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Weapons Catalog

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Your weapons are an integral and important element of the game, because the story in this game is about insurrection and revolution, and the role that you play in it is something like a combination of Special Forces Commando and Rebel Leader...

Armed to the teeth... Kicking butt and ignoring names because why? Because you have no need to remember the names of some guys you killed that's why! Well that and you don't speak the language....

No, seriously, this section of the guide is intended to serve as a reference source for the weapons in the game, and provide advice as to which ones you may find useful where it seems appropriate to do so.

Weapons in the game come in a variety of flavors - and to help you out with deciding what you want to work for - and seeing what you need to unlock, here is the comprehensive weapons catalog for Far Cry 4!

Note: Weapons that are tagged “Signature Weapon” are special weapons whose configuration and appearance cannot be altered.

Note: Some weapons are actually listed among the ammunition - specifically the throwable types.

Listing Key: Name (Accessories/Attachments) Special Notes

How to Obtain / Unlock This Weapon

Assault Rifles

Currently the standard service rifles in most modern armies, the Germans pioneered the assault rifle concept during World War II. The modern variants of the weapon in use today all descend from the original Assault Rifle, the Sturmgewehr 44.

The logic behind the creation of this special weapon was simple: most firefights happen within 400 metres (1,300 ft) and all of the rifles at the time (WWII) were over-powered for that sort of close combat. So the Germans shortened the standard 7.92x57mm cartridge to 7.92x33mm and gave it a lighter 125 grain bullet, limiting its range but allowing for more controllable automatic fire - and so the Assault Rifle was born!

  • AK47 (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • A52 (Marksman Sight / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • Bushman (Signature Weapon)

    Unlocked upon attaining Rank 10 in the Arena.

  • F1 (Suppressor / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as the reward for liberating 14 Bell Towers.

  • MS16 (Suppressor / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as the reward for liberating 10 Bell Towers.

  • P416 (Marksman Sight / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • STG-90 (Red Dot Sight / Extended Mag)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Trooper (Signature Weapon)

    Unlocked following your Collection of the 20th Yalung Mask.

  • Warrior (Signature Weapon)

    Unlocked following the successful hijacking of your second "Royal Cargo" Convoy Truck.

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Bow

Nobody knows for sure who invented the bow - or when - but anthropologists think it was invented by the end of the Upper Paleolithic.

  • Hunter Bow (None)

    Unlocked through progressing through the campaign/story.

  • Recurve Bow (Reflex Sight / Marksman Sight)

    Unlocked when Ajay Talks to the Trader at the first Trading Post. It can also be unlocked after being found on a body.

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Launcher

The modern Launcher has its roots in the 20th century, with the early development of the explosive shaped charge for RPGs and contact fuses for grenades. The grenade launcher has evolved from its limited single-shot dedicated form and, today, automatic grenade launchers are an integrated part of the basic infantry squad.

  • GL-A87 (None)

    Unlocked as a result of progressing the campaign/story mode play.

  • GL-94 (None)

    Unlocked through progressing through the campaign/story.

  • LK-1018 (L-Cam Sight)

    Unlocked by completing 4 of Longinus' Quests.

  • RPG-7 (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

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Light Machine Gun (LMG)

The LMG was originally conceived of as a force multiplier - the idea being that the three men required to crew a tripod-mounted LMG on the WWI battlefield were essentially the equal to an entire squad in terms of firepower, even though only one of the three actually fired a weapon (the LMG).

The other two served the roles of ammunition doggie and barrel changer - the doggie being responsible for carefully feeding the cloth belted ammunition into the receiver of the LMG, while the barrel changer - his hands covered in asbestos gloves, would change the barrel after every 300 to 500 rounds or so.

  • Buzzsaw (Signature Weapon)

    Unlocked as the reward for liberating 17 Bell Towers.

  • MG42 (Marksman Sight / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • MKG (Marksman Sight / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • PKM (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Ripper (Signature Weapon)

    Unlocked after you complete the liberation of your 4th Fortress.

  • U100 (Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as the reward for liberating 16 Bell Towers.

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Melee Weapons

These are your typical hand-to-hand not-a-gun weapons and, oddly, there is only one such weapon in the game as far as your use is concerned...

  • Kukri - a Nepalese knife with an inwardly curved edge, similar to a machete.

    Automatically unlocked at the very start of the Prologue after you leave the fortress.

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Shotguns

Historically as a fowling piece, the modern shotgun is the high-tech descendant of literal hand cannons!

  • 87 (Signature Weapon)

    Unlocked once you have collected your 4th Mohan Ghale Journal.

  • 1887 (Night Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Bull (Signature Weapon)

    Unlocked after you have completed 2 Bomb Defusing Quests.

  • M133 Combat Shotgun (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post. Cost becomes FREE after you liberate the Village in the Campaign...

  • SPAS-12 (Night Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

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Sidearms

The weapons in this group are your basic sidearm - the sort that will fit into a holster on your hip in other words - that being the basic definition of a sidearm, just saying...

  • .44 Magnum (Night Sight / Red Dot Sight / Reflex Sight)

    Unlocked as a result of progressing the campaign/story mode play.

