Work In Progress
This article is still under construction. It may contain factual errors. See Talk:Far Cry 6 for current discussions. Content is subject to change.
|Far Cry 6
||October 7, 2021
Xbox Series X
Far Cry 6 is the sixth main installment in the Far Cry series, developed by Ubisoft Toronto. It was released on October 7, 2021 for PS4, PS5, Xbox One, Xbox Series X, Windows PC, and Google Stadia.
It is set on the fictional Caribbean island-nation of Yara, which takes inspiration from Cuba, ruled by dictator Antón Castillo (portrayed by Giancarlo Esposito). After years of his iron-fisted rule, Yara has exploded into a revolution. The player controls new, customizable protagonist Dani Rojas, a revolutionary who embarks on a guerrilla war against Castillo's regime. Like the Deputy of Far Cry 5 or Security Captain of Far Cry New Dawn they can be either male or female, depending on player choice, so this page will likely switch between using "he", "she", and "they" to refer to them depending on the gender of the character in the screenshot.
The following weapons appear in the video game Far Cry 6:
Far Cry 6 features both real world weapons and hand-made "Resolver" weapons, such as cobbled togethers flamethrowers or modified nail guns, however some are simply modified versions of real guns. Previous entries in the series wait for the player to hit a certain level, and then allow the purchase of certain weapons from weapon vendors. Far Cry 6 does that with both the Resolver weapons and the real world ones, but also allows the player to loot real world weapons early-on from FND crates. As a result, there is not a consistent unlock progression for all weapons. Unlike previous games, NPC characters (both enemy and allied) do not drop weapons upon death, as akin to the RPG-like elements of some other Ubisoft shooters such as The Division games.
The game also features a "Special Ops" mode, which allows players to tackle small missions in alternate maps, akin to Far Cry New Dawn. Successfully completing missions earns the player "moneda" ("money"), which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the MP5A3. All weapons acquired on the black market are "overpowered", a straight increase to damage, and likely a way to explain why the black market weapons have higher stats than weapons they should be equivalent to.
As per series' norm since Far Cry 4, Dani has a loadout slot restricted only to handguns and certain machine pistols. However, unlike prior games, they are only equip-able in the slot and not the other three - meaning it is not possible to have more than sidearm-type weapon at a time.
The Beretta 92FS model from Far Cry 5 as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, with the extended magazine weapon mod giving it a (still underloaded) 13-round capacity. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov.
A unique variant, known as "Pistola Sportiva" (Italian for "Sport Pistol"), which features a racing-style paint scheme, is found at El Maratón Field.
Beretta 92FS - 9x19mm Parabellum
The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.
Seeing off an enemy cavalry patrol with the 92FS.
Checking the Beretta's sights.
The 92FS's reload animation - dumping out an empty magazine.
Dani reloads, always relieved to see a cartridge modeled in the fresh magazine.
The "Pistola Sportiva" unique variant, supposedly inspired by a Lamborghini Gallardo.
Beretta 92FS Inox
Applying the "Tire Smoke" skin to the pistol turns it into a full Beretta 92FS Inox. The "Silver Dip" skin is similar, but has a black barrel.
Beretta 92FS Inox - 9x19mm Parabellum
Dani inspects a tricked-out 92FS, and after remembering what website he's on and Yara's geographic location, checks to make sure it isn't actually a Taurus PT92
Beretta 93R "Auto 9"
The Beretta 93R "Auto 9"-inspired "AJM-9" pistol from Far Cry 3: Blood Dragon is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variants that appeared in Far Cry 4 and Far Cry New Dawn, the AJM-9 in 6 returns to the silliness of its source material, retaining the sci-fi lights, "laser" ammunition, and wacky reload animation where a magical force draws the magazine into the weapon. The suppressor is integrated into the weapon and can no longer be removed, but the weapon can now make use of the select-fire system introduced in the previous game, allowing it to fire full-auto. It also exclusively uses "Armor Piercing" ammo.
Beretta 93R "Auto 9" - 9x19mm Parabellum
The weapon in the game's arsenal. Unlike many other weapons in the game, the AJM-9 has a description that is not at all misleading.
Preparing to dispense justice inside a government propaganda studio.
The iron sights are unchanged - here, the orange front post contrasts heavily with the poor lighting.
The reload animation now truly shows the mystical 80s force, complete with a heatblur effect.
Thumbing the Auto 9's slide release. It also relies on 80s action movie magic to cram thirty rounds into slightly extended Beretta magazines.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is available in the base game at rank 4; in a first for a Ubisoft game, it is known as the "Desert Eagle" rather than the "D-50". While its 8-round capacity would imply a .44 Magnum version, the non-fluted barrel indicates that it's simply a .50 AE variant with the wrong capacity.
Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE
The Desert Eagle in the in-game arsenal view.
Dani inspects the Desert Eagle next to his island cat.
Checking the sights against the moody sky.
Reloading the DEagle, akin to the previous game.
Driving and Desert-Eagling an enemy soldier.
The empty reload on a customized two-tone DEagle during a fight with an enemy patrol boat.
The Mark 2 FN Five-seveN is seen in the Post Launch Overview Trailer and is also in the game files as the "USG 5.7" (referring to an older variant of the same pistol), but is not presently available in the game. It is to be added as the "Diplomat" pistol.
FN Five-seveN Mark 2 FDE - FN 5.7x28mm
The Five-seveN in the loadout screen.
Two variants of the strange stockless and too-short Luger Carbine from 5 appear, both as unique weapons. The first, a pistol named "El Regalo de Clara" ("The Gift from Clara"), is obtained by completing one of the game's special operations.
The other, known as the "Serenity", can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the 2005 film of the same name, features a dark and clean finish. A series of cuts have been made into the barrel, and the frame is adorned with a pair of glowing red lights, while a green one sits on the weapon's magazine - all of these modifications being perhaps an unintentional homage to the tendency for science fiction films to make weapons appear futuristic by simply adding random parts and lights to them.
The standard "P08-L" variant from the previous game is entirely absent.
Luger Carbine - 7.65x21mm Luger
The Serenity in the in-game store page. Nathan Fillion
already answered the question poised by the description.
While riding unicorn-back, Dani bears the long Luger on an enemy soldier blocking his way.
Blasting away while aiming; here the toggle blocks out the sight picture, not the best thing given the civilians mixed in with the soldier.
Back on his own two feet, Dani reloads Clara's Luger.
The Makarov PB can be obtained if the player purchases the "King & Country Bundle" from the in-game store. Reusing the model that was made for the Dead Living Zombies DLC in the previous game, the pistol is now known as the "Double-O" instead of using the "6P9" GRAU designation like every Far Cry game before it. The primary suppressor is no longer treated as an attachment and cannot be removed. The weapon has a higher base damage than the PM despite firing a weaker variation of the same cartridge. The theme of the add-on pack it is in indicates it is probably a substitute for the Walther PPK.
Makarov PB with secondary suppressor - 9x18mm Makarov
Why the game expects anyone to believe that British special intelligence operatives would use a fairly rare Soviet-produced handgun as standard issue is anyone's guess. It lacks other external attachments and alternate finishes.
In line with the James Bond
theme, Dani one-hands the Makarov PB.
Aiming brings up the left hand though, much like Far Cry 2.
It retains the flashy Dead Living Zombies
reload animation of a rather impossible-flicking of the heel-locked Makarov magazine out.
...and tugging the slide back into battery.
The Makarov PM appears, incorrectly referred to in-game as the "PMM". An empty PM is the very first firearm that the player acquires, right after completing the prologue. The PM is also the weapon used by Dani in almost every cutscene, whether or not it is the player's selected weapon.
A unique variant, called "The Autocrat", is found in a footlocker in Fort Quito.
Makarov PM - 9x18mm Makarov
The PM visible in the arsenal. The description's claims are rather shaky - one would need a pair of boots large enough to be conspicuous even lacking the pistol in order to properly conceal a Makarov, and the ability for the 9x18mm cartridge to effectively stop an animal that can weigh over 20 kilograms is dubious, to be charitable.
