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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sergeant+Simpleton</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-04-15T02:47:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Infinite_Darkness&amp;diff=1494392</id>
		<title>Resident Evil: Infinite Darkness</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Infinite_Darkness&amp;diff=1494392"/>
		<updated>2022-04-06T19:54:03Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Glock 19 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:REID BR EN cover.jpg|thumb|350px|Resident Evil: Infinite Darkness (July 8, 2021).]]&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A [[Glock 17]] appears to be seen with US Secret Service agents. This is an error since they use the SIG-Sauer P229. Jason takes one from a safehouse in Shanghai in the second episode.&lt;br /&gt;
&lt;br /&gt;
[[File:GLOCK Timeline 1998.jpg|thumb|none|300px|Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:REIDE01 08.jpg|thumb|none|600px|An armed USSS agent provides cover after the Oval Office goes dark in the first episode.]]&lt;br /&gt;
[[File:REIDE02 02.jpg|thumb|none|600px|Jason checks the Glock 17 in the second episode.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
What appear to be [[Glock 19]]s appear to be seen with US Secret Service agents. While the Secret Service adopted the 5th generation Glock 19 as its standard sidearm in 2019, any Glock is inaccurate for ''Infinite Darkness''' timeframe - in 2006, the Secret Service would be using the [[SIG-Sauer P229]] in .357 SIG. &lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:REIDE01 09.jpg|thumb|none|600px|USSS agents take out their sidearm while covering the VIPs after the Oval Office goes dark in the first episode.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
A [[Glock 26]] is seen in the second episode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock 26.jpg|thumb|none|300px|Glock 26 - 9x19mm]]&lt;br /&gt;
[[File:REIDE02 04.jpg|thumb|none|600px|Jason secures the pistol in the second episode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle==&lt;br /&gt;
An [[IMI Desert Eagle]] is used by Leon Kennedy in the fourth episode to shoot at the mutated Jason.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|350px|none|Magnum Research Desert Eagle MK I - .357 Magnum]]&lt;br /&gt;
[[File:REIDE04 04.jpg|thumb|none|600px|Leon grips the DE in the fourth episode.]]&lt;br /&gt;
[[File:REIDE04 05.jpg|thumb|none|600px|Leon takes aim again.]]&lt;br /&gt;
[[File:REIDE04 01.jpg|thumb|none|600px|There's a bunch of DEs inside the armory behind him in the fourth episode.]]&lt;br /&gt;
[[File:REIDE04 06.jpg|thumb|none|600px|Leon secures the pistol after once again saving the day.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
An [[M1911A1]] is seen with United States Strategic Command (US-STRATCOM) agent Jason as his sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911A1USAF.jpg|thumb|none|350px|Black Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:REIDE01 07.jpg|thumb|none|600px|Jason with his M1911A1 out in the first episode during the zombie attack at the White House.]]&lt;br /&gt;
[[File:REIDE02 01.jpg|thumb|none|600px|Jason takes out his sidearm in the second episode.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Ghost==&lt;br /&gt;
The Silver Ghost makes a return from Resident Evil 4 as his personal sidearm with US-STRATCOM.&lt;br /&gt;
&lt;br /&gt;
[[Image:RE4HDGhost.jpg|thumb|none|600px|The Silver Ghost.]]&lt;br /&gt;
[[File:REIDE01 10.jpg|thumb|none|600px|&amp;quot;Shoot them in the head. That stops them.&amp;quot;&amp;lt;br&amp;gt;Leon gives Patrick anti-zombie pointers after killing the zombiefied Press Secretary Patrick Spacer in the first episode.]]&lt;br /&gt;
[[File:REIDE03 00.jpg|thumb|none|600px|&amp;quot;Start talking.&amp;quot;&amp;lt;br&amp;gt;The Silver Ghost is used by Leon after he busts into the Yu estate in the third estate.]]&lt;br /&gt;
[[File:REIDE03 01.jpg|thumb|none|600px|Leon trains his sidearm at Shen.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P]] serves as US-STRATCOM agent Patrick's sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:REIDE01 11.jpg|thumb|none|600px|Patrick with his M&amp;amp;P after seeing Spacer turn to a zombie in the first episode.]]&lt;br /&gt;
[[File:REIDE01 12.jpg|thumb|none|600px|Patrick firing his sidearm. You can see the details in this screenshot thanks to the muzzle flash.]]&lt;br /&gt;
[[File:REIDE01 13.jpg|thumb|none|600px|The M&amp;amp;P aimed at the zombified Spencer.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A [[Walther PPK]] is seen with US-STRATCOM agent Shen Mei as her sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ppk 1960s.jpg|thumb|none|300px|Walther PPK - 7.65 mm Browning aka .32 ACP]]&lt;br /&gt;
[[File:REIDE01 05.jpg|thumb|none|600px|Shen with her sidearm out in the first episode during the zombie attack at the White House.]]&lt;br /&gt;
[[File:REIDE01 06.jpg|thumb|none|600px|Using the Harris Technique to search an empty room.]]&lt;br /&gt;
[[File:REIDE02 03.jpg|thumb|none|600px|Shen's PPK aimed at Leon in the second episode.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
What seems to be a [[Smith &amp;amp; Wesson Model 36]] in a stainless finish is used by Leon in the second episode.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WModel36Nickel.jpg|thumb|none|300px|Nickel Smith &amp;amp; Wesson Model 36 - .38 Special]]&lt;br /&gt;
[[File:REIDE02 08.jpg|thumb|none|600px|Leon fires the revolver from cover in the second episode.]]&lt;br /&gt;
[[File:REIDE02 07.jpg|thumb|none|600px|Good shot of the revolver used.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles= &lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] is seen with Penamstani guerrilla fighters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-47 type II Part DM-ST-89-01131.jpg|thumb|none|400px|Type II AK-47 (note stock mounting bracket) with prototype slab sided magazine - 7.62x39mm]]&lt;br /&gt;
[[File:REIDE01 00.jpg|thumb|none|600px|Penamstani guerrillas open fire on the Mad Dogs in the first episode.]]&lt;br /&gt;
[[File:REIDE01 01.jpg|thumb|none|600px|A shot of the barrel, which shows it's an AK-47.]]&lt;br /&gt;
[[File:REIDE02 00.jpg|thumb|none|600px|Penamstani guerrillas on a building roof in the second episode.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
The [[Colt Law Enforcement Carbine]] is seen with American military and law enforcement forces.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtLawEnforcementCarbine.jpg|thumb|none|450px|Colt Law Enforcement Carbine LE6920 - 5.56x45mm]]&lt;br /&gt;
[[File:REIDE01 03.jpg|thumb|none|600px|The Mad Dogs disembark from their Black Hawk in Penamstan in 2000 during the Penamstani Civil War in the first episode.]]&lt;br /&gt;
[[File:REIDE01 04.jpg|thumb|none|600px|Jason, Leon and Patrick with the LE Carbines after a small-scale outbreak starts at the White House when they escort President Graham into the bunker.]]&lt;br /&gt;
[[File:REIDE02 01.jpg|thumb|none|600px|The MDs aim their carbines in the second episode.]]&lt;br /&gt;
[[File:REIDE04 01.jpg|thumb|none|600px|A rack of LE Carbines are found in the armory in the fourth episode.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] sawed-off shotgun was found by Claire in the third episode inside an abandoned cabin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Pstlgrip.jpg|thumb|none|500px|Remington 870 Compact with Pachmayr Vindicator pistol grip and foregrip - 12 Gauge.]]&lt;br /&gt;
