Arma Reforger pits three distinct factions against each other, each armed with weapons drawn from their real Cold War inventories. Understanding what each side carries — and how those weapons behave — is the difference between effective infantry play and constant respawns. This guide breaks down every major weapon across the US Army, Soviet forces, and the FIA resistance, covering the rifles, support weapons, anti-tank launchers, and optics that define each faction’s fighting style.
US Army Arsenal
US forces rely on a NATO-standard loadout built around the M16A2 assault rifle chambered in 5.56x45mm. The M16A2 offers 3-round burst and semi-automatic fire modes — it lacks a full-auto setting, which puts US players at a disadvantage in frantic close-quarters engagements. In skilled hands, the burst mode is highly effective out to around 400 metres, making the M16A2 a solid all-rounder for most infantry roles. An underbarrel M203 grenade launcher variant is available and ranks among the most versatile loadouts on the US side, letting you crack fortifications and suppress multiple enemies in a single engagement.
For optics, the M16A2 can mount either the Colt 4×20 carry handle scope for precision at distance or the Aimpoint 2000 red dot sight for faster close-range target acquisition. Designated marksmen have access to the M21 SWS, a semi-automatic sniper rifle chambered in 7.62x51mm NATO with a 20-round magazine. Its ART II scope (Leatherwood Auto-Ranging Telescope) offers variable 3-9x magnification with a bullet-drop compensating reticle — one of the most effective long-range optics in the base game. The M60 GPMG fills the machine gun role, feeding from 100-round belts and dramatically reducing recoil when deployed on its bipod, though its weight noticeably slows your movement. Single-shot M72 LAW rockets handle anti-armour duties — lightweight but one-and-done, so carry spares or coordinate with teammates.
Soviet Arsenal
Soviet infantry revolve around the AK-74 chambered in 5.45x39mm. The AK-74 is the M16A2’s direct counterpart in raw accuracy and recoil, but it carries one crucial tactical edge: full-automatic fire. In close-quarters situations — clearing buildings, defending a radio tower — the AK-74 can empty a magazine in continuous fire while the M16A2 is limited to bursts. Compact vehicle crews and pilots carry the shorter AKS-74U, a folded-stock carbine well-suited for dismounting from vehicles. The RPK-74 light machine gun uses the same 5.45x39mm round as the AK-74 — a logistics advantage — and feeds from 45-round magazines, making it the Soviet squad’s first choice for sustained suppressive fire.
Soviet marksmen carry the iconic SVD Dragunov in 7.62x54R, fitted with the PSO-1 optical sight at 4x magnification. The PSO-1’s reticle includes a stadiametric rangefinder capable of measuring target distances from 200 to 1,000 metres — genuinely useful in Reforger’s open terrain. The PKM/PKMN serves as the Soviet general-purpose machine gun, also in 7.62x54R. The PKMN variant accepts the USP-1 “Tyulpan” or 1P29 optic, giving it a ranged overwatch capability unusual for a belt-fed weapon. Deployed prone on its bipod, the PKM is a formidable defensive platform. Anti-armour is handled by the RPG-7, a reusable launcher that accepts PG-7VM warheads and can be fitted with the PGO-7 scope for precise shots at range. Its reusability makes it far more flexible than the US M72 LAW — just be aware of the significant backblast zone behind the shooter. Sidearms are the Makarov PM, feeding from 8-round magazines in 9x18mm Makarov.
FIA Arsenal
The FIA — Everon’s local resistance movement — fields a mixed bag of Czechoslovak and Soviet-origin weapons, making them genuinely different to play rather than a simple copy of either superpower. Their standard rifle is the Sa 58, a Czechoslovak-designed assault rifle chambered in 7.62x39mm. It comes in two variants: the Sa 58P with a fixed wooden stock, and the Sa 58V with a folding metal stock. Despite using the same 7.62x39mm round as the Soviet AKM, the Sa 58 is an entirely different mechanical design — and it rewards FIA players with a capable, hard-hitting rifle. Both variants feed from the same 30-round magazines; the practical difference is ergonomic — the Sa 58V’s folding metal stock makes it handier in vehicles and tight spaces, while the Sa 58P keeps a fixed wooden stock.
The FIA’s machine gun is the UK vz. 59L (Czech designation for the UK-59L), introduced in Update 1.1 Resistance Ops — it replaced the original PKM in the FIA’s tables of equipment. Anti-armour comes from the RPG-7V1, a variant of the same Soviet launcher, making it reusable and compatible with the same PG-7 family warheads. FIA players scavenging the battlefield can also pick up Soviet or US weapons from defeated enemies, giving the faction a flexible improvised quality that suits its guerrilla identity. For a deeper look at how the FIA fights as a distinct force, see our Arma Reforger factions guide.
