Far Cry 4
Far Cry 4 is the sequel to Far Cry 3, developed by Ubisoft and released on the PS3, PS4, Xbox 360, Xbox One and PC in November of 2014. It features many of the same mechanics and weapons as its predecessor, with engine enhancements designed to take advantage of the power of next-gen consoles. The plot of the game includes threads which show that at least the three main previous Far Cry games took place in the same world, though it does not really follow on from them, instead taking place in a fictional nation similar to Nepal, Kyrat, located in the depths of the Himalayas.
The player takes on the role of Ajay Ghale, an ethnic Kyrati raised in the United States who returns to his homeland to fulfil his mother's last wish to have her ashes scattered at an obscure temple deep in the mountains. Finding his country under the heel of a flamboyant despot named Pagan Min, he quickly falls in with the Golden Path resistance movement, with the ultimate goal of overthrowing Min's tyrannical regime.
A season pass is available for DLC: only the second, "The Hurk Deluxe Pack," includes any new weapons, making the three pre-order bonus guns available at stores for free.
As with Far Cry 3 and Blood Dragon, a stand-alone game using the same engine was announced for 2016, called Far Cry Primal (sometimes Far Cry 4: Primal). Since this game takes place in the Stone Age, it does not feature firearms.
The following weapons appear in the video game Far Cry 4:
Note: spoilers and hazardous levels of the phrase "as before" are present in some descriptions.
Far Cry 4 builds on the system used in Far Cry 3, retaining similar RPG elements such as crafting and experience. By default the player character, Ajay Ghale, has one weapon slot; further slots, along with additional carrying capacity for ammunition, are gained by hunting local animals and using their skins to make bandoliers, pouches and belts in the game's Crafting menu. In this way he can ultimately equip up to four weapons at once. Unlike Far Cry 3 and similarly to Far Cry 2, one of these must be from the sidearm class; the other three, however, can be any weapons the player chooses. This is because of the new ability to fire weapons while in vehicles, which can only be done with sidearms. Other sidearms can be equipped in the main weapon slots; if this is done, the player will be able to select between these weapons while in a vehicle.
Hunting is made more complex in 4 due to a system by which pelts can become damaged; the bows, crossbow and knife will result in two pelts from one animal and a Karma bonus, while using too heavy a weapon will result in a damaged pelt with decreased value which cannot be used for crafting. Using a sufficiently large weapon on a sufficiently small animal will simply obliterate it and leave nothing at all.
As before, ammunition is determined by weapon subtypes, not by what the weapon would actually fire, so the 5.56mm assault rifles share ammunition with the 7.62x39mm AK-103 and 7.62x51mm Galil ACE and SOCOM 16. Ajay can also carry supplies of mines, C4 packs, hand grenades, throwing knives and molotovs. The former two are treated as the fifth and sixth weapon slots, while the latter three are thrown with a hotkey with a key to switch between them.
Weapons are gained from stores, and can be acquired in one of three ways; either bought with currency, unlocked by picking them up from enemies, or unlocked by deactivating propaganda transmitters on the old Bell Towers scattered across Kyrat. The latter is explained to be done out of gratitude by the new arms dealer character, Longinus, who is implied to be either Prosper Kouassi or Leon Gakumba from Far Cry 2. Weapon unlocks in Far Cry 4 are separated into a series of major batches, and unlike the previous game the final two sets that unlock in the North cannot be unlocked for free via Bell Towers. It is also possible to unlock new starting weapons in Arena Mode by gaining experience in the Arena itself or by progressing in the Far Cry 4 Arena mobile app if it is linked to the player's uPlay account.
Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Accessories and paint schemes for weapons can also be bought, and unlike weapons there is no way to get these for free; they must be bought for each weapon and are not interchangeable between them, and each weapon has a set number of upgrades which can be applied to it at the same time. Weapons with an "extended magazine" upgrade will generally not change visually to indicate its presence.
In addition to regular weapons, special "Signature" weapons with fixed unique paint schemes, attachment combinations and bonuses can be made available for purchase by completing various prerequisites; these are always better than the basic weapon they are modifications of, though they may be limited in certain ways such as not mounting the best available optic or being unable to use a suppressor. Like accessories, they must always be bought and are never unlocked for free.
Ajay is closer to Rex Colt than Jason Brody when it comes to abilities, starting the game with almost all of his core combat capabilities such as cooking grenades and using guns on ziplines already unlocked.