[[File:REIDE03 02.jpg|thumb|none|600px|Claire finds the used shotgun in the third episode.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] is used by Leon to shoot a mutated Jason in the fourth episode.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett-M82A1M.jpg|thumb|450px|none|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:REIDE04 00.jpg|thumb|none|600px|Leon aims the M82A1M in the fourth episode.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]] is used by Leon to take on the mutated Jason in the fourth episode.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 SMAW - 83mm]]&lt;br /&gt;
[[File:REIDE04 01.jpg|thumb|none|600px|&amp;quot;Hey, sexy.&amp;quot;&amp;lt;br&amp;gt;Leon arms himself with the SMAW taken from the armory behind him in the fourth episode.]]&lt;br /&gt;
[[File:REIDE04 02.jpg|thumb|none|600px|Leon looks for Jason after shouldering the SMAW.]]&lt;br /&gt;
[[File:REIDE04 03.jpg|thumb|none|600px|A good shot of the SMAW being used.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is seen in the first episode with Penamstani guerrilla fighters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:REIDE01 02.jpg|thumb|none|600px|The RPG-7 aimed at the downed Black Hawk chopper in the first episode.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Arms Cache==&lt;br /&gt;
&lt;br /&gt;
[[File:REIDE02 05.jpg|thumb|none|600px|.]]&lt;br /&gt;
[[File:REIDE02 06.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Netflix]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1448137</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1448137"/>
		<updated>2021-10-12T20:28:15Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* M249 SAW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Far Cry 6 features both real world weapons and hand-made &amp;quot;resolver&amp;quot; weapons, such as cobbled togethers flamethrowers or modified nail 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 &amp;quot;resolver&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
The game also features a &amp;quot;Special Ops&amp;quot; mode, which allows players to tackle small missions in alternate maps, akin to [[Far Cry New Dawn]]. Successfully completing missions earns you &amp;quot;moneda&amp;quot;, which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the [[MP5A3]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[Image:FC6Deag.jpg|thumb|none|600px|The Desert Eagle in the in-game arsenal view.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 PM 1.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 PM 2.jpeg|thumb|none|600px|Dani aims those wonderfully vintage (and tiny) 1950s era sights at a distant mountain.]]&lt;br /&gt;
[[File:FC6 PM 3.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 The Autocrat.jpeg|thumb|none|600px|&amp;quot;The Autocrat&amp;quot; unique variant. Lenin would grumble in disapproval of the ostentatious gilding on this humble Soviet pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
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. &lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2. It is the &amp;quot;1911 Extended&amp;quot; variant from the previous game that was only available as a Prestige weapon, with no standard version.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
[[Image:FC61911.jpg|thumb|none|600px|The 1911 in the in-game arsenal menu. Note that the &amp;quot;compensator&amp;quot; is essentially just a barrel weight, as the ports are completely solid.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
When Dani pulls out the [[Webley Mk VI]], 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6Webley.jpg|thumb|none|600px|The Mk VI in the in-game arsenal view.]]&lt;br /&gt;
[[Image:FC6WebleyReload.jpg|thumb|none|600px|Reloading the Webley shows that, in typical Far Cry fashion, unspent shells are modeled with their primers already struck.]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard returns from previous games, exclusively as a Black Market weapon.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
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.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FC6MP40.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
[[File:FC6Bizon.jpg|thumb|none|600px|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]].]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FC6PPSH.jpg|thumb|none|600px|The PPSh-41 in the in-game arsenal view.]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, 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.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[File:FC6MP133.jpg|thumb|none|650px|The MP-133 in the in-game arsenal view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
Both a full-sized and sawed-off [[Winchester Model 1887]] appear under the &amp;quot;1887&amp;quot; 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 &amp;quot;black market&amp;quot; store.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 shotgun - 12 gauge]]&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;. Like in [[Far Cry 5]], the AKs can fire in semi-automatic, fully-automatic, and three-round-burst modes.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. Like the regular [[FAL]], the SA58 is capable of firing in semi-automatic, fully-automatic, and in a three round burst.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FC6SA58OSW.jpg|thumb|none|650px|The SA58 OSW in the in-game arsenal menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
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. &lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Fc6zu2301.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Fc6zu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1448131</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1448131"/>
		<updated>2021-10-12T20:22:40Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* SIG-Sauer P226R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
Far Cry 6 features both real world weapons and hand-made &amp;quot;resolver&amp;quot; weapons, such as cobbled togethers flamethrowers or modified nail 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 &amp;quot;resolver&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
The game also features a &amp;quot;Special Ops&amp;quot; mode, which allows players to tackle small missions in alternate maps, akin to [[Far Cry New Dawn]]. Successfully completing missions earns you &amp;quot;moneda&amp;quot;, which can be used to purchase exclusive weapons on the black market, which cycle in and out of availability, such as the [[MP5A3]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[Image:FC6Deag.jpg|thumb|none|600px|The Desert Eagle in the in-game arsenal view.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 PM 1.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 PM 2.jpeg|thumb|none|600px|Dani aims those wonderfully vintage (and tiny) 1950s era sights at a distant mountain.]]&lt;br /&gt;
[[File:FC6 PM 3.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6 The Autocrat.jpeg|thumb|none|600px|&amp;quot;The Autocrat&amp;quot; unique variant. Lenin would grumble in disapproval of the ostentatious gilding on this humble Soviet pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
