Arma Reforger puts you on the fictional Cold War island of Everon with a choice that shapes everything: which side do you fight for? The game launched with two symmetric superpowers — the US Army and the Soviet Army — each reflecting a distinct Cold War military doctrine. With the 1.7 Partisan update (May 2026), the FIA (Forces of Independent Allegiance) became a fully playable third faction, bringing asymmetric guerrilla warfare into the mix. This guide breaks down what each faction brings to the battlefield, so you can pick the one that fits your playstyle — or know what you’re up against when you’re running a dedicated Arma Reforger server for your community.
US Army: Precision, Modularity, and Fire Discipline
The US Army faction represents a NATO-aligned force built around modular small-arms, good optics availability, and combined-arms doctrine. Their infantry kit centers on the M16A2 assault rifle — a 5.56mm platform that fires in semi-automatic or 3-round burst modes. The burst mode rewards fire discipline and helps conserve ammunition in sustained engagements. A grenadier variant mounts the M203 underbarrel launcher, and the M16A2 can accept optics such as the Aimpoint 2000 red dot or a Colt 4×20 carry handle scope.
Automatic riflemen carry the M249 SAW — a belt-fed light machine gun — while heavier fire support falls to the M60 GPMG, which can also be tripod-mounted for sustained suppression. At range, the M21 SWS (Semi-Automatic Sniper System) fills the marksman role. Anti-tank duties are split between the disposable single-shot M72A3 LAW for light vehicles and the wire-guided M47 Dragon missile system for heavier armor. Sidearms include the M9 Beretta and the legacy M1911A1.
On wheels and tracks, the US moves with the agile M151A2 MUTT and the larger M998 HMMWV, configurable with M2HB heavy machine guns or Mk 19 grenade launchers. Their armored punch comes from the LAV-25 — an eight-wheeled IFV armed with a 25mm M242 Bushmaster autocannon and a 7.62mm M240 coaxial gun, capable of carrying seven passengers. In the air, the UH-1H Iroquois (Huey) handles both transport and close air support, with a gunship variant mounting detachable rocket pods and M60D door guns. Logistics run on the M923A1 5-ton cargo truck. Artillery players use the M252 81mm mortar. For more on running air assets, see the helicopter flying guide.
Playstyle: The US faction rewards players who control range. The M16A2’s burst fire keeps shot groups tight at medium distance, and the LAV-25 dominates open ground against any vehicle the Soviets can field outside of their own armored vehicles. Coordinate your Radio Operator to extend radio range, push logistics forward with supply trucks, and let the M252 shape the battlefield before infantry moves in.
Soviet Army: Volume of Fire, Robust Logistics, and Armored Weight
The Soviet faction is built around the Warsaw Pact doctrine of mass, reliability, and shared ammunition across the squad. The standard infantry rifle is the AK-74 — note this is the 5.45×39mm modernized platform introduced in the mid-1970s, not the older 7.62mm AKM, which does not appear in the base game. The AK-74 fires in full-auto or semi-auto, and can accept a GP-25 underbarrel grenade launcher. Vehicle crews and compact-role soldiers carry the shorter AKS-74U carbine, which shares ammunition with the standard rifle — a significant logistics advantage in the field.
The squad automatic weapon is the RPK-74, an LMG variant that takes the same 5.45mm magazines as the AK-74, keeping the team’s ammunition pool unified. For precision, the SVD Dragunov semi-automatic marksman rifle is fitted with the PSO-1 optical sight and excels at targets out to several hundred meters. Anti-tank is handled primarily by the RPG-7 — a reusable launcher firing the PG-7V warhead, among other munitions — making the Soviet AT role more sustained than the US disposable LAW approach. Fire support uses the 2B14 82mm mortar.
Soviet mobility starts with the UAZ-469 light 4×4, mirroring the US HMMWV role. Their armored core is the BTR-70 — an eight-wheeled amphibious APC mounting a 14.5mm KPVT heavy machine gun and a 7.62mm PKTM coaxial gun. The BRDM-2, added in update 1.3, serves as a lighter reconnaissance vehicle with the same KPVT/PKT armament. In the air, the Mi-8 Hip transport helicopter also operates in a gunship configuration with rocket pods and adjustable collimator sights. Logistics flow through the Ural-4320 and the lighter GAZ-66 trucks.
Playstyle: The Soviet faction rewards aggressive, coordinated infantry play. Full-auto capability on the AK-74 lets you dominate close-to-medium engagements, and shared ammo logistics mean your squad can resupply from a single source. The RPG-7’s reusability gives AT players flexibility the US LAW gunner lacks. Push the BRDM-2 into a scouting role and use the BTR-70 to deliver squads directly onto objectives under fire.