Dani holds a PM on an enemy plastic flamingo. While the PM's integrally suppressed cousin, the PB, is no stranger to the Far Cry
series, this is only the second time the basic PM has made an apperance, the first being Far Cry 2
Aiming at the pink plastic with those wonderfully vintage (and tiny) 1950s era sights.
Reloading the Makarov after blasting the lawn ornament apart - Dani quickly pulls out the magazine, and tosses it aside if empty.
Mashing in another windowless PM mag. It seems that blockade shortages have forced the use of low-poly count magazines.
And powerstroking the slide into battery.
"The Autocrat" unique variant. Lenin would grumble in disapproval of the ostentatious gilding on this humble Soviet pistol.
Orion Flare Gun
An Orion Flare Gun, seen in the game's cinematic trailer, also makes a minor appearance in the game, worn in holsters by certain enemies and drawn and fired in a very short animation sequence when the same enemies are calling for reinforcements. However, it cannot be obtained for use by the player.
Orion Flare Gun - 12 gauge
An FND officer with the Orion Flare Gun in a chest holster.
The SIG-Sauer P226R from 5. Though the game claims it is a fourth rank sidearm that can be unlocked randomly throughout the world, this is false - the P226 is instead given to Dani by Juan Cortez at the start of the penultimate story mission. Like the version in the previous game, the P226 is rather unremarkable, with its only real advantages over the Beretta 92FS being its ability to equip laser pointer attachments.
SIG-Sauer P226R - 9x19mm Parabellum
Dani takes some time to observe his P226 at the start of "The Lion's Den" and wonders why a fairly basic 9mm pistol was saved as one of the game's final story-related unlocks.
Aiming the 226 during continued shenanigans after the main story. Here it has the two-tone skin.
Reloading the SIG, same as it was in the prior games.
Dani observes a poster that his grandmother probably wouldn't approve of, featuring the P226.
The Stechkin APS is available as one of the game's sidearms, appearing as the "6P13 Auto". Like the "6P9" name for the Makarov PB from games past, the "6P13" name is a reference to the GRAU designation of the APB pistol, a variant of the APS with a threaded barrel and wire stock. It is permanently fitted with a stock and 40-round drum magazine. The APS is also quite oddly used as the standard sidearm for the game's NPCs; these APS pistols are exclusively fired in semi-automatic, and also appear to have a standard 20-round magazine instead of a drum. The Stechkin is grouped in the machine pistol category, and can only be used in the sidearm slot.
A special ornate variant, the "Rococo Loco", can be acquired.
Stechkin APS with shoulder stock - 9x18mm Makarov
The pistol in the game's arsenal. The description fairly accurately describes the real world reason why the APS fell out of common use in its home country - it was so large, heavy, and unwieldy for a handgun that in most instances, simply using a carbine or even a full sized rifle would have done the job better.
The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.
Standing around a liberated FND checkpoint with the Stechkin. Road checkpoints in this game are a slightly different variation of existing outposts and checkpoints, releasing spikes to pop car tires if the player drives through them at high speed, and also offering rewards upon liberation like weapons or crafting materials in addition to acting as fast travel points.
Checking the irons against the sky.
Pulling out the drum magazine when empty.
Dani lines in a new one while giving the finger behind the back of a fellow rebelde.
And powerstroking the slide back into battery.
One-hand wielding the APS while behind the wheel of a truck - here, the cutout in the holster-stock is easily visible.
Inspecting a two-tone pseudo APB. The APS was never given officially issued drum magazines, and the one here is a fictional design combining a Makarov drum with a 7.62x39mm AK drum and a Trommelmagazin 08.
Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.
An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable to the player, probably due to a lack of reload animations for it.
Smith & Wesson Model 29
The "Hawkins PD" bundle includes the Smith & Wesson Model 29 as the "Magnum, P.D." It is the six-inch barreled variant from 5.
Smith & Wesson Model 29 with 6" barrel - .44 Magnum
Previewing the "Magnum, P.D."
Smith & Wesson Model 629 Stealth Hunter
The Smith & Wesson Model 629 Stealth Hunter returns only available as paid DLC content, technically as part of a bundle.
Smith & Wesson Model 629 Stealth Hunter - .44 Magnum
The store entry for the Model 629 Stealth Hunter.
Smith & Wesson SW1911
As in 5, an M1911A1-style pistol, mostly modeled after the Smith & Wesson SW1911, appears as the "1911". It is no longer the default sidearm, and is instead unlocked at rank 2. It is the "1911 Extended" variant from the previous game that was only available as a Prestige weapon, with no standard version.
Smith & Wesson SW1911 - .45 ACP
The 1911 in the in-game arsenal menu. Note that the "compensator" is essentially just a barrel weight, as the ports are completely solid; accordingly, the fact that it can take a suppressor isn't necessarily an error - though mostly by way of two wrongs making a right.
Unlike in Hope County, Montana, the SW1911 is a pretty rare sight.
Aiming the 1911 at a particularly hostile bush.
Reloading, the process is the same from 5
New mag in, thumbing the slide catch.
The "Blood Drunk" unique variant, which, according to the description, was made from the shards of a broken liquor bottle. One would imagine glass would make a poor material to manufacture a firearm out of.
Bembé Álvarez with an engraved SW1911 during his introductory cutscene.
A 3-barreled Turnover Flintlock Pistol is available to those that buy the "Starter Pack" DLC, and can also be unlocked by the Guerrilla Garrison. It obviously fires three shots, though the actual turning process is automated. The reload is also rather hilariously fudged on purpose by the developers - when empty, Dani grabs it by the barrels and chucks it straight forward (capable of minor damage, akin to a direct impact from a hand grenade), and draws another out of the ether. In a non-empty state, it is simply tossed aside and another is drawn.
Kolser S.A. made replica of a three barrel turnover flintlock pistol, made in Augsburg in 1775 (hand-rotated).
The "Jackdaw" Turnover flintlock in the pistol selection preview.
Brandishing the Jackdaw pistol against a rocket-toting Yaran sailor.
Aiming the flintlock - the flint/hammer is not really cocked either.
Giving the scallywag a volley of fire.
And here, Dani heaves the Turnover upon an armored enemy - it does about as much as a baseball given the latter's Altyn helmet.
Webley Mk VI
The Webley Mk VI revolver makes its return from Far Cry 4, now correctly referred to as the "Mark VI" and firing in double-action mode. It is unlockable at rank 2. The Webley is the sidearm used by Antón Castillo's right hand man, General Sanchez, and is also issued to many FND officers and horse-mounted units in combination with the Sa vz. 61 Skorpion. These troops will exclusively use the Webley while on horseback or in a vehicle, but switch to the Skorpion when dismounting.
When Dani pulls out the Webley, they will cock back the hammer, firing the first shot in single action, and every subsequent shot in double action. Oddly, there is no difference in fire rate or trigger pull between the first shot and any subsequent ones. When holstering the weapon, the player can hear Dani uncock the hammer.
Webley Mk VI - .455 Webley
The Mk VI in the in-game arsenal view.
Quickdrawing on a helpless (and rather clueless) FND officer with the Webley.
Dani observes that old cordite .455 still works for putting hostiles in the dirt.
Indulging in a little safari antics, Dani aims the Mark VI at a crocodile.
It's a little less effective on croc hide - here, Dani ejects a spent cylinder.
New, primer-struck rounds are quickly shoved in two at a time. The lack of the Prideaux loader from 4
is a bit of a let down.
Dani inspects the Mk VI in first-person, note the aesthetic only cocked hammer.
Reloading the Webley shows that, in typical Far Cry fashion, unspent shells are modeled with their primers already struck.
The Webley being used by an FND cavalry officer. The Webley's use in this case is probably a reference to pistoleers and dragoons of the late 19th century, who often wielded revolvers. While light horse-mounted units still exist in the 21st century, the Webley is a strange (if thematically appropriate) choice for a primary arm, as semi-automatic pistols would seem easier to handle on horseback.