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. &lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2. It is the &amp;quot;1911 Extended&amp;quot; variant from the previous game that was only available as a Prestige weapon, with no standard version.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
[[Image:FC61911.jpg|thumb|none|600px|The 1911 in the in-game arsenal menu. Note that the &amp;quot;compensator&amp;quot; is essentially just a barrel weight, as the ports are completely solid.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
When Dani pulls out the [[Webley Mk VI]], 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6Webley.jpg|thumb|none|600px|The Mk VI in the in-game arsenal view.]]&lt;br /&gt;
[[Image:FC6WebleyReload.jpg|thumb|none|600px|Reloading the Webley shows that, in typical Far Cry fashion, unspent shells are modeled with their primers already struck.]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard returns from previous games, exclusively as a Black Market weapon.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
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.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FC6MP40.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
[[File:FC6Bizon.jpg|thumb|none|600px|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]].]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FC6PPSH.jpg|thumb|none|600px|The PPSh-41 in the in-game arsenal view.]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, 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.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[File:FC6MP133.jpg|thumb|none|650px|The MP-133 in the in-game arsenal view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
Both a full-sized and sawed-off [[Winchester Model 1887]] appear under the &amp;quot;1887&amp;quot; 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 &amp;quot;black market&amp;quot; store.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 shotgun - 12 gauge]]&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;. Like in [[Far Cry 5]], the AKs can fire in semi-automatic, fully-automatic, and three-round-burst modes.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. Like the regular [[FAL]], the SA58 is capable of firing in semi-automatic, fully-automatic, and in a three round burst.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FC6SA58OSW.jpg|thumb|none|650px|The SA58 OSW in the in-game arsenal menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
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. &lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Fc6zu2301.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Fc6zu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447859</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447859"/>
		<updated>2021-10-11T19:34:52Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* FN FAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
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.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
Both a full-sized and sawed-off [[Winchester Model 1887]] appear under the &amp;quot;1887&amp;quot; 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 &amp;quot;black market&amp;quot; store.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 shotgun - 12 gauge]]&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447855</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447855"/>
		<updated>2021-10-11T19:32:54Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Winchester Model 1887 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
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.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
Both a full-sized and sawed-off [[Winchester Model 1887]] appear under the &amp;quot;1887&amp;quot; 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 &amp;quot;black market&amp;quot; store.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 shotgun - 12 gauge]]&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447853</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447853"/>
		<updated>2021-10-11T19:28:18Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Submachine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
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.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447852</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447852"/>
		<updated>2021-10-11T19:24:13Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* FN FAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447851</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447851"/>
		<updated>2021-10-11T19:23:18Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* OTs-14-4A-02 Groza */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, 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.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[Image:FC6-BPSMG-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447849</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447849"/>
		<updated>2021-10-11T19:18:07Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Webley Mk VI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; 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.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:FC6-Webley-Cavalry.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-Webley-Cavalry.jpg&amp;diff=1447847</id>
		<title>File:FC6-Webley-Cavalry.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-Webley-Cavalry.jpg&amp;diff=1447847"/>
		<updated>2021-10-11T19:03:41Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447846</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447846"/>
		<updated>2021-10-11T19:02:42Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Submachine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco&amp;quot;, can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is unlockable at rank 2. &lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-SMG11-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The game's pattern of having most special variants being gilded continues with the Skorpion's single special version, the &amp;quot;El General.&amp;quot; &lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[Image:FC6-Skorpion-Store.jpg|thumb|none|600px|The weapon in the arsenal.]]&lt;br /&gt;
[[Image:FC6-ElGeneral-Store.jpg|thumb|none|600px|The El General in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down its sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-SMG11-Store.jpg&amp;diff=1447845</id>
		<title>File:FC6-SMG11-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-SMG11-Store.jpg&amp;diff=1447845"/>
		<updated>2021-10-11T18:59:47Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-Skorpion-Store.jpg&amp;diff=1447844</id>
		<title>File:FC6-Skorpion-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-Skorpion-Store.jpg&amp;diff=1447844"/>
		<updated>2021-10-11T18:57:26Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-ElGeneral-Store.jpg&amp;diff=1447843</id>
		<title>File:FC6-ElGeneral-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-ElGeneral-Store.jpg&amp;diff=1447843"/>
		<updated>2021-10-11T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-BPSMG-Store.jpg&amp;diff=1447842</id>
		<title>File:FC6-BPSMG-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-BPSMG-Store.jpg&amp;diff=1447842"/>
		<updated>2021-10-11T18:56:20Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447673</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447673"/>
