Far Cry 6

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Far Cry 6
Release Date: October 7, 2021
Developer: Ubisoft Toronto
Publisher: Ubisoft
Series: Far Cry
Platforms: PS4
Xbox One
Xbox Series X
Windows PC
Google Stadia
Genre: First-person shooter

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. 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 you to hit a certain level, and then allow you to purchase certain weapons from gun stores. Far Cry 6 does that with both the Resolver weapons and the real world ones, but also allow you to loot real world weapons early, permanently adding them to your inventory, meaning that there's no real order in which a player will acquire weaponry.

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 you "moneda" ("money" in Spanish), 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.


Beretta 92FS

The Beretta 92FS model from Far Cry 5 as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, with the extended magazine weapon mod giving it a (still underloaded) 13-round capacity. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov.

A unique variant, known as "Pistola Sportiva" (Spanish 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.
Given Yara's geographical location, Dani checks to make sure her pistol isn't actually a Taurus PT92.
While taking aim, a nearby guerilla wanders over to see what Dani is staring at.
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.

Beretta 92FS Inox - 9x19mm Parabellum
The Inox in the arsenal.

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.

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.

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".

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.

FN Five-seveN

The Mark 2 FN Five-seveN is seen in the Post Launch Overview Trailer and is also in the game files as the "USG 5.7" (referring to an older variant of the same pistol), but is not presently available in the game. It is to be added as the "Diplomat" pistol.

FN Five-seveN Mark 2 FDE - FN 5.7x28mm

Luger Carbine

Two variants of the strange stockless and too-short Luger Carbine from 5 appear, both as unique weapons. The first, a pistol named "El Regalo de Clara" ("The Gift for 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.

Makarov PB

The Makarov PB can be obtained if the player purchases the "King & Country Bundle" from the in-game store. Reusing the model that was made for the Dead Living Zombies DLC in the previous game, the pistol is now known as the "Double-O" instead of using the "6P9" GRAU designation like every Far Cry game before it. The primary suppressor is no longer treated as an attachment and cannot be removed. The weapon has a higher base damage than the PM despite firing a weaker variation of the same cartridge. The theme of the add-on pack it is in indicates it is probably a substitute for the Walther PPK.

Makarov 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.

Makarov PM

The Makarov PM appears, incorrectly referred to in-game as the "PMM". An empty PM is the very first firearm that the player acquires, right after completing the prologue. The PM is also the weapon used by Dani in almost every cutscene, whether or not it is the player's selected weapon.

A unique variant, called "The Autocrat", is found in a footlocker in Fort Quito.

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 examines a PM at Libertad's island HQ. 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.
Dani aims those wonderfully vintage (and tiny) 1950s era sights at a distant mountain.
Surprised a few rounds of 9x18 Makarov were insufficient to kill a mountain, she reloads. The magazines lack the cut-out seen on real Makarov magazines for keeping track of remaining rounds.
"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.

SIG-Sauer P226R

The SIG-Sauer P226R from 5. Though the game claims it is a fourth rank sidearm that can be unlocked randomly throughout the world, this is false - the P226 is instead given to Dani by Juan Cortez at the start of the penultimate story mission. Like the version in the previous game, the P226 is rather unremarkable, with its only real advantages over the Beretta 92FS being its ability to equip laser pointer attachments.

SIG-Sauer P226R - 9x19mm Parabellum

Stechkin APS

The Stechkin APS is available as one of the game's sidearms, appearing as the "6P13 Auto". Like the "6P9" name for the Makarov PB from games' past, the "6P13" name is a reference to the GRAU designation of the APB pistol, a variant of the APS with a threaded barrel and wire stock. It is permanently fitted with a stock and 40-round drum magazine. The APS is also quite oddly used as the standard sidearm for the game's NPCs; these APS pistols are exclusively fired in semi-automatic, and also appear to have a standard 20-round magazine instead of a drum.

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 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.
Dani, unperturbed by the description's protests (and unable to use an assault rifle in the sidearm slot to begin with), inspects the APS. 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.
Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.
And finally, Dani admires the skyline of Esperanza, now having used Far Cry gun magic to attach a compensator, laser pointer, optic rail, and dot sight onto the weapon.
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 in the game for no discernible reason.