Dani shows off 6'
s take on the series staple of using a sidearm with one hand while driving. Note the obscenely awkward wrist angle that would come with using a pistol in a cramped truck cab. Logically, breaking the window should allow Dani to fully extend her arm outwards, for a better grip, but it does not, likely as that would require new animations.
The Cobray M11/9, Skorpion vz. 61, and TEC-9 are all categorized in the "Machine Pistol" category and are only usable in the sidearm slot as an alternative to the handguns above.
Purchasing the "Rainbow Six Siege Bundle" grants the player access to a Beretta M12 called the "São Paulo Stinger", much like the one wielded by operator Caveira in the game the bundle is named after.
Another variant named the "Five-Alarm" can be unlocked as a weekly Insurgency reward.
Beretta PM12S - 9x19mm Parabellum
The São Paulo Stinger in the store. By default it comes with the Caveira skin equipped, but a normal skin with brown grips is available as the only other option.
Dani waltzes into a villa with the PM12S, wishing he was as cool as to have Max Payne
's cut down variant that fits away in a shoulder holster.
Checking the sights against the not-at-all obvious security system.
Loading up the Beretta SMG...
...and pulling the charging handle.
Inspecting the PM12S customized with the R6 skin, a suppressor, and a rather oddly mounted reflex sight.
The Cobray M11/9, returning as the "SMG-11", is unlockable at rank 2.
Cobray M11/9 SMG - 9x19mm Parabellum
The Cobray in the arsenal. As in the previous game, it features an earlier MAC-10
-style charging handle and stock (or simply a Cobray stock with the extra loop cut off); possibly due to its continued neglect over the course of the last game and this one, the description seems to think that the stock is some sort of belt clip.
Blindfiring the M11/9 haphazardly at some officers interrogating a smuggler.
Reloads are done in the same way as the previous games.
Pulling the open bolt back.
Inspecting the Cobray and a floating road arrow decal. The laser gets its own unique mount separate from the airsoft rail used with reflex sights. Also, unlike Far Cry 2'
s MAC-10, Dani does not try to pick his/her nose with the M11/9.
Reloading a customized M11/9 with the same style of airsoft scope mount from 5
. The charging handle extension is missing, even though it has the altered charging animation.
CZ Skorpion vz. 61
The Sa vz. 61 Skorpion appears as a rank 1 machine pistol. The Skorpion is also the primary weapon issued to many FND officers and light troops encountered throughout the game.
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the "El General."
Sa. vz. 61 Skorpion - .32 ACP
The weapon in the arsenal.
The El General in the arsenal.
Meeting the giant Costa Del Mar crab statue with the Skorpion.
Checking the vz. 61's iron sights against the terrain.
Reloading is again the same as in 5
and New Dawn
Working the vz. 61's bolt.
Dani inspecting the Skorpion. Interestingly, those markings shouldn't be there. The actual original military models have the markings on the right side of the receiver, and no markings for the fire selector whatsoever. Only modern civilian market Vz. 61 pistols and SBRs feature the markings on the right side, and of course since those are civilian market, they don't include the "20". Presumably, as semi-auto only vz. 61 SBRs are not only legal, but quite common on the Canadian civilian market (Far Cry 6 was primarily developed by Ubisoft TO), they built this model off of a real civilian semi-auto SBR, and extrapolated the "20", as CZ weapons (like any Warsaw pact nation weapons) use letters, not numbers, for fire selector markings.
Heckler & Koch MP5A3
The staple Heckler & Koch MP5A3 with a vented handguard returns from previous games, exclusively as a Black Market weapon.
Heckler & Koch MP5A3 - 9x19mm Parabellum
Vented handguard for MP5 and HK94
The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a "security-grade" weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.
Inspecting a customized MP5 under the gaze of an unimpressed Anton portrait. The laser attachments are affixed in a rather odd location.
The MP5's reload, complete with some actual 9x19mm rounds modeled in the magazine.
HK-smacking the bolt back into battery - note the selector set to semi here.
Dani holds the MP5, here equipped with a silencer and floating Aimpoint T2, because unlike nearly every other weapon which does the opposite, the third person view model for the MP5 removes the rail, even if it's been equipped by the player.
Heckler & Koch MP5K
The Heckler & Koch MP5K returns from 5 as the "MP5K", being a second rank SMG.
Heckler & Koch MP5K - 9x19mm Parabellum
The MP5K in the in-game arsenal view.
Dani holds a shiny MP5k equipped with the Aimpoint Micro style red dot while a FND horse expresses his displeasure.
Locking the bolt back during the empty reload.
And replacing the thirty-round magazine.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is classed as a submachine gun and appears as the "MP7". It is the final SMG that can be unlocked, at rank 4. It's the weapon's first time appearing in a Far Cry game. Like most select-fire weapons in the game, it can fire in semi-automatic, fully-automatic, and three-round bursts, though the MP7A1 only has a three position fire selector that allows it to fire in semi- and fully-automatic modes in the real world. Something that the modelers understood, as you can visibly see that HK's iconic fire selector displays only markings for safe, semi-automatic, and fully-automatic fire.
Heckler & Koch MP7A1 - 4.6x30mm
The MP7A1 in the in-game arsenal view.
MP7A1 in hand, Dani prepares to see off FND troops attacking Philly's napalm refinement tank.
Aiming the MP7 - it uses the HK BUIS in the raised position.
Reloading with a 40-round magazine underloaded to 30. The Extended Magazine attribute fully loads them to 40.
And as expected, Dani turns it over and yanks the charging handle when reloading from empty; note that the bolt apparently hasn't been informed of this.
Inspecting a customized MP7A1; thankfully, mounting an optic simply folds down the iron sights instead of getting rid of them entirely.
The post-1987 Intratec TEC-9 is available as a paid-for DLC weapon, as the "White Lightning." It was originally present from the past two games but was initially cut from the game's launch. It is used rather prominently in cutscenes during the Máximas Matanzas storyline, though, and it is also used as the icon for the machine pistol category.
Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum
The White Lightning preview.
Talia saddles up on a zebra while brandishing the TEC.
The MP40 returns from Far Cry 5 as a rank 2 SMG.
MP40 with brown bakelite lower receiver - 9x19mm Parabellum
The MP40 in the in-game arsenal view. For some reason, Dani refuses to unfold the stock, despite the fact that it features some noticeable recoil for a SMG.
Attacking a FND anti-air station at night with the MP40.
As with the previous game, its iron sights are brought rather obnoxiously close-in when aiming.
Pressing the Schmeisser's mag release at the start of a reload.
And about to pull the bolt back. The reloads are the same from the previous games.
The left-handed PP-19 Bizon-2 appears as the "BZ19" yet again, and is a rank 2 SMG alongside the MP40 and MP5K.
PP-19 Bizon-2 with stock folded - 9x18mm Makarov
The description in the arsenal menu seems to imply that whoever was writing it is under the impression that the magazine is a UGL akin to the M203
Holding the PP-19 Bizon-2 upon an enemy dog patrol.
As with 5
, the Bizon has fairly simple iron sights, with the rear notch rather cropped open.
Reloading - Dani thumbs out the helical magazine...
...and tosses it away like a pipe bomb, even on non-empty reloads.
About to mash in another helical mag. This time it has a 9x18mm round modelled in the feed lips.
Charging the PP-19's lefty bolt.
The Bizon-based "Auto-Cross" from Far Cry 4 returns as part of the Pagan Min episodic DLC, as a special variant belonging to Pagan named the "Executioner."
The "Executioner" in the loadout preview. Note that its PP-19 receiver is not mirrored, curiously enough.
The PPSh-41 appears as a rank 3 SMG. It uses the iconic 71-round drum magazines, and can be customized with attachments in all slots save for the muzzle. The model seen in-game is something of a hybrid of early and standard production PPShs, having the tangent rear sight of the former and the latter's hooded front sight.
PPSh-41 with 71-round drum - 7.62x25mm Tokarev
PPSh-41, early production - 7.62x25mm Tokarev
The PPSh-41 in the in-game arsenal view.
The PPSh-41 in gameplay during a raid on a zoo-turned-reeducation camp in the story.