  • 6P9 (Sound Suppressor / Night Sight / Extended Magazine)

    Unlocked as the reward for working your way through the main campaign story.

  • 1911 (Extended Magazine / Night Sight)

    Unlocked as the reward for liberating 13 Bell Towers.

  • A99 (Suppressor / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • A.J.M. 9 (Suppressor / Laser sight / Extended Mag / Larger Mag / Max Mags)

    Unlocked by spending 30 UPlay Points in the UPlay Interface.

  • Auto Cross (Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as the reward for liberating 17 Bell Towers.

  • Cannon (Signature Weapon)

    Unlocked by completing 5 Hostage Rescue Quests.

  • D2 (None)

    Unlocked as the reward for liberating 9 Bell Towers.

  • D50 (Night Sight / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • Flare Gun (None)

    Unlocked as the reward for liberating 6 Bell Towers.

  • HS-77 (Signature Weapon)

    Unlocked when you complete 2 Hunting Quests.

  • M-79 Blooper (None)

    Unlocked as the reward for liberating 8 Bell Towers.

  • M-712 (Night Sight)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Mark IV Pistol/Revolver (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Rebel (Signature Weapon)

    Unlocked after you have liberated 10 Outposts.

  • Sixer (Signature Weapon)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Skorpion (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Stinger (Signature Weapon)

    Unlocked after you destroy 2 of the Wrath Convoys.

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Sniper Rifles

The British Whitworth rifle was used heavily during the American Civil War, during which the rifle was fitted with a scope, thus creating the first sniper rifle.

  • AMR (Signature Weapon)

    Unlocked following the successful liberating of the 23rd Outpost.

  • M-700 (Suppressor / High Power Scope / Extended Mag)

    Unlocked as the reward for liberating 7 Bell Towers.

  • Predator (Signature Weapon)

    Unlocked after you have complete the 4th "Armed Escort Quest".

  • SA-50 (Suppressor / High Power Scope / Enhanced Scope / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • SVD (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Z93 (Suppressor / High Power Scope / Enhanced Scope / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

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Special Weapons

This class of weapon is, for the most part, the sort of special-function and special-purpose weapons.

  • .700 Nitro (Night Sight / Optical Sight / Red Dot Sight / Reflex Sight)

    Unlocked as the reward for liberating 15 Bell Towers.

  • Flamethrower (Large Fuel Tank)

    Unlocked through progressing through the campaign/story.

  • Harpoon Gun (Signature Weapon)

    Obtained via Hurk's Revenge DLC

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Submachine Gun (SMG)

The light utility automatic weapon - you know, a tool for every job and for every job a tool? Well this tool is light, tends to fire a hot pistol round or light carbine round, and thanks to a high rate of fire, can help keep the enemy heads down when you want them kept down!

  • A2000 (Reflex Sight / Extended Magazine)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • BZ19 (Suppressor / Optical Sight / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

  • MP5 (Suppressor / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as the reward for liberating 12 Bell Towers.

  • MP34 (None)

    Unlocked when Ajay Talks to the Trader at the first Trading Post.

  • Shredder (Signature Weapon)

    Unlocked upon attaining Karma Level 6.

  • Stormer (Signature Weapon)

    Unlocked after collecting your first Propaganda Poster.

  • Vector .45 ACP (Suppressor / Red Dot Sight / Reflex Sight / Extended Mag)

    Unlocked as a result of progressing the campaign/story mode play.

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Ammunition

This category is a mixed bag of ammunition for the weapons Collection, and actual weapons (grenades being an example) that are their own ammunition...

Please review the Bag Capacity Information Section below for details on the ammunition capacity limitations you face early in the game and how that is modified via crafts.

  • Arrows ($4K per Load)

  • Assault Rifle Ammunition ($9K per Load)

  • Bolts ($4K per Load)

  • C4 Charges ($4K per Load)

  • Explosive Arrows ($4K per Load)

  • Fire Arrows ($3,500 per Load)

  • Flares ($1K per Load)

  • Fuel Tanks ($15K per Load)

  • Grenades ($1K per Load)

  • Grenade Launcher Rounds ($7,200 per Load)

  • Handgun Ammunition ($2K Per Load)

  • Harpoons ($1K per Load)

  • LMG Ammunition ($20K per Load)

  • Mines ($2,500 per Load)

  • Molotovs ($500 per Load)

  • Rocket Ammunition ($12K per Load)

  • Shotgun Ammunition ($4,800 per Load)

  • SMG Ammunition ($4K per Load)

  • Sniper Rifle Ammunition ($15K per Load)

  • Throwing Knife ($1,500 per Load)

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Kit Items

Misc. Kit - the stuff you use to make life easier....

  • Body Armor (by percentage) Absorb damage from weapons fire with this high tensile strength bulletproof vest.

  • Guns for Hire (6 Max) Call in a rebel to fight by your side by pressing down on the D-Pad and choosing the Guns for Hire option. The Golden Path thanks you for your donation.

  • Guns for Hire Rebel Upgrade #1 - Your Guns for Hire Tokens will now call in a stronger and more well-armed rebel. The Golden Path thanks you for your donation.