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.
Unlike in Hope County, Montana, the M1911 is a pretty rare sight.
The M1911's sights. Far Cry fans are quite used to this view by now.
Reloading, a process that has also remained relatively unchanged the last few games.
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.

Turnover Flintlock

A 3-barreled Turnover Flintlock Pistol is available to those that buy the "Starter Pack" DLC.

Kolser replica of 3-barreled turnover flintlock pistol

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.
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.

Submachine Guns

Beretta PM12S

Purchasing the "Rainbow Six Siege Bundle" grants the player access to a Beretta M12 called the "São Paulo Stinger", much like the one wielded by operator Caveira in the game the bundle is named after.

Beretta PM12S - 9x19mm Parabellum
The São Paulo Stinger in the store.

Cobray M11/9

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.

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.
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.
The El General in the arsenal.

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.
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.

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.
Dani inspects the MP7A1 in first person.

Intratec TEC-9

The Intratec TEC-9 from the past two games, possibly having been cut from the game's launch, is not available to Dani, but is used rather prominently in cutscenes during the Máximas Matanzas storyline; it is also used as the icon for the machine pistol category.

Intratec TEC-9 - 9x19mm Parabellum


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 an SMG.

PP-19 Bizon-2

The left-handed PP-19 Bizon-2 appears as the "BZ19" yet again, and is a rank 2 SMG alongside the MP40 and MP5K.

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.


The PPSh-41 appears as a rank 3 SMG.

PPSh-41 with 71-round drum - 7.62x25mm Tokarev
The PPSh-41 in the in-game arsenal view.
For whatever reason, Dani, who has military training, holds the PPSh-41 with an improper "chicken wing" stance, despite handling almost every other weapon in the game as if she had extensive experience with each one.
A PPSh-41 is fired in combat with a regime patrol in an early trailer.

Steyr MP34

The Steyr MP34 returns from the past two installments as a rank 3 SMG.

Steyr MP34 - 9x19mm Parabellum
Dani tip-toes around Yara's capital city with an MP34 at the ready.
Previewing the MP34.

TDI Vector

The TDI Vector makes a reappearance in the game, only being available as a special variant called the "Yarapunk Sidepiece" in the "Yarapunk Bundle".

TDI Vector SMG - .45 ACP
The Yarapunk Sidepiece in the store. The skin has quite a lot going on.


Baikal MP-133

The Baikal MP-133 returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs. It holds a somewhat impossible seven shells in a four shell tube magazine.

Baikal MP-133 - 12 gauge
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" Double Barrel 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.

Franchi SPAS-12

The left-handed SPAS-12 from before returns in 6, now relegated to being a mid-tier shotgun unlocked at rank 2.

Franchi SPAS-12 without stock – 12 gauge
The SPAS-12 in the inventory. The "full bore slug dispersal" in the description is rather nonsensical.

Kel-Tec KSG

A Kel-Tec KSG is considered the game's high-end pump shotgun and is unlockable at rank 3.

Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge
A KSG used at a shooting range.
The Kel-Tec in the arsenal loadout preview.

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.

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 Model 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.
Dani inspects the Model 1887 in the first person view, showing off the weird unfinished rail segment just ahead of the rear sight.



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.

There are two special variants that can be found - the "Death Rites" and the "Fuck Antón."

AKM - 7.62x39mm
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.
Carrying the AKM.
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 FND MIG aircraft, Dani strikes a pose with his AKM. His face displays everyone's bewilderment at the fact that these jets are so uncommon, with the FND apparently preferring to use World War II-era prop planes for most purposes.
The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.
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 AR-C in the arsenal preview.
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.

AS Val

The AS Val appears under its real world name, unlockable at rank 3. It is the only integrally suppressed gun in the base game, the Makarov PB is only available through DLC.