Dani blazing away with the Shpagin, sending some conspicuously straight-walled 7.62x25 casings skyward.
Aiming - the classic tangent rear sight is a rare feature from early production PPSh-41s.
Reloading the PPSh from behind cover. As with a few other weapons, the reload animation is synced with the sideways posture.
Reloading a customized PPSh during the defense of the Gran Hotel Caballero. It also has a LAM equipped, just barely visible here ahead of the magwell.
Notably, the third person animation for the PPSh-41 shows Dani holding it with a "chicken wing" stance, unlike most of the other long guns. Dani canonically has some military training as a former FND conscript.
In an early trailer, Dani rather ill-advisedly lights up an enemy FND T-54 with the PPSh.
The Steyr MP34 returns from the past two (or three if counting New Dawn) installments as a rank 3 SMG.
Steyr MP34 - 9x19mm Parabellum
Dani tip-toes around Yara's capital city with an MP34 at the ready.
Inspecting a boat-themed restaurant with the "Yaran contract" MP34. One would expect that by now, Far Cry
might have a another Steyr weapon that's a little more recent than one from 80 years ago, but alas.
Undeterred by its old age, Dani enforces prohibition on Maria Marquessa's liquor operation with the MP34.
Checking the iron sights against the red paint on the crate.
Unsurprisingly, these turn out to also be of the "explodium" rum variety.
Lining in another empty magazine.
The TDI Vector makes a reappearance in the game, only being available as a special variant called the "Yarapunk Sidepiece" in the "Yarapunk Bundle".
The Yarapunk Sidepiece in the store, replete with lots of noodle ship stickers.
Getting a look at a kitted out Vector. The ramen skin can thankfully be substituted for a regular two-tone Vector skin.
The Vector's reload. The fire selector is set to full auto here.
The Baikal MP-133 returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs. It holds a somewhat impossible seven shells in a four shell tube magazine.
The MP-133 in the in-game arsenal view.
Approaching a Yaran soldier and civilian with the Baikal. The model is derived from Hours of Darkness
and has the simple ventless barrel with a bead sight, and no rail/rear sight.
Said Yaran soldier is about to get a nasty surprise for her trouble.
The MP-133 mid-recoil and pumping out a fired shell.
Chamber-loading the shotgun, with the last ejected shell falling down here while the new one is thumbed in.
Loading up the Baikal's magazine.
Double Barrel Shotgun
The "SBS" 12 Gauge Double Barreled Shotgun returns from 5, unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.
L.C. Smith shotgun - 12 gauge
The SBS in the arsenal view.
Diego points an engraved double barreled shotgun under direction of his father during a dove hunt.
Meanwhile, Dani takes the Double Barrel on a UAZ gunner hunt.
Aiming with the shotgun's unusual full set of iron sights.
The reload animation is unchanged from the last two games.
The left-handed SPAS-12 from before returns in 6, now relegated to being a mid-tier shotgun unlocked at rank 2.
Franchi SPAS-12 without stock – 12 gauge
The SPAS-12 in the inventory. The "full bore slug dispersal" in the description is rather nonsensical.
Aiming the SPAS at the container's lock.
Reloading back onshore - Dani smacks a shell into the chamber.
Topping off the magazine tube.
A Kel-Tec KSG is considered the game's high-end pump shotgun and is unlockable at rank 3.
Kel-Tec KSG, current model - 12 gauge
The Kel-Tec in the arsenal loadout preview.
The KSG in Dani's hands, about to line up a great double kill on two enemies with slug rounds loaded.
It uses the series' now familiar set of flip-up iron sights.
Loading the KSG's right magazine tube, which occurs when there are 7 or fewer shells to go. When empty, Dani will load one into the right tube...
...and then manually chamber it.
After the right tube is topped up, the feed switch is toggled over.
Loading up the Kel-Tec's left tube.
A KSG used at a shooting range in pre-release footage.
SRM Arms Model 1212
The SRM Arms Model 1212 appears as the "RMS-18". The game claims its designation means "Rotary Magazine Shotgun" and is a clear twist on the real company's name, though interestingly, the real world "SRM" is not actually an acronym for anything.
SRM Arms Model 1212 - 12 gauge
The loadout entry of the M1212.
Holding up a hostile dump truck with the SRM Model 1212.
Cycling the rotary magazine - the bolt locks back on every third shot (note the charging handle's position here); Dani rotates the magazine and then drops the bolt the chamber from the next magazine.
From empty, Dani drops the bolt at the start of the reload, and then dumps aside the rather complex rotary magazine...
...and locks in a new one from the ether.
At the end, Dani manually runs the M1212's action.
Winchester Model 1887
Both a full-sized and sawed-off Winchester Model 1887 appear under the "1887" name. The sawed-off variant, unlockable at rank 1, replaces the MP-133 as the standard shotgun used by both friendly and enemy NPCs - while satisfying to finally have enemies using something else, the 1887 is a weird choice. The full-sized variant is not unlocked traditionally, but instead earned by completing special operations and purchasing from within the game's "black market" store.
Winchester 1887 shotgun - 12 gauge
Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge
The full-length Model 1887 in the Black Market preview.
The cut-down 1887 in the inventory view. The in-game description decides to remind us that yes, shotguns are better at closer ranges, that is in fact how they work.
And the tacticool version doesn't even warrant a unique description.
Dani with a full-length Winchester 1887 during a nighttime raid, watching an ally get gunned down by a Stechkin-wielding officer.
The 1887's sights, similar to the previous games.
Dani inspects the Model 1887 in the first person view, showing off the weird unfinished rail segment just ahead of the rear sight.
makes use of the sawn off Winchester in his side mission. He also has a Stechkin holstered on his hip, though he doesn't use it.
Holding up a FND soldier with the tactical black M1887.
It has a somewhat different front sight, although it's a bit hard to see here.
The AKM from 5 appears essentially unchanged, and is the standard-issue for the Yaran military as well as allied rebels. The default AKM is once again referred to as the "AK-47" and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the "AK-M". Like in Far Cry 5, the AKs can fire in semi-automatic, fully-automatic, and three-round-burst modes. It is also used by Russian Army soldiers in the "Vanishing" mission (a crossover with Stranger Things).
There are two special variants that can be found - the "Death Rites" and the "Fuck Antón."
The rifle in the game's arsenal. The description states that the weapon is "Resolver improved," although not much seems to have been altered about the rifle except for the red paint stripes.
The tactical AKM in the game's arsenal. In yet another oddity, the description seems to imply that rifles kitted like this one predated the AK-74
, which is false. Both the AKM and AK-74 (and practically every major AK variant out there) started being kitted with rails and other tactical features at the same time, in response to western rifle platforms that were already using them.
Dani blasting away at an enemy logistics truck with an AKM.
Getting a look at Boom-Boom taking down the driver.
It has the same dominant hand tacticool reload animations from 5
and New Dawn
And inspecting it, showing that it is, in fact, an AKM.
Deciding that the best time to take an action photo is while being bombed by an FNDA MiG aircraft, Dani strikes a pose with his AKM. The MiG-15/17s appear rather uncommonly, with the FND apparently preferring to use World War II-era prop planes for most purposes - thought this may be chalked up to a lack of spare parts and supplies due to the blockade.
The "AK-M" outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers. Note the odd "47-M" marking on the dustcover.
A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.
The fictional "AR-C" rifle from 5 is once again available, being made available for unlock at rank 2. Though mostly unchanged from its prior incarnation, it no longer sports the disconnected weapon strap at the front of the handguard. A handful of friendly NPCs use AR-Cs, and FND soldiers are shown wielding them in certain cutscenes, but never in game. The default version is supposed to be unlocked via the "A Little Birdie Told Me" treasure hunt; however, this task is bugged and does not consistently reward the actual standard AR-C variant.
The AR-C in the arsenal preview.
The allegedly Japanese "Urushi" variant.
And "The Comrade" which is acquired from the Stranger Things
tie-in mission. It is a rather odd choice compared to something like the AKM or AS Val given the Russian theme.
Inspecting the Urushi and its gaudy skin inside the bridge of a government cargo ship.
