actually appropriate, the Deputy takes a closer look at the mounting.
The pilot obviously cannot control the turret gun, but as a compromise gets twin synchronized M2s mounted in the wings.
The Deputy fires the wing-mounted M2s while she reads the Do Not Read This Sticker sticker. Aircraft come with unlimited gun rounds governed via a heat gauge, but other ammo is limited to four shots (four bombs or four twin rocket shots). This can somehow be reloaded in mid-air by giving $1,000 to nobody in particular.
One side-mission tasks her with recovering the result of a successful experiment aimed at carving a semi truck out of a block of condensed patriotism.
The Deputy looks over "The Revelator," an armored truck used by the cultists which had not counted on her having a pre-order helicopter with mounted M2 Aircraft machine guns. And, more relevantly, rockets.
The special variants of the seaplane, such as the "Cluster Duck" shown here, have Browning M2 Aircraft guns mounted under their wings, with very little indication of how they are operated.

Fictional rotary gun

For reasons that are not entirely clear, in the final game Nick Rye's plane "Carmina" switches from having twin underwing Browning M2 Aircraft machine guns as was shown in previews to a chin-mounted rotary gun: this looks like an oversized M134 Minigun. The mounting has no room to fit a drive mechanism and there is no obvious ammunition source or ejection port on the cannon fairing. More bizarrely, the muzzle clamp seems to be a solid version of the one from a General Electric GAU-8/A Avenger rather than the flash hider of a minigun.

Presumably this was done to make the missions in Nick's plane easier than they would be if it had the slower-firing wing-mounted guns that the other variants have.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
General Electric GAU-8/A Avenger - 30x173mm
The Deputy is too busy wondering why she can see her dog through Nick's plane to notice its weird armament. The cannon fairing seems to have been such a last-minute addition that Ubisoft didn't even have time to paint it: how it manages to not shoot off the propeller is unclear.
The Deputy decides to get a more dramatic view, showing off the fictional rotary gun as well as two of the four iron bombs Nick's plane is equipped with. These seem to mostly be based on a Mk 81 250lb bomb, though they have a ring tail assembly that bomb does not.
The "The Resistance: Nick Rye" trailer showed Nick mounting the gun on his plane: here it seems to be a set of Dillion Aero or Garwood M134G barrels, though precisely what is going on with the right-hand side of the barrel set is unclear.
As Nick picks it up it becomes clear that it is ridiculously large for a minigun. For a comparison, look at this image of Arnold Schwarzenegger picking up a normal-size minigun in Terminator 2.
The giant pseudo-minigun (perhaps "megagun" is more appropriate) mounted under Carmina's nose.

KS-19 antiaircraft gun

During the game's 1.6 update, several assets from the then-upcoming DLC Hours of Darkness were made available in the Arcade map editor for use. Among them is a KS-19 antiaircraft gun. In the actual DLC these guns form a side-objective: until they are destroyed, Wendell cannot call in airstrikes, and when they are destroyed he receives a "recon plane" which adds local areas of interest to the map in a similar manner to the old radio towers. The KS-19 is shown as if it is a rapid-fire cannon during the scene that introduces AA sites as an objective, which it is not: while it does have a semi-automatic mechanism with an autoloading tray and automatic rammer, the rate of fire was on average about 15 rounds per minute with a 15-man crew. With the one-man crew the guns tend to be shown with, the rate of fire would be rather closer to zero rounds per minute.

The guns are never shown firing while they are on screen: even if the player is in the "Action Movie" mode unlocked after completing the game once which allows airstrikes to be called in at any time, they will not even try to engage aircraft that are targeting them directly.

KS-19 antiaircraft gun at the St. Petersburg Artillery Museum - 100x695mm R
Wendell Redler encounters one of the Vietcong KS-19s.
Oddly, Wendell's bow turned out to be a less than optimal way of dealing with the KS-19.

Mounted M60E4

The game's handheld M60E4 also exists in a very unusual configuration as a mounted weapon, with spade grips attached to the back of the stock. This appears to have been created by someone who had seen an M60D but did not quite understand what they were looking at: the most obvious proof of this is that the in-game weapon has no linkage between the spade grips and the trigger mechanism.

Mounted versions have infinite ammo and are governed by a heat gauge. In the M60's case, if it is allowed to overheat, just hitting it a couple of times seems sufficient to banish the warmth from it and get it working again.

The same mounted M60E4 model is also used in Hours of Darkness: this is highly anachronistic, since the M60E4 did not exist until the 1990s.