The "Auto-Cross" is a fictional magazine-fed repeating crossbow which appears to be built on an Izhmash PP-19 Bizon; it is treated as a one-handed weapon, meaning it can be equipped in the secondary weapon slot. One of the later unlocks in the South, it can mount most optics and an extended magazine; it still uses the Bizon's magazine, and it is entirely unclear how this is supposed to work. Rather than running on arrows, it has its own special ammo type, bolts; being semi-automatic and magazine-fed, it is a huge upgrade over the standard bows and does not really lack in power compared to them, though it lacks the ability to fire burning or explosive arrows.
Beretta 93R "Auto-9"
The "A.J.M. 9," a Beretta 93R "Auto-9" which was Rex Colt's starting weapon in Far Cry 3: Blood Dragon, can be unlocked as a reward using the uPlay service, costing 30 uPlay points. The model is retextured and reworked slightly to fit in visually, lacking the red highlights and silly glowy things from its Blood Dragon incarnation and with a more traditional reloading animation where Ajay simply inserts the magazine all the way into the well. It can still equip its old gigantic suppressor, and can also use an extended magazine.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX, called the "D50," is the final sidearm to unlock, part of the last batch of weapons which become available in the North and do not even appear on the weapon menu beforehand. As before it is a .50 AE but is shown with an 8-round magazine which would only be correct for a .44 version; this can be upgraded to an impossible ten rounds; though it is possible to have ten rounds in a .357 with one in the chamber, the magazine itself can only contain nine.
The "1911" is a Kimber Warrior; rather than being the starting weapon as in Far Cry 3, it unlocks fairly late in the South, and is used as a sidearm by soldiers in the North and most NPCs. Around halfway through the game it suddenly becomes Ajay's default pistol in cutscenes, though it is not particularly clear why. As before it features an 8-round magazine and an 8-round capacity regardless of whether it is reloaded empty or mid-magazine, and occasionally randomly grows an accessory rail. It is also the weapon used for the "gunslinger takedown" where Ajay can draw his opponent's sidearm and fire it.
The Signature version, now called the "Sandman" (though various preorder literature called it the "1911 Pistol" and "Shadow 1911") was part of the "Blood Ruby Pack" included with preorders from various chains including Amazon and Wal-Mart, and is added to the store menu for free if the "Hurk Deluxe Pack" DLC is purchased. As with the "Shadow" version in Far Cry 3, it has a suppressor, reflex sight and extended magazine, and bonuses to all of its stats, though it no longer has the ridiculous maxed-out accuracy of its previous incarnation.
Mauser M712 Schnellfeuer
The Mauser M712 Schnellfeuer, a variant of the Mauser C96 with a detachable box magazine, is one of the sidearms available; it is called the "M-712," though the description of the Signature version presents the name correctly. In singleplayer the only available accessory for it is illuminated sights. It has a capacity of just 8 rounds, incorrect for any version of the C96 ever made, and oddly, despite the real weapon being select-fire, it is semi-auto only. The weapon's magwell has been incorrectly referenced from a standard C96 variant with a fixed integral magazine, rather than the flared-out well of an M712 that can actually accommodate a detachable magazine.
Even more oddly the latter not changed for the Signature version: the "HS77" is a reference to Han Solo's Blaster pistol in Star Wars (the name standing for Han Solo and 1977, the year Star Wars was first released). The weapon mounts an extended magazine (upped to the correct minimum magazine size of 10 rounds for an M712), tube reflex sight and a suppressor which presumably stands in for the blaster's distinctive muzzle. The description notes that the quicker handling ensures the wielder always shoots first, confirming the Far Cry 4 team agree with every other Star Wars fan on that particular point. This version is unlocked by completing two of the animal control Hunting side-missions.
The Makarov PB is still known by its GRAU designation of "6P9." One of the later unlocks in the South, as in Far Cry 3 it is completely useless without a suppressor upgrade since its rear integral suppressor does not count as one, and still uses the standard suppressor model rather than its own. The late unlock means most players will probably have a suppressed Signature weapon already by the time it becomes available.
Smith & Wesson Model 629
The ".44 Magnum" is a Smith & Wesson Model 629 resembling a Performance Center "Stealth Hunter." Unlike Far Cry 3, it is only available with a 4-inch barrel, which makes it unclear why it is one of the unlocks held over for the North. It still suffers from an occasional glitch which also happened in Far Cy 3, which causes the barrel to vanish from the store menu and player model.
The "Cannon" Signature version is the only way to get the Stealth Hunter with a 6-inch barrel; this also version features a tube reflex sight, and is unlocked by completing 5 Hostage Rescue missions.