A bloodied Comrade AR-C during the assault on the chemical refinery in La Joya.
Dani takes aim with the canted reflex sight and blasts away inside the refinery.
The reload animation is a slightly reworked version of 5'
s standard style, including a charging handle swipe when empty.
A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from Far Cry 5
The "Bliss Rifle" AR-C included as part of Joseph Seed's DLC as his signature rifle comes with a unique underbarrel M203 launcher that fires "Bliss" rounds (the effects are identical to PG-240X in-game). The model is fairly downscaled and shortened with RIS-style mounts.
LMT M203 with 9" barrel - (fake) 40x46mm
Joseph Seed's carbine, replete with horrifying scratched font words. John 1:9 is inscribed on the magazines; to spare you the effort of looking it up, this quote is the same one scratched into the stock - "If we confess our sins, he is faithful".
The AS Val appears under its real world name, unlockable at rank 3. It is the only integrally suppressed gun in the base game, the Makarov PB is only available through DLC.
The AS Val in the in-game arsenal screen. Note that the arsenal screen displays all weapon names fully capitalized, so this may not be the all-too-common error of someone believing that "Val" (from "Вал", Russian for "Shaft", referring to the weapon's pipe-like appearance) is an acronym and not a word.
AS Val in hand, Dani comes upon an enemy Viviro fertilizer soldier clad in a chemical suit.
Lining up the sights for a quiet kill.
The Val has quite the modern style of reload animations. During tactical reloads, Dani grabs and sandwiches a new magazine with the old one.
Loading in the new 9x39 mag before putting away the old one.
Trekking through a FND bunker with a tacticool AS Val - here, Dani kicks out a spent magazine with the new one in the empty reload animation.
Angling in the new magazine.
And chambering the Val in the underhanded style. The green receiver and plum furniture are part of the "Mud Trek" skin.
Dani reloads an AS Val as the cavalry arrives (literally) in the trailer.
DSA SA58 OSW
The DSA SA58 OSW appears as the game's final unlockable assault rifle, named the "SSGP-58" in-game. Like the regular FAL, the SA58 is capable of firing in semi-automatic, fully-automatic, and an incorrect three-round burst mode. It is modelled with DSA's extended 30-rounder magazines, though these hold 40 rounds in-game.
DSA SA58 OSW - 7.62x51mm NATO
The SA58 OSW in the in-game arsenal menu.
Idling with the SA58 OSW while Boomer gets lit up by an enemy soldier.
Reloads are done a bit more in a bit more typical style compared to the full length FAL.
Working the charging handle.
Smacking in another magazine in the OSW during the raid on the government's chemical repository.
The FN FAL returns after an absence of four games simply as the "FAL". While the description's statement that it is Brazilian in origin implies it's supposed to be an IMBEL-made FAL, it actually appears to be the Austrian StG 58 version with a wooden stock. It appears to use a mirrored railed top cover mounted over the factory dust cover when using optics or as seen on the third person world model.
FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO
Dani slinks toward an FND military checkpoint in a pre-release screenshot. Note the ad-hoc red dot sight composed of a laser pointer and canned fish tin can which appears to have been inspired literally by a "How to Make a Red Dot Sight $3"
StG 58 FAL in-hand, Dani investigates the site of a hit-and-run of a FND soldier by his own supply truck. With a first-person viewmodel mod, Dani's right hand appears to hold the FAL in a posture oddly low on the pistol grip.
The FAL's reload animation plays out in a fashion comparable to other modern games, with Dani grabbing the fresh magazine first and clasping it together with the old one.
And the empty reload involves a swift yanking of the charging handle.
Dani inspects a kitted-out FAL after being a menace by parking his technical in a handicapped space.
Dani points an FAL at resistance leader Clara Garcia during their first meeting, showing that cutscene rail mount syndrome has also affected this game.
HS Produkt VHS-D2
The HS Produkt VHS-D2 from previous games returns again as the "BP-2", unlockable at rank 2.
HS Produkt VHS-D2 - 5.56x45mm NATO
Dani defends an occupied hospital with the VHS-D2, wary of anyone trying to crack disc format jokes about his weapon.
It uses the same FC5
brand of folding irons shared from numerous guns since that game.
Reloading the VHS with an onscreen prompt that somewhat unhelpfully declares "FULL AMMO" even when the player character's weapon clearly isn't.
Pinching the VHS's distinct bolt release.
The full length M14 rifle is unlocked at level three. It is a straight improvement over the SOCOM 16 in performance, and has access to the "Pointer" slot for a laser. It also has an underloaded capacity of 15 rounds by default, but it has the attribute slot to equip the extended mag specialization, which increases mag capacity to the appropriate 20 rounds.
M14 rifle - 7.62x51mm NATO
The M14 rifle with a fairly obvious movie quote description.
Attempting to liberate some Yaran prisoners in perhaps one of the loudest ways possible with the M14 rifle.
The iron sights of the M14.
Dani takes the time to unhelpfully reload the battle rifle before cutting the refugees' bonds.
An M16A1, reusing the model from Far Cry 5's Hours of Darkness DLC appears, unlockable at rank 2. It holds 20 rounds in a 30 round magazine by default, an inversion of many video game tropes where M16A1's modeled with 20-rounders hold 30. It can equip the extended magazine specialization, which increases the capacity to an odd 27 rounds.
M16A1 with 30 round magazine - 5.56x45mm NATO
M16A1 in hand, Dani prepares to take on a dreaded enemy dock. Here, it has a reflex sight equipped and brown furniture set skin (that's allegedly bull leather according to its description).
The reload animations are reused from New Dawn'
s "Rock-Paper-Scissors AR-C," which includes inspecting the empty chamber, confirming that the bolt hold open is indeed functional (and getting a good look at the teardrop forward assist).
Reloading the STANAG magazine.
And giving the bolt release a civilized clap.
Inspecting a camouflaged M16. It is one of the few weapons that still has the animated fire selector function from the previous games, set here to semi-auto.
Blasting away with an M16A1 in the trailer. Note the presence of an F-1 hand grenade
Marlin Model 1894
The shortened "45/70-T" variant of the Marlin Model 1894 from 5 appears once more, being unlockable right at the start. The full-length version is available in the game's store as a buyable unlock.
Marlin Model 1894 - .44 Magnum
The Marlin's inventory entry.
Previweing the "Crock Hunter Custom."
Dani crouches with the full length M1894 while hunting technicals.
Its iron sights are unchanged from 5
Throwing out the lever and kicking out a spent cartridge.
The Marlin still has its quirk of a dynamic reload posture for when close against a surface.
Holding the tacticool Mare's Legesque variant out in the rain at a FND comms station in Noventarmas.
The reload as seen normally. The empty reload still starts with Dani cycling out the empty cartridge and doesn't account for actually chambering a new one.
Mosin Nagant M38 Carbine
Two variants of the Mosin Nagant M38 Carbine appear as special weapons. Following the Far Cry trend, both of the Mosin rifles will grow an optic rail over top of the existing rear iron sight in order to accommodate any additions. The first variant, a rifle referred to as the "Eastern Front", is a mostly stock M38 adorned with straps containing an ammo pouch and package of bandages. The Eastern Front can be obtained as part of the "Motherland Bundle" in the game's store, but is also available through the game's black market.
The other rifle, the "White Lotus", has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.
Mosin Nagant M38 Carbine - 7.62x54mmR
The Eastern Front in the store. The name "Anna" is carved into the side using Cyrillic letters.
The White Lotus in the store.
In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...
...and use a stripper clip to load all five rounds when empty.
On patrol with some rebels with the "White Lotus" Mosin M38.
Aiming the ornate Mosin at a FND captain.
Out by the shore, Dani works the bolt and kicks out a spent x54R casing.
Dani loading in loose rounds during the non-empty reload.
The stripper clip reload - the top round is angled up to help facilitate loading against the magazine follower.
The empty clip falls loose after all rounds are loaded, akin to Battlefield 1
. It's a bit more visible when pressed against a surface like the tent here. Also note that Dani's thumb has gone clean through the Mosin's right side.