M60E4 - 7.62x51mm NATO
M60D machine gun new version - 7.62x51mm NATO. Note the rod under the weapon connecting the spade grips to the trigger group.
The Deputy looks over a mounted M60E4: note the lack of any such connecting rod, though at least this version has a belt box. "Mounted" may be exaggerating things a little, though: "somehow not falling off this ledge" is perhaps more accurate.
As with the M2, the version mounted on vehicles always has an armored gunshield fitted.
Firing the mounted M60: the ejected brass effect is the same as the .50 cal M2 (and the old DShK), but with the casings scaled down somewhat. Unfortunately the same is not true of the belt box, which seems to still be using the .50 cal belt for the M2.
Iron sights of the mounted M60: these are slightly different to the handheld version. As with the "MKG" that the M60 replaces it is also raised for indirect fire, which does not stop the M60 from firing straight ahead when using the iron sights.
Realising that the gunshield prevents her from easily accessing the charging handle, the Deputy is forced to resort to the Far Cry 2 school of firearm care.

M120 Mortar

The same M120 mortars seen in Far Cry 4 are found around the map. As before, they are relatively difficult to use since there is no tutorial for how they are supposed to work and unlike Far Cry 2 the weapon has no range indicator when not using the sights. Surreally, the sight appears to be linked to a geosynchronous satellite, providing a high overhead view, now with the reticle illuminated in green.

In 5, there seem to be two types of M120, though it is not visually clear what type a given mortar is. One is the same as before, firing an extremely powerful submunition round seemingly based around the same non-conservation-of-mass technology usually seen in videogame depictions of white phosphorous; this rains bomblets over a wide area and can destroy anything it hits. This type is extremely rare: one appears at the end of the storyline mission "The Cleansing" in the southern area, Holland Valley. The standard type fires a single-warhead point-detonating explosive round, and is harder to use due to the decreased area of effect.

To make enemy mortars less frustrating than their hard-to-find Far Cry 2 counterparts, there is an indicator similar to the grenade indicator for incoming mortar rounds, and enemies will loudly declare "I'm going for the mortar!" to nobody in particular if they intend to use one. Mortars tend to fire at greater range than in Far Cry 4, since they are now much easier to evade.

It also appears in Hours of Darkness where it is used by the Vietcong: like several other weapons carried over from the main game, the M120 is only a couple of decades old and would not have been present at the time. North Vietnamese Army forces typically used Soviet infantry mortars or the Type 31, a Chinese copy of the American M2 60mm mortar, while the VC, when not using stolen American equipment, mostly used a bizarre home-made 50mm mortar made from wire-wrapped two-inch gauge metal water pipes known as the "Sky Horse." They still have their inexplicable personal satellite uplink targeting system.

File:M120sm.jpg
M120 Mortar - 120mm
The Deputy locates a mortar, finding herself a little suspicious of its tiny baseplate.
The standard view when using the mortar: this is the more common low-power version, note the single explosion in the distance.
The Deputy hefts a round into a mortar as she makes the cult regret placing it in their outpost. While it is a little curious that she would know how to use such a weapon, it is not really any more ridiculous than Ajay knowing how in the previous game.
The cult quickly discovers they will need reinforcements for their reinforcements. As before, the aim button switches to this unexplained overhead view which allows accurate placement of shots as opposed to blindly elevating the mortar with no range scale. The only difference between this and the mortar in 4 is that the crosshair is now illuminated. This same crosshair is also used as the bombsight for aircraft equipped with iron bombs.

Cover Weapons

The game's extended cover artwork (an obvious reference to Da Vinci's mural The Last Supper) features a large number of weapons, some of which are taken directly from the game and others which are different in game or simply do not appear at all.

The left half of the extended cover (too large to post on IMFDb.) The game's Sawed-off Double Barrel Shotgun ("D2"), Smith & Wesson Model 629 (".44 Magnum"), and "AR-C" are depicted. Additionally, a regular Colt M1911A1, Mossberg 590 with extended magazine tube, M4A1 sans flash hider, and several Mk 2 Hand Grenades are shown.
The right half of the cover. Again seen are several "AR-C"s, Mk 2 Hand Grenades, a Mossberg 590, and an M4A1. Unique to this half of the cover are the two RPG-7s, a SA Vz.61 Skorpion, Beretta 92SB, what looks like a Mossberg 590 Cruiser, and an unidentified rifle mostly out of the shot on the far right.

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