Type 10 Flare Gun
Far Cry 3's hideous gold Orion Flare Gun has been summarily replaced by the Type 10 model previously only available as a multiplayer preorder; as before, the model is a little on the small side, being closer in scale to the 12 gauge Orion, and is a rare version with a safety. The serial number on the weapon is now 319 instead of 519, which is actually low enough for a Type 10 to have this feature.
It is substantially weaker than the Far Cry 3 flaregun which was a viable direct-fire weapon, now requiring multiple hits to kill almost any target; it is really only suitable for starting fires at a distance. It has absolutely no customisation options, lacking even alternative paint schemes.
Webley Mk VI
A Webley Mk VI, incorrectly called the "Mark IV," is one of the first sidearms available, appearing during the prologue mission. It features the shorter barrel of a Mark IV, but the grips and front sight are clearly from a Mark VI. For no obvious reason, Ajay thumb-cocks the hammer after every shot as if it is single-action only, though he at least has the decency to use a speeedloader when reloading it.
The Signature version, "Sixer," mounts a reflex sight and has boosts to every stat except fire rate; it is automatically unlocked on first visiting the store.
The Agram 2000, called the "A2000," is the standard secondary weapon for snipers and rocket launcher soldiers (who somehow also count as snipers) in both map areas. It is a mediocre weapon, only really distinguished by its ability to mount optics.
Heckler & Koch MP5N
The MP5N is among the final batch of unlocks in the South. It features the same strange rear sight as in Far Cry 3, and as before is a useful weapon with no real shortcomings, which can mount up to two accessories, including a suppressor. It also still features an "HK slap" reload when empty, the charging handle obligingly locking back by itself to allow this to happen, and still has an incorrect reciprocating charging handle.
It appears to be unlocked automatically if the Season Pass DLC is purchased.
The "A-99" is an Intratec TEC-9. One of the final batch of unlocks in the North, it is essentially an upgrade to the Skorpion for the sidearm slot, being better across the board except for the rate of fire; this is actually correct if the weapon is supposed to be a modified TEC-9 since these average 500rpm compared to the Skorpion's 800-850. For some reason it is classified as a handgun, even though the Skorpion is classified as an SMG; this has the net effect of forcing the TEC-9 to use pistol ammunition, which has a much smaller limit than the SMG ammo used by the Skorpion. It can mount up to two accessories, and is the only weapon to visibly change when mounting an extended magazine, the straight stick mag being swapped for a 30-round drum.
The Signature version, the "Rebel," has huge boosts to both rate of fire and accuracy in defiance of conventional understanding of the laws of physics, and comes with a reflex sight and a drum magazine with the capacity increased to 40 rounds. This means that, unusually, it represents a mod combination possible with the default weapon; it actually mounts the cheapest reflex sight rather than the tube reflex sight the basic weapon can mount. This version is unlocked for liberating 10 Outposts.
Izhmash PP-19 Bizon-2
The "BZ19" is an Izhmash PP-19 Bizon, seemingly chambered in 9x18mm Makarov given its 64-round magazine: unlike in the previous game's singleplayer, this can be extended, up to an impossible 100 rounds. As in Far Cry 3 it features a left-handed receiver and an aftermarket rear sight. Oddly, rather than being the most expensive SMG in the game it is easily obtained for free, since it is used by elite enemy soldiers during Willis' missions in the South and then by occasionally by soldiers in the North. The Bizon is easily the most powerful of the non-Signature SMGs, rather unrealistically dealing more damage than the .45ACP Vector and exceeding it in every way but fire rate; in terms of stats it is actually comparable to the Signature Shredder variant.
Skorpion Vz. 61
The Sa. Vz.61 Skorpion is the first weapon available in the game, being handed to Ajay as he makes his escape from Pagan Min's villa, in part to demonstrate the new ability to shoot from vehicles. One is given to Ajay for free by the arms dealer, Longinus, after the cutscene which introduces him. The Skorpion and its Signature version are chiefly distinguished by being the only weapons in the sidearm category which use SMG ammunition, meaning they have a far larger reserve than the others.
The Signature version, "Stinger," comes with an extended magazine, tube reflex sight, and a suppressor which appears to be mounted to the front of the wire stock. It is awarded for destroying two Pagan's Wrath convoys, or more accurately for not being run over by civilians while trying to destroy two Pagan's Wrath convoys.
The Steyr MP34 is available in the South, and is a middle-of-the-road weapon. It is fitted with an aftermarket RIS in front of the rear sight, despite being incapable of mounting any accessories in singleplayer. It is incorrectly depicted as a closed-bolt weapon.