		<updated>2021-10-11T07:20:23Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Orion Flare Gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
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.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down it's sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447672</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447672"/>
		<updated>2021-10-11T07:19:50Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Apparently the Makarov is not actually the pistol NPCs drawn, as confirmed by the photo editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer with the Orion Flare Gun in a chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. 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.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
[[Image:FC6-StechkinFlareGun.jpg|thumb|none|600px|An FND officer taking cover with the APS drawn. The standard 20-round magazine is entirely unobtainable in the game for no discernible reason.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
[[File:AkmFC6npc01.jpg|thumb|none|600px|A Libertad rebel inspects his AKM, giving a nice view of the model without the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
[[File:Fc6fnfal01.jpg|thumb|none|600px|Holding the FAL.]]&lt;br /&gt;
[[File:Fc6fnfal05.jpg|thumb|none|600px|Aiming down it's sights.]]&lt;br /&gt;
[[File:Fc6fnfal02.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Fc6fnfal03.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-StechkinFlareGun.jpg&amp;diff=1447669</id>
		<title>File:FC6-StechkinFlareGun.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-StechkinFlareGun.jpg&amp;diff=1447669"/>
		<updated>2021-10-11T07:15:45Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447594</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447594"/>
		<updated>2021-10-11T03:01:31Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKMM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-SS2.jpg|thumb|none|600px|And inspecting it, showing that it is, in fact, an AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-AKMM-SS1.jpg|thumb|none|600px|The tactical AKM outfitted with various attachments, although the only ones it can equip that the standard AKM cannot are laser pointers.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKM-SS2.jpg&amp;diff=1447593</id>
		<title>File:FC6-AKM-SS2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKM-SS2.jpg&amp;diff=1447593"/>
		<updated>2021-10-11T02:59:59Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKMM-Store.jpg&amp;diff=1447592</id>
		<title>File:FC6-AKMM-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKMM-Store.jpg&amp;diff=1447592"/>
		<updated>2021-10-11T02:59:47Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKMM-SS1.jpg&amp;diff=1447591</id>
		<title>File:FC6-AKMM-SS1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKMM-SS1.jpg&amp;diff=1447591"/>
		<updated>2021-10-11T02:59:33Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447580</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447580"/>
		<updated>2021-10-10T23:09:16Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* AKM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447579</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447579"/>
		<updated>2021-10-10T23:08:55Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* AKM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two special variants that can be found - the &amp;quot;Death Rites&amp;quot; and the &amp;quot;Fuck Antón.&amp;quot;&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FC6-AKM-Store.jpg|thumb|none|600px|The rifle in the game's arsenal. The description states that the weapon is &amp;quot;Resolver improved,&amp;quot; although not much seems to have been altered about the rifle except for the red paint stripes.]]&lt;br /&gt;
[[File:FC6-AKM-SS1.jpg|thumb|none|600px|Carrying the AKM.]]&lt;br /&gt;
[[File:FC6-AKM-Airstrikepose.jpg|thumb|none|600px|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 infrequent, with the FND apparently preferring to use World War II-era prop planes for most purposes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Alejandro sniper rifle==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; is a Cuban Alejandro sniper rifle. 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.&lt;br /&gt;
&lt;br /&gt;
It appears that the in-game weapon is partially referenced after the [[Accuracy International Precision Marksman]] (which the Alejandro is speculated to have been based upon) and [[Accuracy International Arctic Warfare|Arctic Warfare]] sniper rifles, likely due to the lack of clear Alejandro reference photos on the internet.  &lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|450px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKM-Store.jpg&amp;diff=1447577</id>
		<title>File:FC6-AKM-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKM-Store.jpg&amp;diff=1447577"/>
		<updated>2021-10-10T23:07:01Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKM-Airstrikepose.jpg&amp;diff=1447576</id>
		<title>File:FC6-AKM-Airstrikepose.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKM-Airstrikepose.jpg&amp;diff=1447576"/>
		<updated>2021-10-10T23:06:47Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-AKM-SS1.jpg&amp;diff=1447575</id>
		<title>File:FC6-AKM-SS1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-AKM-SS1.jpg&amp;diff=1447575"/>
		<updated>2021-10-10T23:06:35Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447572</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447572"/>
		<updated>2021-10-10T22:30:15Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Mounted QLZ-87 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|An FND sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[Image:FC6-QLZ87-Mounted.jpg|thumb|none|600px|A QLZ-87 mounted on the battlements of a former FND fortress.]]&lt;br /&gt;
[[Image:FC6-QLZ87-Barrel.jpg|thumb|none|600px|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''.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
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		<title>File:FC6-QLZ87-Mounted.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-QLZ87-Mounted.jpg&amp;diff=1447571"/>
		<updated>2021-10-10T22:27:49Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-QLZ87-Barrel.jpg&amp;diff=1447570</id>
		<title>File:FC6-QLZ87-Barrel.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-QLZ87-Barrel.jpg&amp;diff=1447570"/>
		<updated>2021-10-10T22:27:36Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447569</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447569"/>
		<updated>2021-10-10T22:25:07Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|An FND sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FND UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FND T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447568</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447568"/>
		<updated>2021-10-10T22:24:29Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Accuracy International Arctic Warfare/Alejandro hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|An FND sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447567</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447567"/>
		<updated>2021-10-10T22:23:09Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Sniper Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SVD-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-SVD-Store.jpg&amp;diff=1447566</id>