FIA: Guerrilla Warfare, Hidden Arsenals, and Maximum Uncertainty
The FIA became a fully playable faction in the 1.7 Partisan update (May 28, 2026). They are Everon’s own resistance force — outnumbered, lightly equipped, and fighting both superpowers simultaneously. Bohemia’s own description is blunt: you will be “outnumbered, outgunned, thrown into the world with minimal equipment, and with no clear task ahead.” That is the appeal.
FIA players spawn with a pistol, one spare magazine, and a shopping list — a guide to randomly located hidden equipment caches scattered across Everon, Arland, and Kolguyev. Those caches contain uniforms, vests, weapons, ammunition, mines, medical items, and deployable tents. The faction’s weapon set mixes Czechoslovak and Soviet-era hardware: the Sa 58 assault rifle (a Czechoslovak AK-derivative), the UK-59L machine gun, and the RPG-7V1 rocket launcher. FIA troops wear Alpenflage-pattern M70 parkas — a distinctive Swiss-pattern camouflage that makes them visually distinct from either superpower. Leaders and specialists may wear 6B2 ballistic vests; most troops use Type 56 chest rigs.
For vehicles, the FIA motor pool — expanded in update 1.3 — includes the UAZ-452 (transport and cargo variants), the BTR-70 (FIA variant), and the BRDM-2. These are primarily captured or acquired Soviet-pattern vehicles, giving FIA players armored options despite their insurgent status. FIA forces can deploy tent hideouts as forward spawn points anywhere on the map, provided supplies remain stocked — a mechanic that rewards deliberate positioning over fixed base play. Enemy forces cannot immediately distinguish FIA players from AI-controlled partisans, which creates persistent uncertainty at checkpoints. Read more about managing spawn infrastructure in the deploying spawn points guide.
Playstyle: FIA is the hardest faction to play effectively and the most rewarding when you succeed. Scavenging, cache-hunting, and unpredictable spawn placement are your main tools. You are never going to win a direct firefight against a coordinated US or Soviet squad — ambush, hit-and-run, and resupply denial are the levers at your disposal.
Faction Comparison at a Glance
| Category | US Army | Soviet Army | FIA |
|---|---|---|---|
| Standard Rifle | M16A2 (3-round burst / semi) | AK-74 (full-auto / semi) | Sa 58 (Czechoslovak AK-derivative) |
| Squad Automatic Weapon | M249 SAW | RPK-74 | UK-59L machine gun |
| Marksman Rifle | M21 SWS | SVD Dragunov (PSO-1 scope) | Scavenged from caches |
| Anti-Tank | M72A3 LAW (disposable) + M47 Dragon (guided) | RPG-7 (reusable) | RPG-7V1 |
| Light Vehicle | M998 HMMWV / M151A2 MUTT | UAZ-469 | UAZ-452 |
| Armored Vehicle | LAV-25 (25mm M242 autocannon) | BTR-70 / BRDM-2 (14.5mm KPVT) | BTR-70 / BRDM-2 (captured) |
| Helicopter | UH-1H Iroquois (gunship variant) | Mi-8 Hip (gunship variant) | None (base faction) |
| Mortar | M252 81mm | 2B14 82mm | From caches |
| Logistics Truck | M923A1 | Ural-4320 / GAZ-66 | UAZ-452 cargo variant |
| Spawn System | Standard base + radio range | Standard base + radio range | Hidden tent hideouts + randomized starts |
For a full breakdown of the weapons each role can equip, see the Arma Reforger weapons guide. If you want to dig into setting up the game for your community, the Arma Reforger server documentation covers installation, configuration, and Conflict mode setup step by step.
Frequently Asked Questions
Can you play as the FIA in Arma Reforger’s Conflict mode?
Yes — since the 1.7 Partisan update (released May 28, 2026), the FIA is a fully playable third faction in Conflict scenarios on Everon, Arland, and Kolguyev. Before 1.7, FIA were AI-controlled only. FIA players start with minimal gear and must locate hidden equipment caches to arm themselves and their squad.
Does the Soviet faction use the AKM or the AK-74 in the base game?
The base game Soviet faction uses the AK-74 (5.45×39mm), not the AKM (7.62×39mm). The AKM appears only as a community workshop mod, not in vanilla Arma Reforger. This distinction matters for ammunition logistics — AK-74 magazines are also compatible with the RPK-74 squad automatic weapon, giving Soviet squads a logistical edge in sustained combat.
Which faction is best for new players in Conflict mode?
The US Army or Soviet Army are both recommended for new players — they offer standard spawn infrastructure, established bases, and clearly defined roles. The FIA faction is intentionally the hardest starting experience: you spawn with a pistol and a map reference, and must find your gear before you can contribute meaningfully. Once you are comfortable with Conflict mode mechanics — supply management, radio range, and base construction — the FIA becomes a uniquely rewarding way to play.
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