The Signature version, "Stormer," features an open reflex sight, extended magazine, enhanced damage, and reduced recoil. It is unlocked for the rather perfunctory task of destroying a single Propaganda Poster, something it is very difficult to not do at some point in the game.
The TDI Vector is called the "Vector .45 ACP." Among the first batch of weapons to unlock in the North, it can accept up to three accessories. It is inferior in most ways to the Bizon, only beating it for fire rate. As before, the iron sights are mounted backwards, and a strange, useless device which appears to be a tactical light is mounted above the barrel.
The Signature version, "Shredder," features a much less gaudy colour scheme than its equivalent in Far Cry 3, but is otherwise basically the same; it features a tube reflex sight, suppressor and extended magazine, and has a boosted fire rate and reduced recoil. This version is unlocked once Ajay's Karma reaches level 6.
12 Gauge Double Barreled Shotgun
A sawn-off 12 Gauge Double Barreled Shotgun called the "D2" is available for the sidearm slot; it is actually a cut-down version of the .700 Nitro double rifle model. Like the sawn-off shotgun in Far Cry 2, the player character always fires both barrels at once.
As in Far Cry 3 the first shotgun available is a Russian Baikal MP-133; it is the same custom version with synthetic furniture, a forend from a Remington 870, a vented rib barrel, and an accessory rail mounted atop the receiver, though it is no longer shown with a shoulder strap looped around it. It has an extended 6-round magazine tube and the capacity is 7 rounds; interestingly the empty reload actually has Ajay insert one shell, pump the action and then load the other six, meaning it is correct. It is easy to come by since it is used by shotgun soldiers in both the South and North, and is also a common sight in weapon caches and gear up locations for side-quests.
The Baikal's previously rather useless "Bull" Signature variant has received a substantial upgrade in the form of what the game rather cryptically terms a "barrel extension;" this actually seems to be a fully functional suppressor. Oddly, though the inventory icon shows the Bull with an ACOG optic, it only has a C-More open reflex sight. This weapon is unlocked for doing two Bomb Disposal side-missions, tasking Ajay with the difficult goal of not blowing something up.
A Franchi SPAS-12, correctly called "SPAS-12," is the last shotgun to unlock and part of the first batch of unlocks in the North; being the only semi-automatic shotgun in the game, it is by far the best of the standard shotguns, though it is outclassed in stats by the Signature shotguns. As in Far Cry 3, it is the short-barrel version, and has no stock, a left-handed ejection port, a slightly too-big pistol grip, and has a cut-off rear sight and a scope mount. As in previous games (and indeed as in most games) the reload animation does not show Ajay pressing the carrier latch button, which would mean the loading gate would not open.
Winchester Model 1887
A full-length Winchester Model 1887 is among the final batch of weapons to unlock in the South. The first shotgun able to mount accessories, it is either better than the MP-133 or equal to it in every way, effectively replacing it if the player requires a shotgun. It is able to mount a single accessory, either an extended magazine tube (which as ever looks exactly the same) or one of the two open reflex sights. Unlike the MP-133 there is no step in the empty reload of Ajay working the lever to chamber a round or putting a shell into the breech to explain its capacity: this wouldn't really help anyway since the capacity of 7 would require it to fit 6 shells into a tube magazine that only holds 5.
The Signature version features a sawn-off barrel and stock, and presumably this led to its shortened name of "87." It also has a C-More sight and enhanced damage, and unlike the regular 1887 is counted as a one-handed weapon. If it is used in a vehicle, Ajay will spin-cock it; this wouldn't really be possible with the standard lever the weapon has. This version is unlocked for finding 4 of Mohan Ghale's journals.
Assault Rifles & Battle Rifles
Royal Army soldiers in the opening cutscene use a different AK model to the one seen in the rest of the game; this appears to be an AKM, with a receiver-top rail mount and an AK-103-style stock and muzzle brake. This model, minus the rail system, also appeared in Watch_Dogs.
The custom AK-103 from Far Cry 3 is still incorrectly called the AK-47. It is identifiable due to its 90 degree gas block, AK-74 type muzzle brake, and use of metal 7.62x39mm AK-47 magazines. It is fitted with an accessory rail on the top of the receiver attached via the mounting bracket on the left side of the lower receiver, an AKM / early AK-74 ribbed receiver cover, wooden AK-74 stock and handguard, and an early AK-47 pistol grip, complete with an earlier, thicker reinforcement plate. Being the first assault rifle (and the second weapon in the game), it cannot mount any accessories, despite having a rail which has no purpose but to allow the mounting of accessories. It is used by most soldiers in the South and is a common sight in cutscenes and lying around in various areas, though soldiers in the North use the P416 instead.