		<title>File:FC6-SVD-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-SVD-Store.jpg&amp;diff=1447566"/>
		<updated>2021-10-10T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447565</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447565"/>
		<updated>2021-10-10T22:21:12Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Sniper Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants, the &amp;quot;Mixtape&amp;quot; and the &amp;quot;Double Clutch,&amp;quot; can also be acquired.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-SRA-Store.jpg|thumb|none|600px|The weapon in the game's arsenal. By default, all of the game's sniper rifles use iron sights rather than optics, which have to be crafted at a workbench.]]&lt;br /&gt;
[[Image:FC6-Mixtape-Store.jpg|thumb|none|600px|The Mixtape in the game's arsenal.]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
[[File:FarCry6AWTrailer2.jpg|thumb|none|600px|Dani equips an AW of their own.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. 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.&lt;br /&gt;
&lt;br /&gt;
Two special variants of the CZ 527 exist - the &amp;quot;El Depredador&amp;quot; and the &amp;quot;Sobek Special.&amp;quot;&lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FC6-308Carbine-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
[[Image:FC6-SobekSpecial-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-SobekSpecial-Store.jpg&amp;diff=1447564</id>
		<title>File:FC6-SobekSpecial-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-SobekSpecial-Store.jpg&amp;diff=1447564"/>
		<updated>2021-10-10T22:16:33Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-Mixtape-Store.jpg&amp;diff=1447563</id>
		<title>File:FC6-Mixtape-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-Mixtape-Store.jpg&amp;diff=1447563"/>
		<updated>2021-10-10T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-SRA-Store.jpg&amp;diff=1447562</id>
		<title>File:FC6-SRA-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-SRA-Store.jpg&amp;diff=1447562"/>
		<updated>2021-10-10T22:13:13Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-308Carbine-Store.jpg&amp;diff=1447561</id>
		<title>File:FC6-308Carbine-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-308Carbine-Store.jpg&amp;diff=1447561"/>
		<updated>2021-10-10T22:11:43Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: {{SS}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SS}}&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447560</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447560"/>
		<updated>2021-10-10T22:11:20Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. It is the game's default sniper rifle, available at rank 1. It is used by both enemy and allied snipers. The description of the weapon implies it is a domestically produced weapon.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
[[File:FarCry6AWTrailer2.jpg|thumb|none|600px|Dani equips an AW of their own.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. Oddly enough, the weapon is treated as a higher tier unlockable than the Arctic Warfare, being unlockable at rank 2 despite being a civilian weapon. &lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447559</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447559"/>
		<updated>2021-10-10T22:10:57Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Rifles */ The unnamed AR and M60E3 only ever appeared in the trailer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. It is the game's default sniper rifle, available at rank 1. It is used by both enemy and allied snipers. The description of the weapon implies it is a domestically produced weapon.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
[[File:FarCry6AWTrailer2.jpg|thumb|none|600px|Dani equips an AW of their own.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. Oddly enough, the weapon is treated as a higher tier unlockable than the Arctic Warfare, being unlockable at rank 2 despite being a civilian weapon. &lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
An [[M60E3]] is seen in the game's cinematic title sequence trailer. It does not appear in the game itself.&lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447558</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447558"/>
		<updated>2021-10-10T22:10:03Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified AR variant==&lt;br /&gt;
A carbine AR variant is seen in the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. It is the game's default sniper rifle, available at rank 1. It is used by both enemy and allied snipers. The description of the weapon implies it is a domestically produced weapon.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
[[File:FarCry6AWTrailer2.jpg|thumb|none|600px|Dani equips an AW of their own.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|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.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
[[Image:FC6-Kobracon-Store.jpg|thumb|none|600px|The weapon in the game's arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. Oddly enough, the weapon is treated as a higher tier unlockable than the Arctic Warfare, being unlockable at rank 2 despite being a civilian weapon. &lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
An [[M60E3]] is seen in the game's cinematic title sequence trailer. It does not appear in the game itself.&lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:FC6-Kobracon-Store.jpg&amp;diff=1447557</id>
		<title>File:FC6-Kobracon-Store.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:FC6-Kobracon-Store.jpg&amp;diff=1447557"/>
		<updated>2021-10-10T22:07:53Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447556</id>
		<title>Far Cry 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Far_Cry_6&amp;diff=1447556"/>
		<updated>2021-10-10T21:52:25Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: /* Stechkin APS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Far Cry 6&lt;br /&gt;
|picture = FarCry6CoverArt.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= ''Far Cry''&lt;br /&gt;
|date= October 7, 2021&lt;br /&gt;
|developer= Ubisoft Toronto&lt;br /&gt;
|platforms=PS4&amp;lt;br&amp;gt;PS5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&amp;lt;br&amp;gt;Windows PC&amp;lt;br&amp;gt;Google Stadia&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''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. &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] model from ''Far Cry 5'' as the &amp;quot;M9&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique variant, known as &amp;quot;Pistola Sportiva&amp;quot;, which features a racing-style paint scheme, is found at El Maratón Field.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9-Store.jpg|thumb|none|600px|The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox===&lt;br /&gt;
Applying the &amp;quot;Tire Smoke&amp;quot; skin to the pistol turns it into a full [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-M9TireSmoke-Store.jpg|thumb|none|600px|The Inox in the arsenal.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot;==&lt;br /&gt;
The [[Beretta 93R &amp;quot;Auto 9&amp;quot;]]-inspired &amp;quot;AJM-9&amp;quot; pistol from ''Blood Dragon'' is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in ''Far Cry 4,'' the AJM-9 in ''6'' returns to the silliness of its source material, retaining the sci-fi lights, &amp;quot;laser&amp;quot; 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.&lt;br /&gt;