AS Val - 9x39mm
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.
Dani reloads an AS Val as the cavalry arrives (literally).
Dani inspects the AS Val in first person. Note the armory rack number on the left side, the AS Val is not used by Anton's military, and as such, unless this was stolen out a Spetsnaz armory, we're not entirely sure who put those rack numbers on there, let alone how it actually got to Yara.
Aiming down the sights of the AS Val reveals about what you would expect, it's essentially the AKM's but with the front sight being only a thin post.


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 in a three round burst.

DSA SA58 OSW Carbine - 7.62x51mm NATO
The SA58 OSW in the in-game arsenal menu.


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
The FAL's menu entry.
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" YouTube video.
Holding the FAL.
Aiming down its sights.
Swapping magazines.
Pulling the charging handle.
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
Previewing the VHS-D2.

M14 rifle

The full length M14 rifle is unlocked at level three.

M14 rifle - 7.62x51mm NATO
The M14 rifle with a fairly obvious movie quote description.


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.

M16A1 with 30 round magazine - 5.56x45mm NATO
Blasting away with an M16A1. Note the presence of an F-1 hand grenade inspired charm.
The M16A1's menu entry.

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."

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.

OTs-14-1A-01 Groza

The OTs-14-1A-01 Groza is featured as the "BP-RUC", unlockable at rank 2.

OTs-14-1A-01 Groza - 7.62x39mm

OTs-14-4A-02 Groza

The OTs-14-4A-02 Groza is featured as the "BP-SMG", incorrectly classed as a submachine gun. It also appears to be the weapon built into the automatic gun turrets deployed by FND engineers and Dani.

OTs-14-4A-01 Groza - 9x39mm
The weapon in the game's arsenal.
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 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, 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 has an incorrect 15 rounds in a 20-round magazine. 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.S. 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.

Sniper Rifles


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.

Barrett M82 - .50 BMG
The weapon in the game's arsenal.

CZ 527

The rifle based on the CZ 527 from 5 returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity due to it using the same 3-round magazine from the previous game. Despite being a civilian weapon, the rifle is better than the preceding Arctic Warfare/Alejandro hybrid, as it has a much higher rate of fire.

Two special variants of the CZ 527 exist - 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.

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.

SVD Dragunov

The Far Cry customary left-handed SVD Dragunov makes another appearance in Far Cry 6, usable at rank 3.

SVD Dragunov - 7.62x54mmR
The weapon in the game's arsenal.

"Yaran SR-A"

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. The description of the weapon implies it is a domestically produced weapon.

Two special variants, the "Mixtape" and the "Double Clutch", can also be acquired.

Alejandro - 7.62x54mmR
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.
An FND sniper armed with a Yaran SR-A. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.

Machine Guns

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.
The HK21E in first person.
The massive HK21E in Dani's hands.

M249 SAW

The M249 SAW was shown as being available in pre-release footage but cut from the launch (similar to the TDI Vector in 5, which was available to certain players at launch, then removed, only to be added again in the Live Event a week later.) However, the M249 remains in the game as the icon for the machine gun category in the arsenal, and is mentioned in a note about an arms smuggling deal conducted by Bembé Alvarez. Like the previous iteration, the M249 is equipped with mostly modern furniture, but still uses the old-school paratrooper stock.

It has been fully implemented and is available as part of a paid-for DLC addon pack.

New FNH USA M249 SAW - 5.56x45mm NATO
The M249's menu entry.


The full-sized M60 from the previous game's Hours of Darkness expansion is available, appearing as the "M60 NV". unlockable at rank 2.

M60 - 7.62x51mm NATO
The M60 in the in-game arsenal view.
Dani inspects the M60.


While originally absent from the released game, the M60E4 from the prior games is available as part of an official Rambo addon pack.

M60E4 - 7.62x51mm NATO
Previewing the "gun of Rambo" in the loadout menu.


The same seemingly Aliens-inspired MG42 with a side-mounted grip from Far Cry 4 and 5 continues to appear in 6. It is one of the last machine guns to be unlocked, at rank 4.

MG42 - 7.92x57mm Mauser
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.


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 holds a custom RPD. This RPD is fitted with a foregrip and a short barrel. As is series tradition, the rounds in the belt have struck primers.
The RPD's menu entry.