The Signature version, "Warrior," on the other hand, mounts an open reflex sight, suppressor and extended magazine, and has boosted damage. This version is unlocked by hijacking two enemy cargo trucks and returning them to the nearest Golden Path-held Outpost.
A twin-barrel heavy rifle called the ".700 Nitro" is one of the later weapons to unlock in the South; predictably, it is ridiculously powerful, and will result in a damaged skin if fired at any animal smaller than a rhino and hurl enemies into the air. Rather than using the same ammunition as the other rifles, it draws from the much smaller reserve of sniper rifle ammo. Despite its range and power, it cannot mount a proper rifle scope and must settle for the generic tube reflex optic. It fires one barrel at a time rather than both together like the sawn-off shotgun.
The Signature version, called "Elephant Gun" ("Elephant Double-Barrel Rifle" in some preorder literature) is part of the "Yak Farm Pack" available to players who preordered through Amazon, and is added to the store menu for free if the "Hurk Deluxe Pack" DLC is purchased. It features ornate gold decoration and boosted damage, along with increased reload speed; it has improved base accuracy, though the basic weapon's is higher if the latter is fitted with a scope. It is best not to take the name of the weapon literally, given that in Far Cry 4's world hunting elephants is identical in profitability to shooting domesticated dogs.
The FAMAS F1 is among the last batch of unlocks in the South; as before, it is an F1 which incorrectly uses a 30-round STANAG magazine rather than the 25-round F1 proprietary magazine, has a three-round burst limit, and has an added rail on top of the carry handle which mounts nonstandard iron sights if the weapon does not have an optic fitted. Its chief feature is being one of only two non-Signature weapons in the assault rifle category which can mount a suppressor.
Like the MP5, it appears to be unlocked automatically if the Season Pass DLC is purchased.
Galil ACE 53
The Galil ACE 53 is called the "A52," but the barrel length makes it clear it is a misnamed ACE 53. One of the final batch of weapons to unlock, it can mount any optic in the game and an extended magazine, but cannot mount a suppressor; the ability to use an ACOG scope means it can be used as a very loud marksman rifle. Rounds from the ACE will pass through multiple enemies if they are lined up.
Patriot Ordinance Factory P416
The Patriot Ordnance Factory P416, called the "P416," is first available in Willis' second mission, where it is used by elite troops in the Himalayas; it eventually becomes the standard weapon for enemy soldiers in the North. A solid assault rifle, it can mount two accessories, but is unable to use a suppressor.
The Signature "Bushman" version, on the other hand, does have a suppressor, along with an extended magazine and ACOG scope, though it is incorrectly shown with a misaligned C-More scope in the store menu icon and pickup icon. This version is unlocked through the rather tedious task of grinding up to level 10 in the Arena. This is made substantially less intolerable by using the mobile app.
SIG SG 553
The SIG SG 553 is referred to as the "STG-90" (Sturmgewehr 90, the weapon's German designation). It has been drastically improved over its mediocre Far Cry 3 incarnation, now representing a substantial step up from the AK and tied with the Signature Bushman for the highest accuracy of any assault or battle rifle in the game. It is able to mount one accessory, from a restricted collection of only the two open reflex sights and an extended magazine.
Springfield Armory M1A SOCOM 16
The SOCOM 16, still called the "MS16," is one of the later unlocks in the South; as before it can mount up to two accessories, which can include a suppressor, tube reflex or open reflex sight, or an extended magazine. For some reason, one with no accessories can usually be found lying around during Arena battles. The SOCOM 16 has been rather spectacularly downgraded from its powerful Far Cry 3 incarnation, the 7.62mm rifle now ridiculously dealing the exact same damage as the 5.56mm SIG SG 553, which is also more accurate than it. As such, the MS16 is only really useful because of the accessories it can mount. As before, it defaults to an incorrect capacity of 15 rounds, which increases to the correct 20 for the straight 7.62mm magazine it uses if the extended magazine upgrade is equipped.
The Signature version, the "Trooper," features a suppressor, extended magazine and ACOG optic, though strangely it has no stat bonuses of any kind, not even the ones from the accessories mounted on it. Like the Bushman, the store menu and pickup icon incorrectly show it with a C-More sight. It is unlocked by locating 20 Masks of Yalung.