  • Guns for Hire Rebel Upgrade #2 - Your Guns for Hire Tokens will now call in a heavily-armed veteran rebel. The Golden Path thanks you for your donation.

  • Guns for Hire Token Upgrade #1 - The maximum amount of Guns for Hire tokens that you can own is increased by 1.

  • Guns for Hire Token Upgrade #2 - The maximum amount of Guns for Hire tokens that you can own is increased by 1.

  • Guns for Hire Token Upgrade #3 - The maximum amount of Guns for Hire tokens that you can own is increased by 1.

  • Healing Syringes (8 Max) This ready-crafted healing syringe will heal you quickly when used.

  • Painted Pachyderm (Cost = 20 UPlay Points) - Locals have adorned Kyrat's elephants with beautiful painted designs as part of an ancient tradition.

  • Sticky C4 - Your C4 Charges can now stick to any surface you throw them onto. Enable or disable the sticky feature from the weapon wheel.

  • Sticky Grenades - Your grenades can now stick to any surface you throw them onto. Enable or disable the sticky feature from the weapon wheel.

  • Sticky Mines - Your Mines can now stick to any surface you throw them onto. Enable or disable the sticky feature from the weapon wheel.

  • Wingsuit - Use the Wingsuit to quickly descend from great heights. When you reach a low enough altitude you will be prompted to deploy the parachute for a safe landing.

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Bag Capacity Information

The amounts of ammunition you are permitted to carry for each type of weapon is dictated by the upgrade level of the appropriate Crafted Bag that you possess. To assist you in maintaining a positive grasp of the different capacities we present to you the Bag Capacity Information Section of the Weapons Catalog Guide!

Bag Name and Level: Ammo Bag (Upgrade 1)

Ammunition Types: LMGs, Sidearms, Rifles, Shotguns, and SMGs.

Capacity Level: Small Capacity

Resources Required: x2 Wild Boar Skins.

Bag Name and Level: Ammo Bag (Upgrade 2)

Ammunition Types: LMGs, Sidearms, Rifles, Shotguns, and SMGs.

Capacity Level: Medium Capacity

Resources Required: x3 Bharal Skins.

Bag Name and Level: Ammo Bag (Upgrade 3)

Ammunition Types: LMGs, Sidearms, Rifles, Shotguns, and SMGs.

Capacity Level: Large Capacity

Resources Required: x4 Clouded Leopard Skins.

Bag Name and Level: Ammo Bag (Upgrade 4)

Ammunition Types: LMGs, Sidearms, Rifles, Shotguns, and SMGs.

Capacity Level: Extra Large Capacity

Resources Required: Shadow Leopard Skin.

Bag Name and Level: Heavy Ammo Bag (Upgrade 1)

Ammunition Types: Flame Tank, Flares, Grenade Launcher Shells, and Rockets.

Capacity Level: Small Capacity

Resources Required: x2 Bengal Tiger Skins

Bag Name and Level: Heavy Ammo Bag (Upgrade 2)

Ammunition Types: Flame Tank, Flares, Grenade Launcher Shells, and Rockets.

Capacity Level: Medium Capacity

Resources Required: x3 Bear Skins

Bag Name and Level: Heavy Ammo Bag (Upgrade 3)

Ammunition Types: Flame Tank, Flares, Grenade Launcher Shells, and Rockets.

Capacity Level: Large Capacity

Resources Required: x4 Snow Leopard Skins

Bag Name and Level: Heavy Ammo Bag (Upgrade 4)

Ammunition Types: Flame Tank, Flares, Grenade Launcher Shells, and Rockets.

Capacity Level: Extra Large Capacity

Resources Required: Karkadann's Skin (Rare Hunt)

Bag Name and Level: Quiver (Upgrade 1)

Ammunition Types: Arrows, Explosive Arrows, Fire Arrows and Bolts

Capacity Level: 15 Arrows, 4 Explosive Arrows, 4 Fire Arrows, and 15 Bolts

Resources Required: x1 Pig Skin

Bag Name and Level: Quiver (Upgrade 2)

Ammunition Types: Arrows, Explosive Arrows, Fire Arrows and Bolts

Capacity Level: 20 Arrows, 6 Explosive Arrows, 6 Fire Arrows, and 20 Bolts

Resources Required: x3 Clouded Leopard Skins

Bag Name and Level: Quiver (Upgrade 3)

Ammunition Types: Arrows, Explosive Arrows, Fire Arrows and Bolts

Capacity Level: 30 Arrows, 8 Explosive Arrows, 8 Fire Arrows, and 30 Bolts

Resources Required: x4 Honey Badger Skins

Bag Name and Level: Quiver (Upgrade 4)

Ammunition Types: Arrows, Explosive Arrows, Fire Arrows and Bolts

Capacity Level: 50 Arrows, 10 Explosive Arrows, 10 Fire Arrows, and 50 Bolts

Resources Required: Tenzin Skins (from Rare Hunt)

 
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1 comments, latest first.
Mar 28th 2015 Guest
the vest is not bulletproof
ID #534153
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