Carl Gustav M4

Once again, the Carl Gustav M4 (M3E1 in current US trials) is the game's high-level rocket launcher, known as the "RAT4".

Carl Gustav M4 - 84x246mmR
The Gustav M4 in the in-game arsenal view.

M79 Grenade Launcher

The M79 Grenade Launcher continues with its sawed-off appearance from the past two games.

M79 - 40x46mm
The M79 "pirate pistol" in the arsenal menu.


A stockless RG-6 appears as the "MGL-6" and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.

RG-6 - 40mm VOG-25
The RG-6 in the in-game arsenal screen.
Loading an RG-6 with Western-style 40mm grenades (which have Cyrillic text printed on the casings) after ejecting spent casings from a caseless grenade launcher.


The RPG-7 acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.

RPG-7 - 40mm
A warhead-less RPG launcher in the loadout menu.

Airtronic PSRL

A reused model from 5 is unusable to the player, however, it is exclusively used by FND Special Forces operatives.

Airtronic RPG-7 - 40mm


F-1 Hand Grenade

Mock F-1 hand grenades appear as decorative attachments on several weapons, including the M16A1 and RG-6.

F-1 hand grenade

M26 Hand Grenade

The M26 Hand Grenade is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments.

M26 hand grenade

"Resolver" Weapons

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.

Makeshift Handheld Minigun

A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned 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.

Airsoft handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm
General Dynamics GAU-19/A - .50 BMG
Revving up the homemade minigun.


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.

Photoshopped Sawn-off MTs255 - 12 gauge

Pieper Revolving Carbine

A Pieper Revolving Carbine appears in the game as "La Varita", one of the last unlockable "Resolver" weapons.

Pieper Revolving Rifle - 8x50mmR Pieper
Dani examines a Pieper and wonders if any of the major online ammo retailers have 8mm Pieper ammo in stock and have free shipping to Yara.

Mounted Weapons

Browning M2HB

The Browning M2HB appears as one of the game's three main mounted machine guns alongside the M2 Aircraft and DShK, being found as both part of static emplacements and mounted on certain vehicles. The M2HB is very inconsistent, however - the majority of the static variants found throughout the game world have a comically slow rate of fire (comparable to semi-automatic fire) but appropriately high damage, while the vehicular variants have an extremely high rate of fire but conversely deal low damage, being unable to kill even unarmored targets with a single shot. To add to the confusion, a small number of static M2HBs get the same stats as the vehicular ones, making it generally impossible to tell the performance one would get in advance.

Breaking from the tradition of previous games, static M2HBs have a limited reserve of ammunition, with only 240 rounds that cannot be refilled. Vehicular M2HBs retain their infinite supply of ammunition, though they overheat noticeably more quickly.

Browning M2HB - .50 BMG
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.

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.


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.
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.

Mounted QLZ-87

The mounted QLZ-87 from 4 return as possibly the rarest of static mounted weapons in the game (the standalone variant is unfortunately not available). Like the other static weapons, the QLZ-87 has a limited supply of 18 grenades that cannot be refilled.

QLZ-87 - 35x32mmSR
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.

SA-14 Gremlin

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.

ZU-23-2 - 23x152mm

M134 Minigun

The M134 Minigun is mounted onto a motorcycle added with the Danny Trejo update.

General Electric M134 - 7.62x51mm NATO

See Also

Far Cry & Crysis series
Original Series Far Cry (2004)  •  Far Cry Instincts (2004)  •  Far Cry Instincts: Evolution (2006)
Far Cry Instincts: Predator (2006)  •  Far Cry Vengeance (2006)
Ubisoft Series Far Cry 2 (2008)  •  Far Cry 3 (2012)  •  Far Cry 4 (2014)   •  Far Cry 5 (2018)  •  Far Cry New Dawn (2019)   •  Far Cry 6 (2021)
Crytek Crysis Series Crysis (2007)  •  Crysis Warhead (2008)  •  Crysis 2 (2011)  •  Crysis 3 (2013)
Movies Far Cry (2008)

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