Gepard GM6 Lynx
The Gepard GM6 Lynx, rather strangely called the "SA-50," is part of the final set of weapon unlocks. Combining the power of the M93 Black Arrow with the semi-automatic fire of the SVD, it is one of the most powerful weapons in the game. It shares the Black Arrow's ability to mount three accessories, and can be fitted with a "high powered scope" which provides enhanced zoom, an "enhanced scope" which provides enhanced zoom and an illuminated reticle, a suppressor, and / or an extended magazine. The latter increases the capacity to a rather absurd 12 rounds.
The GM6 also features penetrating rounds which ignore cover: if an enemy is highlighted, they can be fired at with no regard for anything which is between Ajay and them.
Remington 700 Export
The "M-700" sniper rifle is a Remington 700 Export. The weapon has the correct five-round capacity, though the extended capacity upgrade increases this to ten without visually altering the weapon. It is the second sniper rifle to unlock, and trades off a slower bolt-action fire rate for the ability to mount accessories, in particular that it can use a suppressor.
The Signature version, "Predator," is basically the same as the previous game's preorder version, equipped with a suppressor, variable zoom, illuminated reticle and a high-capacity magazine. Since the illuminated reticle and adjustable zoom modifications are now both implemented as the "Enhanced Scope" rather than being separate, mutually exclusive options, it actually has all the modifications the original "M-700 Predator" was supposed to have rather than the variable zoom not working as before. It lacks the old Predator's special paint options; more agreeably, it also lacks the old one's tendency to randomly turn into a standard rifle with only a suppressor and extended magazine. This version is unlocked for completing 4 Armed Escort missions.
SVD / SVD-M Dragunov
The SVD Dragunov is the first sniper rifle available and is among the first batch of weapons to unlock at the store; it is used by every sniper in the South. As in Far Cry 3, it has a very short barrel, a half-loaded 5-round magazine, a left-handed receiver, and cannot accept accessories. It defaults to a colour scheme which suggests synthetic furnishings, but these furnishings are shaped like the standard wood ones; using the wood paint scheme turns it into a completely ordinary SVD.
Zastava M93 Black Arrow
The "Z93" is a Zastava M93 "Black Arrow" sniper rifle. It is first unlocked during the first mission for Willis, where one is given to the player for free to cover Willis from an airport's control tower, and following this it is used by snipers in Willis' missions and becomes the standard weapon for enemy snipers in the North. As before it can mount a suppressor which renders the weapon as quiet as a handheld crossbow despite it being an enormous .50 BMG rifle which can kill a bear in one shot.
The "AMR" ("anti-materiel rifle") Signature variant sacrifices the ability to mount a suppressor in favour of explosive rounds, an enhanced scope and an extended magazine. The explosive rounds still do not visibly explode, but the damage boost is increased in Far Cry 4, changing the AMR from a gimmicky non-upgrade to a monstrosity which can down a helicopter in a maximum of two rounds. Predictably, the AMR will damage the skin of most smaller animals. It is unlocked, rather strangely, by liberating all but one of the 24 Outposts in Kyrat.
Like the GM6 Lynx, both M93 variants fire penetrating rounds which can ignore cover.
Like the Call of Duty games tend to, all portable machine guns in the game are referred to as "LMGs" and use "LMG ammo;" two of them, the MG42 and PKM, are actually general-purpose machine guns, firing non-interchangeable full-sized rifle rounds rather than intermediate rounds.
The same bizarre fictional FN Minimi variant from Far Cry 3 returns to puzzle and horrify in equal portions as the "MKG." Unlocking only in the North (though it may be possible to unlock it early if Amita's mission at the brick factory is chosen), it can mount up to two accessories, and is one of the few weapons which can use the ACOG scope as well as the normal reflex optics. Seemingly in an attempt to give it reloading speed comparable to the Ultimax 100, the Far Cry 3 team created a truly bizarre weapon which features a box magazine which feeds into the STANAG adaptor, replacing the normal belt feed opening with a left-handed charging handle. As before the rear sight always shown raised for indirect fire, but the gun shoots straight ahead when the iron sights are used instead of into the air as it should.
The Signature version, "Ripper," fixes the old Ripper's issue of mounting an inferior scope to the normal version, now having an ACOG scope. As before, it features reduced recoil, improved accuracy and damage, and has an extended magazine. Unlocking it requires the somewhat non-trivial task of conquering all four Fortresses in the game.
A custom handheld MG42 with a side-mounted grip and no stock is the final machine gun to unlock; it appears to be very loosely based on the M56 Smart Gun configuration from Aliens. Given the way it is held and the lack of a harness, it is unclear how it could be fired without swinging violently to the right, short of jamming the back of the receiver into the wielder's side to support it. It is seemingly fed from a loose belt since no ammo drum is shown on the model; by default this belt is 100 rounds. It can mount up to two accessories, one from the optics category (including the ACOG scope) and an "extended magazine," misnamed given that it does not actually use a magazine. This increases the belt to 200 rounds.