[[Image:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-AJM9-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available in the base game at rank 4. In a first, it is known as the &amp;quot;Desert Eagle&amp;quot; rather than the &amp;quot;D-50&amp;quot;.&lt;br /&gt;
[[Image:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is seen in the Post Launch Overview Trailer and is also in the game files as the &amp;quot;USG 5.7&amp;quot; (referring to an older variant of the same pistol), but is not presently available in the game.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Luger Carbine==&lt;br /&gt;
Two variants of the strange stockless and too-short [[Luger Carbine]] from ''5'' appear, both as unique weapons. The first, a pistol named &amp;quot;El Regalo de Clara&amp;quot;, is obtained by completing one of the game's special operations.&lt;br /&gt;
&lt;br /&gt;
The other, known as the &amp;quot;Serenity&amp;quot;, can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the [[Serenity|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.&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;P08-L&amp;quot; variant from the previous game is entirely absent.&lt;br /&gt;
[[Image:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[Image:FC6-Serenity-Store.jpg|thumb|none|600px|The Serenity in the in-game store page. [[Nathan Fillion]] already answered the question poised by the description.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] can be obtained if the player purchases the &amp;quot;King &amp;amp; Country Bundle&amp;quot; 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 &amp;quot;Double-O&amp;quot;. 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]]. &lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-DoubleO-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears, incorrectly referred to in-game as the &amp;quot;PMM&amp;quot;. 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 in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, these particular pistols cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
A unique variant, called &amp;quot;The Autocrat&amp;quot;, is found in a footlocker in Fort Quito.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-PM-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
An [[Orion Flare Gun]], seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P226R]] from ''5'' returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] is available as one of the game's sidearms, appearing as the &amp;quot;6P13 Auto&amp;quot;. Like the &amp;quot;6P9&amp;quot; name for the Makarov PB from games' past, the &amp;quot;6P13&amp;quot; name is a reference to the GRAU designation of the APB pistol. It is permanently fitted with a stock and 40-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
A special ornate variant, the &amp;quot;Rococo Loco,&amp;quot; can be acquired.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol.jpg|thumb|none|450px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:FC6-APS-Store.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-Store.jpg|thumb|none|600px|The Rococo Loco in the game's arsenal. Apparently even improvised drum magazines get the ornate treatment in Yara.]]&lt;br /&gt;
[[Image:FC6-APS-SS1.jpg|thumb|none|600px|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, meaning the one here is very possibly a homemade design.]]&lt;br /&gt;
[[Image:FC6-APS-SS2.jpg|thumb|none|600px|Dani then proceeds to violently threaten a tree with forty 9x18mm rounds.]]&lt;br /&gt;
[[Image:FC6-APS-SS3.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[Image:FC6-RCLC-SS1.jpg|thumb|none|600px|Holding an empty Rococo Loco, Dani looks on at the aftermath of an average encounter in Yara.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911==&lt;br /&gt;
As in ''5'', an [[M1911A1]]-style pistol, mostly modeled after the [[Smith &amp;amp; Wesson SW1911]], appears as the &amp;quot;1911&amp;quot;. It is no longer the default sidearm, and is instead unlocked at rank 2.&lt;br /&gt;
[[Image:S&amp;amp;WSW1911.jpg|thumb|none|350px|Smith &amp;amp; Wesson SW1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] revolver makes its return from ''Far Cry 4'', now correctly referred to as the &amp;quot;Mark VI&amp;quot; and firing in double-action mode. It is unlockable at rank 2.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
Purchasing the &amp;quot;Rainbow Six Siege Bundle&amp;quot; grants the player access to a [[Beretta M12]] called the &amp;quot;São Paulo Stinger&amp;quot;, much like the one wielded by operator Caveira in the [[Rainbow Six Siege|game the bundle is named after.]]&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FC6-Stinger-Store.jpg|thumb|none|600px|The São Paulo Stinger in the store.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[Cobray M11/9]], returning as the &amp;quot;SMG-11&amp;quot;, is the second machine pistol that can be unlocked.&lt;br /&gt;
[[Image:M11SMG.jpg|thumb|none|350px|Cobray M11/9 SMG - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion vz. 61==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is the first available machine pistol, and is the standard weapon used by Yaran military officers.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa. vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The staple [[Heckler &amp;amp; Koch MP5A3]] with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game &amp;quot;black market&amp;quot; as a reward for completing special operations.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MP5 vented handguard.jpg|thumb|none|300px|Vented handguard for MP5 and HK94]]&lt;br /&gt;
[[Image:FC6-MP5-Store.jpg|thumb|none|600px|The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a &amp;quot;security-grade&amp;quot; weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] returns from ''5'' as the &amp;quot;MP5K&amp;quot;, being a second rank SMG.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is classed as a submachine gun and appears as the &amp;quot;MP7&amp;quot;. It is the final SMG that can be unlocked, at rank 4.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from ''Far Cry 5'' as a rank 2 SMG. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The left-handed [[PP-19 Bizon-2]] appears as the &amp;quot;BZ19&amp;quot; yet again, and is a rank 2 SMG alongside the MP40 and MP5K.&lt;br /&gt;
[[File:Bizon9x18.jpg|thumb|none|450px|PP-19 Bizon-2 with stock folded - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as a rank 3 SMG.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:FarCry6PPSh41Trailer.jpg|thumb|none|600px|A PPSh-41 is fired in combat with a regime patrol.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] returns from the past two installments as a rank 3 SMG.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:FarCry6MP34Trailer (1).jpg|thumb|none|600px|Dani tip-toes around Yara's capital city with an MP34 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] makes a reappearance in the game, only being available as a special variant called the &amp;quot;Yarapunk Sidepiece&amp;quot; in the &amp;quot;Yarapunk Bundle&amp;quot;. &lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|450px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:FC6-Yarapunk-Store.jpg|thumb|none|600px|The Yarapunk Sidepiece in the store. The skin has '''quite a lot''' going on.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]] returns once more as the &amp;quot;M133&amp;quot;, unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|450px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;SBS&amp;quot; [[Double Barrel Shotgun]] returns from ''5'', unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|450px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The left-handed [[SPAS-12]] from before returns in ''6'', now relegated to being a mid-tier shotgun unlocked at rank 2.&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock – 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A [[Kel-Tec KSG]] is considered the game's high-end pump shotgun and is unlockable at rank 3.&lt;br /&gt;