The OTs-14-1A-01 Groza is featured as the "BP-RUC", unlockable at rank 2.
OTs-14-1A-01 Groza - 7.62x39mm
The description is fairly apt for a Russian design from the tumultuous post-Soviet 1990s.
Approaching a particularly occupied resort with the Groza carbine.
Aiming with its rather odd set of iron sights.
Dani reloads the bullpup - when empty, the spent AK magazine is tossed aside. Note the helpful "30" mark on the mag and the nonexistent designation of "OTs-142-4V" on the weapon's receiver.
Right-handing the bolt to rechamber the OTs-14.
The OTs-14-4A-02 Groza is featured as the "BP-SMG", incorrectly classed as a submachine gun and holding 30 rounds in a 20-round magazine. It also appears to be the weapon built into the automatic gun turrets deployed by FND engineers, rebels, and Dani.
OTs-14-4A-01 Groza - 9x39mm. The -02 variant is largely identical, but lacks the foregrip/muzzle device.
The weapon in the game's arsenal.
Dani observes a FND truck traffic dispute with an OTs-14-4A-02 carbine.
Aiming and opening fire with the Groza-4.
Replacing the 30-round 20-round magazine, full of green-tipped ammunition; this variant features an even more nonsensical receiver marking than its 7.62mm counterpart, reading "W08-001".
And unlike its 7.62 brother above, this one has an underhanded charging animation.
The weapon in its odd drum-fed configuration in an autoturret.
The SKS appears as one of the game's rifles. Oddly, it is one of the last available rifles (as it is unlocked in rank 4), long after several weapons that should be more advanced.
SKS with no bayonet - 7.62x39mm
The SKS's inventory preview.
Dani holds an SKS on an enemy soldier that's oddly fixated on some fruit graffiti.
About to give him a nasty .30-caliber surprise.
As with some other games, the SKS is incorrectly shown as allowing the bolt to lock back during non-empty states - here, Dani pulls it back and loads in loose rounds. In reality, the bolt either has to manually held back with one hand or the magazine has to be dumped out.
Tugging the Simonov's bolt back into battery.
From empty, Dani uses the typical stripper clip. Changing ammo types also starts with this; an animation for dumping the magazine out also would've made sense in this case.
Dani thumbs down the brass 7.62x39 rounds with rather impeccable smoothness.
And knocks the clip out with a satisfying "ting" sound.
In pre-release footage, Dani examines a standard SKS, sadly missing its bayonet.
Dani reloads her SKS with a stripper clip while helping a character find his stash. This particular example has a redwood stock.
A modified SKS seen in the trailer, fitted with a homebrew optic attached to a railed foreend. Like other weapons, a rail sprouts onto the receiver whenever the need arises.
Springfield Armory M1A SOCOM 16
The Springfield Armory M1A SOCOM 16 appears as the "MS16 S", like in 5. Once again, it uses 20-round magazines underloaded to fifteen rounds by default.
As is common in the Far Cry series, the model is mirrored. This model also features an M14 fire selector on the mirrored left side, and the receiver is marked "U.C. RIFLE CAL. .30 M1 YARA ARMS 9705568" implying that somehow this rifle is a conversion of an M1 Garand (with a serial number much too high to be one made by an official US Government contractor) in the vein of the Italian BM59 select fire, detachable magazine conversion. The model is still distinctly a SOCOM 16-style M14, though, as seen by its M14-type gas system.
Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
The SOCOM 16 in the loadout screen.
Assaulting a FND base with the M1A SOCOM 16.
Aiming the battle rifle at a Yaran soldado.
The reload animation comes straight from the previous two games.
Palming the mirrored charging handle back.
The strange DMR version of the "AR-C" from the previous game reappears in one of 6's DLC trailers, being used by Joseph Seed in an expansion set during the events of 5 from his point of view. It does not appear in the base game.
Barrett M82 "Cobra Assault Cannon"
Also returning from Blood Dragon is the "Kobracon", a modified Barrett M82 that originally appeared as the "Cobra Assault Cannon" in Robocop. Like the AJM-9, the Kobracon is attainable for those who own the game's season pass. In the game, the weapon is disappointingly underpowered, having the lowest base damage of any sniper rifle in the entire game, despite being modeled after a .50 BMG sniper rifle.
The weapon in the game's arsenal.
The rifle based on the CZ 527 from 5 returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity due to it using the same 3-round magazine from the previous game. Despite being a civilian weapon, the rifle is better than the preceding Arctic Warfare/Alejandro hybrid, as it has a much higher rate of fire.
Two special variants of the CZ 527 exist - the "El Depredador" and the "Sobek Special."
CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO
The weapon in the game's arsenal.
The Sobek Special in the game's arsenal. For the unaware, the ancient Egyptian deity Sobek was typically depicted with the head of a crocodile.
Rather ill-advisedly taking on an enemy T-54 with the CZ 527.
About to blast an FND soldier sighted in the classic hunting iron sights.
Operating the CZ carbine's bolt.
The reload animations are the same from its previous appearances.
Desert Tactical Hard Target Interdiction
The Desert Tactical Hard Target Interdiction returns from 5 as the "MBP .50" and is the last unlockable sniper rifle.
Desert Tech Hard Target Interdiction - .50 BMG
Previewing the HTI in the loadout menu.
Holding off against a herd of deranged bulls with the HTI - even in this situation, a bolt action .50 caliber is leaving Dani with some remorse about not bringing enough gun. For the first time in the series, it has backup irons by default, reused from the AR-C.
Cycling the Desert Tech while Boom-Boom runs interference. Perspective issues leave the ejected casing looking enormous
, and it appears to be clipping into the first-person view.
Manhandling the HTI skyward while reloading a new magazine.
And mashing the giant bolt forward.
Gepard GM6 Lynx
The Gepard GM6 Lynx makes its fourth appearance in Far Cry 6, though this time it is only available as variants acquired through the game's store. It may also be a reward for or unlockable from Insurgency challenges.
Gepard GM6 Lynx - .50 BMG
"Alpha Wolf" GM6 variant, as seen in the store. Note the default backup iron sights.
The "E.V.A." Lynx, unlocked as an Insurgency challenge reward.
Holding the space GM6 Lynx against a balcony while fighting in Esperanza.
It has the right handed reload animation from the games prior to New Dawn
The Far Cry customary left-handed SVD Dragunov makes another appearance in Far Cry 6, usable at rank 3. It has usable iron sights be default, and as per series norm since Far Cry 3, it has standard magazines half-loaded to five rounds.
SVD Dragunov - 7.62x54mmR
The SVD in all of its full-length mirrored Soviet glory from 5
- it is not the near-obrez variation from New Dawn
Holding the Dragunov on a Skorpion-equipped FND gas station attendant.
Aiming with the SVD's standard Russian style iron sights.
Reloading the 7.62x54mmR magazine.
About to pull the bolt back.
Inspecting a SVD equipped with cherry furniture and the pseudo PSO scope, which is also suffering from the unnecessary rail riser syndrome that has afflicted several weapons in Yara.
Zooming in on a highlighted enemy.
Dani with a scoped SVD during the "Sundown" mission.
Note the scope here lacks the riser seen in regular gameplay.
The "Yaran SR-A" is a hybrid between a Cuban Alejandro sniper rifle and the Accuracy International Precision Marksman and Arctic Warfare sniper rifles. Its receiver is that of a PM's, it has the Alejandro's barrel, and its furnishings are a cross between the Alejandro and AW; it also uses detachable box magazines which appear to be slightly shortened AW magazines. It is the game's default sniper rifle, available at rank 1 and among the very first weapons that Dani acquires. It is used by both enemy and allied snipers. Both the name and its in-game description imply that the SR-A is the in-universe Yaran equivalent of the Cuban Alejandro.
Two special variants, the "Mixtape" and the "Double Clutch", can also be acquired.
Accuracy International Precision Marksman - 7.62x51mm NATO
Accuracy International Arctic Warfare - 7.62x51mm NATO
The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.
The Mixtape in the game's arsenal.