The Signature version, "Buzzsaw," is named for the real-life nickname of the weapon. Featuring a tube reflex sight, ridiculously huge 400-round belt and boosted accuracy and damage, it essentially breaks the game since single-tap bursts of aimed fire from it can easily bring down even a heavy soldier. This version is unlocked by deactivating all 17 Bell Towers.
The custom PKM from Far Cry 3 with a Blackheart International railed handguard, foregrip, pivoting bipod and completely pointless folding stock is the first machine gun to unlock, and is used by Heavy soldiers in both the South and North. As before, despite its numerous tacticool modifications, it cannot actually mount any accessories.
A Signature version called "Driller" was available as part of the "Driller Pack" with Gamestop pre-orders, mounting a tube reflex optic; this version is unlocked at the store for free if the "Hurk Deluxe Pack" DLC is purchased. It features an extended magazine and improved reload speed, damage and accuracy.
STK Ultimax 100 Mark 3
A Mark 3 Ultimax 100 light machine gun called the "U100" is the second to unlock, and can be fitted with one modification, either one of two open reflex optics, a tube reflex sight, or an extended magazine. As before, it fires more slowly than the PKM, but is more accurate; rather than doing more damage as in Far Cry 3, it simply does exactly the same amount, which is still rather unlikely given the PKM uses the much more powerful 7.62x54mm round.
Carl Gustav M3
The selection icon for the LK-1018, which appears to actually be an M79 Osa, is a Carl Gustav M3.
The GM-94, called the "GL-94," is among the first batch of unlocks in the North. It is shown with a capacity of four rounds, meaning it always has one chambered; as with the Baikal, Ajay correctly operates the action after loading the first round when the weapon is empty, before loading the rest into the three-round tube magazine.
A handheld whaling harpoon gun fitted with a pistol grip and side grip can be unlocked through completing the three "Hurk's Redemption" side-missions included with all special editions of the game and the "Hurk Deluxe Pack" DLC. It is counted as a Signature weapon, the only such weapon which has multiple paint schemes, and uses its own special ammunition. Rather disappointingly it does not often pin enemies to surfaces, instead combining the knockback of the double rifle with the ability to retrieve ammunition as with the bows.
The same highly embellished LPO-50 flamethrower seen in Far Cry 3, seemingly with a WW2 German gas mask container for a fuel tank, is available for free if the player chooses Sabal's mission to destroy an opium plantation, and is used by the flamethrower heavy soldiers first encountered during Willis' missions. As before, it is shown as projecting a stream of whatever duration the player desires, which the real weapon cannot do: the LPO-50 is a cartridge-compressed design which uses an explosive pressurising cartridge to fire the entire contents of one tank at a time, resulting in it having three 2-3 second "shots." 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.
M79 grenade launcher
The M79 grenade launcher resumes its Far Cry 2 role as a secondary weapon. It is likely inspired by the M79 with a broken stock used in the final scenes of Terminator 2: Judgment Day, though it may instead be based on the "pirate gun" configuration used by US Special Forces; that version, however, has a much more drastically shortened barrel as well as a sawn-off stock. It features a strange rear sight which is apparently motorised since it flips up by itself whenever the iron sights are used.
Awarded for free for completing all four of Longinus' diamond retrieval missions (his initial missions do not count), the "LK-1018" appears to be a modified Yugoslavian M79 Osa rocket launcher with various embellishments, the trigger group from an RPG-29, and a much shorter rear tube with a completely fictional loading method. By default it is very similar to the Carl Gustav from Far Cry 2, firing incredibly manoeuvrable laser-guided missiles. Purchasing the "L-CAM" alternate scope makes it somehow fire vertical-launched cluster missiles that are equivalent in power to mortar rounds, though firing this version without using the scope will fire a normal unguided rocket. When using the scope, the guidance works in essentially the same way, with only the missile's trajectory differing: the descending round will guide itself towards whatever the scope is aimed at. The scope's target circle will turn red and it will beep when a vehicle is within sight, and the target itself will be marked with a red diamond; it appears to mark enemy, empty and civilian vehicles, but not ones occupied by Golden Path rebels. Holding the circle over a target will cause it to turn green, with the tone becoming continuous and a "locked" message appearing; this does not seem to make much difference when attacking land-based vehicles or boats; moving the targeting circle away still appears to guide the round to wherever it is now pointed rather than the locked target. The L-CAM cannot get to the green "locked" state when aimed at infantry, but the target circle will turn red if it is pointed at an enemy soldier.