[[File:Kel-Tec_KSG_Shotgun_Oleg_Volk_1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:FarCry6KSGTrailer (1).jpg|thumb|none|600px|A KSG used at a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1212==&lt;br /&gt;
The [[SRM Arms Model 1216|SRM Arms Model 1212]] appears as the &amp;quot;RMS-18&amp;quot;. The game claims its designation means &amp;quot;Rotary Magazine Shotgun&amp;quot; and is a clear twist on the real company's name, though interestingly, the real world &amp;quot;SRM&amp;quot; is not actually an acronym for anything.&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed-off [[Winchester Model 1887]] appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.&lt;br /&gt;
[[File:Norinco_Winchester_1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the &amp;quot;AK-M&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6AKMTrailer1.jpg|thumb|none|600px|Yaran troops open fire with AKMs in the &amp;quot;Introducing Dani Rojas&amp;quot; trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer2.jpg|thumb|none|600px|AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.]]&lt;br /&gt;
[[File:FarCry6AKMTrailer3.jpg|thumb|none|600px|Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-C&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
[[Image:FC6-ARC-Friendly.jpg|thumb|none|600px|A Libertad rebel using an AR-C. Any allied prisoners that Dani rescues will scavenge an AR-C from fallen enemies, regardless of the weapon the enemy was originally using. As this is the only instance of NPCs using the AR-C in gameplay, it is probably reused code from ''Far Cry 5''.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears under its real world name, unlockable at rank 3.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:FarCry6ASValTrailer.jpg|thumb|none|600px|Dani reloads an AS Val as the cavalry arrives (literally).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] appears as the game's final unlockable assault rifle, named the &amp;quot;SSGP-58&amp;quot; in-game. &lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] returns after an absence of four games simply as the &amp;quot;FAL&amp;quot;. While the description's statement 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 and also 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.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. 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 ''&amp;quot;[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]&amp;quot;'' YouTube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]&lt;br /&gt;
[[File:FarCry6FALTrailer.jpg|thumb|none|600px|Dani points an FAL at resistance leader Clara Garcia during their first meeting.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] that was added to ''5'' in a Live Event appears again as the &amp;quot;BP-2&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[Image:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
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. &lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|450px|M16A1 with 20 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FarCry6M16A1Trailer (1).jpg|thumb|none|600px|Blasting away with an M16A1. Note the presence of an [[F-1 hand grenade]] inspired charm.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1894==&lt;br /&gt;
The shortened &amp;quot;45/70-T&amp;quot; variant of the [[Marlin Model 1894]] from ''5'' appears once more, being unlockable right at the start.&lt;br /&gt;
[[Image:04 Marlin Modelo 1894.jpg|thumb|none|450px|Marlin Model 1894 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
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 &amp;quot;Eastern Front&amp;quot;, 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 &amp;quot;Motherland Bundle&amp;quot; in the game's store, but is also available through the game's black market. &lt;br /&gt;
&lt;br /&gt;
The other rifle, the &amp;quot;White Lotus&amp;quot;, has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.&lt;br /&gt;
&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[Image:FC6-EasternFront-Store.jpg|thumb|none|600px|The Eastern Front in the store. The name &amp;quot;Anna&amp;quot; is carved into the side using Cyrillic letters.]]&lt;br /&gt;
[[Image:FC6-WhiteLotus-Store.jpg|thumb|none|600px|The White Lotus in the store.]]&lt;br /&gt;
[[Image:FC6-EasternFront-IndReload.jpg|thumb|none|600px|In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...]]&lt;br /&gt;
[[Image:FC6-EasternFront-ClipReload.jpg|thumb|none|600px|...and use a stripper clip to load all five rounds when empty.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-1A-01 Groza]] is featured as the &amp;quot;BP-RUC&amp;quot;, unlockable at rank 2.&lt;br /&gt;
[[File:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-02 Groza==&lt;br /&gt;
The [[OTs-14 Groza|OTs-14-4A-02 Groza]] is featured as the &amp;quot;BP-SMG&amp;quot;, incorrectly classed as a submachine gun.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
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.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6SKSTrailer2.jpg|thumb|none|600px|Dani examines a standard SKS, sadly missing its bayonet.]]&lt;br /&gt;
[[File:FarCry6SKSTrailer1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears as the &amp;quot;MS16 S&amp;quot;, like in ''5''. Once again, it has an incorrect 15 rounds in a 20-round magazine.&lt;br /&gt;
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 &amp;quot;U.S. RIFLE CAL. .30 M1 YARA ARMS 9705568&amp;quot; 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. &lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16  - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified AR variant==&lt;br /&gt;
A carbine AR variant is seen in the cinematic title sequence trailer.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare/Alejandro hybrid==&lt;br /&gt;
The &amp;quot;Yaran SR-A&amp;quot; appears to be a hybrid between an [[Accuracy International Arctic Warfare]] and a Cuban Alejandro rifle. It is the game's default sniper rifle, available at rank 1. It is used by both enemy and allied snipers. The description of the weapon implies it is a domestically produced weapon.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Alejandro SR.jpg|thumb|none|452px|Alejandro - 7.62x54mmR]]&lt;br /&gt;
[[File:FarCry6AWTrailer.jpg|thumb|none|600px|A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.]]&lt;br /&gt;
[[File:FarCry6AWTrailer2.jpg|thumb|none|600px|Dani equips an AW of their own.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AR-CL&amp;quot;==&lt;br /&gt;
The strange DMR version of the &amp;quot;AR-C&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Barrett M82 &amp;quot;Cobra Assault Cannon&amp;quot;==&lt;br /&gt;