Getting a vantage view of two beach soldiers with a scoped SR-A.
Aiming through the basic "Russian" style scope. The real Alejandro uses the same side dovetail mount as the SVD for PSO-1 and NPSU scopes.
Cycling the SR-A's AW-based action after sending the soldiers out to sea.
As with the CZ 527, it reloads with the dominant arm.
Using the SR-A's backup sights.
Palming the bolt into battery from an empty reload.
An FND sniper armed with a Yaran SR-A in the trailer. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.
Heckler & Koch HK21E
The Heckler & Koch HK21E appears as the "MG21" and is the game's rank 3 machine gun unlock.
Heckler & Koch HK21E - 7.62x51mm NATO
Previewing the HK21E in the loadout menu, showing off the slightly shortened barrel.
Dani holding the HK21E during a fight with a convoy of government trucks.
Aiming with the HK21's distinct sights.
Locking the bolt back at the start of a reload while a truck explodes in the distance.
Reloading the 100-round belt box.
...and pulling it through with the right hand. Note Dani's left hand around the front trunnion - the charging handle is thumbed back forward.
The HK21E in first person.
The massive HK21E in Dani's hands.
The M249 SAW was shown as being available in pre-release footage but cut from the launch (similar to the TDI Vector in 5, which was available to certain players at launch, then removed, only to be added again in the Live Event a week later.) However, the M249 remains in the game as the icon for the machine gun category in the arsenal, and is mentioned in a note about an arms smuggling deal conducted by Bembé Alvarez. Like the previous iteration, the M249 is equipped with mostly modern furniture, but still uses the old-school paratrooper stock.
It has been fully implemented and is available in the Guerrilla Garrison or as part of a paid-for DLC addon pack.
New FNH USA M249 SAW - 5.56x45mm NATO
The "Tacticool" M249, which boasts yesteryear's digital camo and is implied to be Yaran-produced.
Inspecting the M249 while some Far Cry
grass does what it does best.
It retains the unusual open square rear sight from 5
And reloads the exact same way.
...feeding in the new 5.56 links...
...and closing the top cover.
The full-sized M60 from the previous game's Hours of Darkness expansion is available, appearing as the "M60 NV". unlockable at rank 2.
The M60 in the in-game arsenal view.
Defending the local chop shop with the M60.
Reloading with another loose belt.
About to shut the top cover with the right hand.
And pulling the charging handle, just like with the last two games.
While originally absent from the released game, the M60E4 from the prior games is available as part of an official Rambo addon pack.
The same seemingly Aliens-inspired MG42 with a side-mounted grip from Far Cry 4 and 5 continues to appear in 6. It is obtained from a treasure hunt in the Savannah area of El Este, apparently as a gift that was part of a quinceañera (alongside an actual unicorn).
The MG42 in the inventory view. It's doubtful that anybody could scream louder than an MG42, especially if said MG42 is in the scream-recipient's own hands.
Dani inspects the Maschinengewehr while wondering who gets this for their daughter, and why aren't they in charge of supplying the guerrillas.
Aiming and buzzing away with the MG 42.
Working the charging handle at the start of an empty reload.
And throwing in the new linked 8mm Mauser.
Cut-down RPDs are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.
RPD with short barrel - 7.62x39mm
Dani unloads onto a FND UAZ jeep with the obrez RPD during the escape from Verdera.
Aiming the Degtyaryov during a lull in the action.
Empty reloads begin with Dani flipping down the charging handle and cycling the bolt back. With the RPD, this should actually be done after the new belt is loaded.
Reloading with another belt drum.
Feeding in the 7.62x39 belt.
Closing up the top cover.
Dani holds a custom RPD in the trailer. This RPD is fitted with a foregrip and a short barrel. As is series tradition, the rounds in the belt have struck primers.
Carl Gustav M4
Once again, the Carl Gustav M4 is the game's high-level rocket launcher, known as the "RAT4". It again serves the same role as a guided rocket launcher since Far Cry 2's original Carl Gustav, and can be upgraded with lock-on rounds.
Carl Gustav M4 - 84x246mmR
The Gustav M4 in the in-game arsenal view.
Dani takes on an elite black T-54 with the Carl Gustav in a particularly intense battle.
Aiming the M4 - here, the guided function isn't super necessary when engaging a tank in stone-throwing distance.
It has the same reload animation from the prior two games, with the breech unlocked...
...and a new caseless round shoved in.
M79 Grenade Launcher
The M79 Grenade Launcher continues with its sawed-off appearance from the past two games.
The M79 "pirate pistol" in the arsenal menu.
Dani prepares to engage some enemy troops with Far Cry'
s favorite bloop tube while his dog ignores them in favor of chewing grass.
Aiming with the auto-deploying rear sight.
It uses the same unusual right hand reload from 5
, and still has the dynamic cover animations. Like the RG-6
below, it uses NATO-standard 40x46mm grenades rather bafflingly marked in Cyrillic.
In with a struck 40mm round.
A stockless RG-6 appears as the "MGL-6" and is unlocked at rank 3. It incorrectly uses Western 40x46mm grenades rather than the proper VOG-25s; to allow this, the cylinder incorrectly hinges out to the side on its own to expose the backs of the chambers, rather than pivoting the "barrel" (actually just an unrifled tube) and front cylinder cover out to the side to expose their muzzle ends for loading (since VOG-25 grenades are muzzle-loaded). It can be modified with the two open emitter reflex sights and laser pointers.
The RG-6 in the in-game arsenal screen. It uses the same bizarre fudged angled pistol grip from the RPG-7.
A trailer image of loading the wrong end of an RG-6's cylinder with Western-style 40mm grenades (which have Cyrillic text printed on the casings) after ejecting spent casings from a caseless grenade launcher.
Dani bears the RG-6 on a pesky enemy Mi-17.
Drawing a bead on the Hip - surprisingly, the folded front ladder sight does not unfold compared to the M79.
Dumping out the NATO 40mm rounds out - the game does actually keep track of fired versus unfired rounds (in this case, the reload is being done again after only loading in three shells).
Winding the cylinder while the Mi-17 smolders in the background.
And thumbing in new 40mm rounds.
The RPG-7 acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.
A warhead-less RPG launcher in the loadout menu.
Taking on Maria Marquessa's rum distilling operation with the RPG-7.
Again, as per series' norm since 3
, aiming has the sights canted to emulate the launcher's shouldered posture.
Shoving in another warhead after somewhat haphazardly using the RPG indoors.
A reused model from 5 is unusable to the player, however, it is exclusively used by FND Special Forces operatives.
The Airtronic RPG with its misshapen pistol grip on the back of an elite FND rocketeer.
F-1 Hand Grenade
Mock F-1 hand grenades appear as decorative attachments on several weapons, including the M16A1 and RG-6.
M26 Hand Grenade
The M26 Hand Grenade is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments.
Far Cry 6 introduces a new class of improvised weapons to the game as "Resolver" weapons (as well as attachments), referencing the Yaran populace's ability to solve their problems with ingenuity (in this case, a severe lack of weapons.) Several of these "Resolver" weapons are totally improvised firearms, or make use of factory-made weapons in their designs.
An improvised high caliber, single-shot improvised sniper rifle appears as the "La Sorpresa." It is made from an old wooden rifle stock and has a barrel surrounded by a very Lewis Gun-like shroud, and has a homebrew telescopic sight. It fires a delayed explosive round that sticks to targets and detonates after a few seconds.
The Surprise in its menu preview.
Holding La Sorpresa on a FND GAZ jeep that's about to get blown to scrap.
Aiming at an enemy "Kaumbat" helicopter. The Sorpresa's high projectile speed makes it especially good at taking down airborne threats.
Reloading is similar to Metro: Last Light'
s "Ashot" shotgun, where the barrel tilts open and the spent case is dropped out.
In with another - note the odd case head.
Latching the barrel shut.