The missile fired with the L-CAM behaves completely differently if aimed at a helicopter, however; if it is fired with a lock, the round will home in on the target and hit it directly without splitting.
The weapon's name, per Longinus' tendency to randomly quote the Bible, is a chapter and verse reference; in the King James Bible, Luke 10:18 reads "And he said unto them, I beheld Satan as lightning fall from heaven," referencing the alternate fire mode. This quote doesn't actually make a lot of sense (Satan is the one falling like lightning), Luke 10:19 would be a more appropriate quote.
The QLZ-87, for some reason called the GL-A87, is the final launcher to become available. Essentially a drum-fed M79, it is an excellent way to reduce any area of the map to smoking ruins, at a cost of doing similar things to Ajay's wallet when it comes time to pay for the ammunition. It deals less damage than the M79, though this can actually be a good thing since unlike the M79 it will not damage the skins of large animals. Rather than mounting a scope, it mounts an indirect fire sight on a side mounting further forward than the QLZ-87's normal scope mount; this features only the rear ladder with nothing to line it up with, and like the rear sight of the M79 flips up of its own volition whenever Ajay requires it.
The RPG-7 is the most common anti-vehicle weapon in the game; part of the first batch of unlocks, it is easily obtained for free from rocket launcher "snipers" in the North or weapon caches. The RPG will destroy virtually anything in the game in one shot and will result in a damaged skin from any animal it is fired at, something even the grenade launchers do not do.
Ajay always carries remotely-detonated C4 charges in a special weapon slot; these are thrown with the aim button and detonated with the fire button. They are extremely powerful, able to kill almost anything with a single charge.
Dynamite charges, still using what appears to be a reworked version of the Far Cry 2 pipe bomb IED, appear in Sabal's mission to destroy a disused brick factory being used to process opium; they are also used in Amita's mission at Jalendu Temple and her follow-on mission to destroy a Royal Army artillery battery.
The same fictional blast-resistant motion-sensitive mine seen in Far Cry 3 is available from the start of the game, seemingly based on an anti-tank mine since the tiny mine has two pointless lifting handles on the sides. The mine's designer was apparently not acquainted well with the concept of a landmine, since the mines emit a loud beep which increases in volume and frequency as the player character approaches detonation distance, and have a flashing light on the top of the casing. They can be destroyed with gunfire, but enemy mines are a rare sight in the single-player campaign.
M26 Hand Grenade
The hand grenades shown in the game are M26 hand grenades; they are used enthusiastically by Pagan Min's soldiers. Unlike Jason Brody, Ajay does not need to learn how to cook them, starting out with this ability instead.
DShK Heavy Machine Gun
DShK heavy machine guns are a somewhat rare sight, with the majority of mounted guns in the game being the less powerful "MKG;" they are found more frequently as the campaign progresses, on ground mountings, boats and trucks, and they are always mounted on the trucks in the "Pagan's Wrath" convoys. They have infinite ammunition and are governed by a heat gauge, with progressively darker smoke coming from the receiver as they heat up. If one is allowed to overheat, Ajay will stop firing and pull the extended cocking lever beneath the spade grips, which somehow causes the heat to go away.
Mounted FN Minimi
The same strange FN Minimi derivative used as the "MKG," fitted with spade grips, is also the lighter of the two mounted guns, and can be found in the same places as the DShK. As is common in games, mounting the MKG removes its need to be reloaded and instead makes it able to overheat; as with the DShK, this can apparently be remedied just by cocking it.
During the later missions, mounted QLZ-87 can be found; one is always present on the highest accessible floor of Jalendu Temple. Like the other mounted weapons, they have infinite ammunition and are governed by a heat gauge.
What appear to be M120 mortars are found at checkpoints and in emplacements scattered throughout Kyrat. 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. In the PC version this view was initially severely glitched if the FOV slider was set to anything but the default, creating an extremely high fisheye-distorted view that was practically useless, but as of the 1.5 patch this has been fixed.
The M120 fires 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. To make enemy mortars less frustrating than their hard-to-find Far Cry 2 counterparts, there is now 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.
M230 Chain Gun
Enemy helicopters encountered in singleplayer are occasionally seen with an M230 Chain Gun mounted on their underside.
S-23 Towed Gun
During one of the later Golden Path missions, Amita's mission requires Ajay to capture a battery of Soviet S-23 heavy guns which the Royal Army are using to bombard the town of Utkarsh, so that they can be disabled by Golden Path sappers. They cannot be used by the player.