Also returning from ''Blood Dragon'' is the &amp;quot;Kobracon&amp;quot;, a modified [[Barrett M82]] that originally appeared as the &amp;quot;Cobra Assault Cannon&amp;quot; in ''[[RoboCop (1987)|Robocop]]''. Like the AJM-9, the Kobracon is attainable for those who own the game's season pass.&lt;br /&gt;
[[Image:M82A1 OldSpec.JPG|thumb|none|450px|Barrett M82 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==CZ 527==&lt;br /&gt;
The rifle based on the [[CZ 527]] from ''5'' returns as the &amp;quot;308 Carbine&amp;quot;, 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. Oddly enough, the weapon is treated as a higher tier unlockable than the Arctic Warfare, being unlockable at rank 2 despite being a civilian weapon. &lt;br /&gt;
[[Image:CZ527 Youth.jpg|thumb|none|450px|CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Hard Target Interdiction==&lt;br /&gt;
The [[Desert Tactical Hard Target Interdiction]] returns from ''5'' as the &amp;quot;MBP .50&amp;quot; and is the last unlockable sniper rifle.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|450px|Desert Tech Hard Target Interdiction - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The ''Far Cry'' customary left-handed [[SVD Dragunov]] makes another appearance in ''Far Cry 6'', usable at rank 3.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;MG21&amp;quot; and is the game's rank 3 machine gun unlock.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.&lt;br /&gt;
[[Image:New Model M249.jpg|thumb|none|450px|New FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The full-sized [[M60]] from the previous game's ''Hours of Darkness'' expansion is available, appearing as the &amp;quot;M60 NV&amp;quot;. unlockable at rank 2.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
An [[M60E3]] is seen in the game's cinematic title sequence trailer. It does not appear in the game itself.&lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The same [[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.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Cut-down [[RPD]]s are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.&lt;br /&gt;
[[File:RPD with short barrel.jpg|thumb|none|450px|RPD with short barrel - 7.62x39mm]]&lt;br /&gt;
[[File:FarCry6RPDTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M4==&lt;br /&gt;
Once again, the [[Carl Gustav Recoilless Rifle|Carl Gustav M4]] (M3E1 in current US trials) is the game's high-level rocket launcher, known as the &amp;quot;RAT4&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustav M4 - 84x246mmR]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] continues with its sawed-off appearance from the past two games.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
A stockless [[RG-6]] appears as the &amp;quot;MGL-6&amp;quot; and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.&lt;br /&gt;
[[File:Rg_6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG-25]]&lt;br /&gt;
[[File:FarCry6RG6Trailer.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Mock [[F-1 hand grenade]]s appear as decorative attachments on several weapons, including the [[M16A1]] and [[RG-6]].&lt;br /&gt;
[[File:Deactivated_f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 Hand Grenade]] is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments. &lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Resolver&amp;quot; Weapons=&lt;br /&gt;
''Far Cry 6'' introduces a new class of improvised weapons to the game as &amp;quot;Resolver&amp;quot; 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 &amp;quot;Resolver&amp;quot; weapons are totally improvised firearms, or make use of factory-made weapons in their designs.&lt;br /&gt;
==Makeshift Handheld Minigun==&lt;br /&gt;
A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as &amp;quot;El Pequeño&amp;quot; among the &amp;quot;Resolver&amp;quot; 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]].&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:FarCry6GAU19Trailer (1).jpg|thumb|none|600px|Revving up the homemade minigun.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
A cut-down [[MTs255]] appears in the game as &amp;quot;El Muro&amp;quot;, one of the &amp;quot;Resolver&amp;quot; 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.&lt;br /&gt;
[[File:Mts255-sawnoff.jpg|thumb|none|450px|'''Photoshopped''' Sawn-off MTs255 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Pieper Revolving Carbine==&lt;br /&gt;
A [[Pieper Revolving Carbine]] appears in the game as &amp;quot;La Varita&amp;quot;, one of the last unlockable &amp;quot;Resolver&amp;quot; weapons.&lt;br /&gt;
[[Image:Pieper Revolving Rifle.JPG|thumb|none|450px|Pieper Revolving Rifle - 8x50mmR Pieper]]&lt;br /&gt;
[[File:FarCry6RevolvingCarbineTrailer (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2HB-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2HB-UAZ.jpg|thumb|none|600px|An M2HB mounted atop an FDN UAZ-469.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The coaxial machine gun on FDN 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]].&lt;br /&gt;
[[Image:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Profile.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:FC6-M2Aircraft-Barrel.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
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 &amp;quot;middle of the road&amp;quot; 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. &lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:FC6-DShK-Profile.jpg|thumb|none|600px|The profile of a static DShK.]]&lt;br /&gt;
[[Image:FC6-DShK-Barrel.jpg|thumb|none|600px|Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.]]&lt;br /&gt;
[[Image:FC6-DShK-T55.jpg|thumb|none|600px|A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as &amp;quot;1944 Petrov HS-100s&amp;quot;. 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.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted QLZ-87==&lt;br /&gt;
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 grenades that cannot be refilled. &lt;br /&gt;
[[File:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mmSR]]&lt;br /&gt;
[[File:FarCry6QLZ87Trailer.jpg|thumb|none|600px|A QLZ-87 as seen through a sniper scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Cry Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:52:02Z</updated>

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		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:51:48Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Category:Screenshot&lt;/p&gt;
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		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:51:37Z</updated>

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		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:50:58Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Category:Screenshot&lt;/p&gt;
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		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:50:45Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Category:Screenshot&lt;/p&gt;
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		<author><name>Sergeant Simpleton</name></author>
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		<updated>2021-10-10T21:38:40Z</updated>

		<summary type="html">&lt;p&gt;Sergeant Simpleton: Category:Screenshot&lt;/p&gt;
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		<author><name>Sergeant Simpleton</name></author>
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