Makeshift Handheld Minigun
A makeshift handheld minigun made out of an old motorcycle or power tool engine and pipes appears as "El Pequeño" among the "Resolver" weapons available to Dani. It seems to be modeled after the minigun from Terminator 2 with triple barrels like a General Dynamics GAU-19/A.
handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm
General Dynamics GAU-19/A - .50 BMG
El Pequeño in the Resolver weapons menu.
Equipping El Pequeño starts with Dani giving it a chainsaw-like yank of the starter rope.
Kicking off the raid on Yara's Viviro facilities with the homebrew minigun.
Blasting away an elite FND soldier with Pequeño; aiming simply zooms in the screen. With the crosshair disabled, one will have to rely on tracer fire and the explosive effects to lead targets.
Reloads start with knocking out the ammo drum made from a paint can...
..and shoving in a new one...
Setting in the new belt. The starter cord is always pulled again to restart the gas engine; it never requires a refuel.
Revving up the homemade minigun in the trailer.
A cut-down MTs255 appears in the game as "El Muro", one of the "Resolver" weapons. With El Muro equipped, the MTs255 is deployed alongside a large hydraulic shield which blocks gunfire, making it into a sort-of improvised riot control weapon. Strangely, the MTs255 cannot be equipped without the shield, though there is no explanation as to why (though it likely lacks animations for two-handed use.)
Sawn-off MTs255 - 12 gauge
The loadout view of El Muro, which lacks the shield. Note how the trigger appears to be in the single-action position, despite the hammer being uncocked.
Wielding the handcannon/shield duo while dealing with some FND troops attempting to resupply.
Aiming the obrez MTs255 at an officer signaling for reinforcements. Surprisingly, a front sight is still present on this thing.
Reloading involves a somewhat less-than-plausible single-handed shaking out of unfired black 12 gauge shells.
More are loaded in offscreen, and then Dani cowboy-slings the cylinder shut, pausing to clearly show the viewer that these "new" shells still have struck primers.
Pieper Revolving Carbine
A Pieper Revolving Carbine appears in the game under two special variations - "La Varita" is categorized as a Resolver weapon and requires Dani to complete three side quests across the main provinces and is unlocked in a cave in Quito. The other is "Julia's Last Stand" is obtained from the Guerrilla Garrison. This version is categorized with the assault rifles and shares ammo with those instead.
Neither have any customization options other than La Varita has some extra skins.
Pieper Revolving Rifle - 8x50mmR Pieper
Dani examines a Pieper in the trailer and wonders if any of the major online ammo retailers have 8mm Pieper ammo in stock and have free shipping to Yara.
Dani with La Varita after just obtaining it and being greeted by a big ol' friendly cat.
Watching over Oluso with the glowing Pieper in Triador vision.
The Pieper's sights back in normal vision.
Reloaidng - Dani flicks out the cylinder and ejects out all cartridges.
And then seemingly thumbs them in about two at a time until the single final ninth round.
La Varita's sights as seen under the Supremo effect...
...and its reload simply involves swinging out the cylinder and letting it rev-up.
The Browning M2HB appears as one of the game's three main mounted machine guns alongside the M2 Aircraft and DShK, being found as both part of static emplacements and mounted on certain vehicles. The M2HB is very inconsistent, however - the majority of the static variants found throughout the game world have a comically slow rate of fire (comparable to semi-automatic fire) but appropriately high damage, while the vehicular variants have an extremely high rate of fire but conversely deal low damage, being unable to kill even unarmored targets with a single shot. To add to the confusion, a small number of static M2HBs get the same stats as the vehicular ones, making it generally impossible to tell the performance one would get in advance.
Breaking from the tradition of previous games, static M2HBs have a limited reserve of ammunition, with only 240 rounds that cannot be refilled. Vehicular M2HBs retain their infinite supply of ammunition, though they overheat noticeably more quickly.
A static Browning M2HB nested within a bunker. Either the mount was sealed into the concrete, or the weapon is suspended through some sort of magical physics, as there is nothing obviously preventing the M2HB from falling straight over.
An M2HB mounted atop an FND UAZ-469.
Opening up with the Browning while rolling into a supply drop liberation event.
Using the Browning's sights.
As this truck mounted version has unlimited ammo, it overheats after several seconds of continuous fire and requires the action to be cycled after a stoppage.
Browning M2 Aircraft
The Browning M2 Aircraft can be seen as the most common static weapon in the game, as well as mounted as fixtures on some vehicles. The M2 Aircraft behaves more like the mounted FN Minimi/M249 SAW-inspired weapons from earlier installments in the franchise, firing extremely fast but dealing pathetic damage, though this time it is a .50 BMG that is performing poorly. Adding to the weirdness, most of the vehicular M2 Aircraft machine guns instead have the abysmally slow fire rate of the static M2HB, leading to the inevitable conclusion that Yara's heavy machine guns are mechanically confused.
The coaxial machine gun on FND military T-54/T-55 tanks also appears to be an M2 Aircraft judging by the barrel, rather than an appropriate SGMT or Degtyaryov DT.
Browning M2 Aircraft, Flexible - .50 BMG
A static Browning M2 Aircraft found at one of the many checkpoints throughout the game world. The M2 Aircraft is hooked up to a DShK-inspired belt box instead of one more appropriate for the design.
Dani points the M2 Aircraft toward the sky, showing the machine gun off for the camera. In typical Far Cry
-fashion, the primers on the cartridges have already been struck; additionally, as with the previous game's M2s, the rear sight has been cut down from an aperture into a U-notch.
The DShK returns from past installments as a mounted machine gun available in static emplacements and on certain vehicles (such as Yaran T-54 tanks and Mi-8 helicopters.) In a first for Far Cry, it is one of multiple mounted heavy machine guns available, and has a limited pool of ammo of 240 rounds like the others. Compared to the Browning M2HB and M2 Aircraft, the DShK acts as a sort of "middle of the road" machine gun that balances rate of fire and damage, and it behaves most like the M2HB and DShK from previous installments. As a static weapon, the DShK is noticeably rarer than the other machine guns.
DShKM on tripod - 12.7x108mm
The profile of a static DShK.
Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FND's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.
Aiming a DShK at a FNDA fighter during "The New Revolution" mission. Dani is probably wishing this one had the AA sights.
The overheat animation from the earlier games returns; Dani yanks the charging handle, which presumably clears the heat-induced stoppage.
A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as "1944 Petrov HS-100s". For a T-54/T-55, 1944 would be too early - the design phase did not begin until 1945, and it would not be until 1947 that the first tanks would enter service. However, 1944 is the year that the relatively obscure T-44 tank, the direct predecessor of the T-54/T-55, was first produced. Still, it is mostly anachronistic, as T-44s were never exported, and the tank model in Far Cry 6
has none of the distinct features of the T-44 anyway.
The mounted QLZ-87 from 4 return as possibly the rarest of static mounted weapons in the game (the standalone variant is unfortunately not available). Like the other static weapons, the QLZ-87 has a limited supply of 18 grenades that cannot be refilled.
A QLZ-87 mounted on the battlements of a former FND fortress. Note that the real weapon's right-mounted pistol grip has been replaced with spade grips.
Dani points the QLZ-87 toward Esperanza. The grenades have a fairly wide arc, but will explode after traveling a preset distance, preventing the QLZ-87 from being used like the pseudo-mortar cannon it was in Far Cry 4
The SA-14 Gremlin appears mounted atop the AA turrets that Dani can find across Yara.
SA-14 Gremlin (9K34 Strela-3) - 72mm
Two A-14 Gremlins over the AA turret's main gun.
Oversized ZU-23 anti-air guns with double 9K38 Igla launchers are dotted around the map as targets for the player to take out if you wish to fly.
The M134 Minigun is mounted onto a motorcycle added with the Danny Trejo update.
General Electric M134 - 7.62x51mm NATO
Soldiering on from FC5 and New Dawn, M120 mortars are somehow the standard mortar used by the FND despite being a somewhat modern Israeli/US system.
In keeping with protagonist tradition, Dani interrogates a M120 for counter-revolutionary activities.
A M60E3 machine gun is shown firing in the introductory sequence.
An actual Rambo
poster featuring the M60E3 can be seen in the loading screen for the side mission.