Faction Weapon Comparison
| Weapon | Faction | Type | Calibre | Key Trait |
|---|---|---|---|---|
| M16A2 | US Army | Assault Rifle | 5.56x45mm NATO | 3-round burst + semi; no full-auto |
| M16A2 w/ M203 | US Army | Assault Rifle / GL | 5.56mm + 40mm | Best US all-purpose loadout |
| M21 SWS | US Army | Sniper Rifle | 7.62x51mm NATO | 20-round mag; ART II 3-9x scope |
| M60 | US Army | GPMG | 7.62x51mm NATO | 100-round belt; bipod required |
| M249 SAW | US Army | LMG | 5.56x45mm NATO | High rate of fire; squad suppression |
| M72 LAW | US Army | AT Launcher | 66mm HEAT | Single-shot; lightweight |
| AK-74 | Soviet | Assault Rifle | 5.45x39mm | Full-auto; near-equal accuracy to M16A2 |
| AKS-74U | Soviet | Carbine | 5.45x39mm | Vehicle crew; compact CQB |
| SVD Dragunov | Soviet | DMR | 7.62x54R | PSO-1 4x scope with rangefinder |
| RPK-74 | Soviet | LMG | 5.45x39mm | Shares ammo with AK-74; 45-round mag |
| PKM / PKMN | Soviet | GPMG | 7.62x54R | PKMN accepts optic; bipod essential |
| RPG-7 | Soviet | AT Launcher | PG-7VM HEAT | Reusable; PGO-7 scope attachable |
| Sa 58P / Sa 58V | FIA | Assault Rifle | 7.62x39mm | Czech design; Sa 58V has folding stock |
| UK vz. 59L | FIA | GPMG | 7.62x54R | Czech MG; replaced PKM in FIA 1.1 |
| RPG-7V1 | FIA | AT Launcher | PG-7 HEAT | Reusable; same warhead family as Soviet RPG |
Attachments and Optics
Arma Reforger’s attachment system is more constrained than many shooters — weapons accept attachments that fit their specific slots rather than offering universal rail systems. The main categories to know are optics, suppressors, and bipods. Optics range from close-range red dot sights like the Aimpoint 2000 to magnified options like the Colt 4×20 scope for the M16A2, the ART II variable scope for the M21, and the PSO-1 for the SVD. The PGO-7 scope clips onto the RPG-7 for accurate shots beyond short range. The PKMN variant of the PKM accepts the USP-1 “Tyulpan” / 1P29 optic, which is uncommon for belt-feds.
Suppressors significantly reduce the sound signature of gunfire and help conceal your firing position — a major factor in Reforger where enemy players can call precise grid coordinates over radio. Not every weapon accepts a suppressor, so check your loadout in the arsenal before committing to a stealth approach. Bipods are essential for machine gunners: deploying prone with a bipod dramatically reduces dispersion on the M60, PKM, and similar weapons. Without a bipod, belt-fed weapons are difficult to control in sustained fire. Understanding the supply cost of attachments also matters in Conflict mode — higher-tier optics and suppressors draw from your base’s supply pool. For a full breakdown of how supply logistics shape your loadout options, our supply system guide covers that in detail.
Which Rifle Should You Choose?
The honest answer is that the M16A2 and AK-74 are very evenly matched in accuracy and recoil. The AK-74’s full-auto mode is its biggest practical advantage — for players who spend time in urban areas or tight terrain, being able to hold the trigger down can be decisive. The M16A2’s burst mode is more ammunition-efficient and perfectly effective at range. For most infantry engagements in Reforger’s medium-range terrain, either rifle does the job.
Where factions diverge more noticeably is in their support weapons and anti-tank options. The RPG-7’s reusability gives Soviet and FIA players a lasting AT presence that US players with single-shot M72 LAWs need to compensate for with coordination. The RPK-74’s shared ammunition with the AK-74 simplifies Soviet squad logistics. If you are running a dedicated marksman role, the M21’s ART II scope edges out the SVD’s PSO-1 in raw flexibility thanks to its variable magnification — but the SVD’s stadiametric rangefinder is a genuine force multiplier for patient shooters.
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Frequently Asked Questions
Does the M16A2 have full-auto in Arma Reforger?
No. The M16A2 in Arma Reforger replicates the real weapon’s configuration: it has 3-round burst and semi-automatic modes only. This is an intentional design choice and a genuine tactical distinction from the Soviet AK-74, which does have full-auto capability. US players in close-quarters engagements often switch to semi-auto rather than relying on burst for rapid follow-up shots.
What anti-tank weapons does each faction carry?
US forces use the M72 LAW, a disposable single-shot 66mm rocket — lightweight but limited to one shot per launcher. Soviet and FIA forces both use variants of the RPG-7, a reusable launcher that can be reloaded with PG-7VM warheads and fitted with the PGO-7 scope. The RPG-7’s reusability makes it more flexible in sustained combat; US players typically coordinate to carry multiple LAWs or work alongside vehicle-mounted anti-armour systems. For coordinating fire support between AT teams, radio discipline matters — our radio communications guide explains the basics.
What weapons does the FIA use and can they pick up enemy weapons?
The FIA fields the Sa 58P and Sa 58V assault rifles (7.62x39mm, Czechoslovak-designed), the UK vz. 59L machine gun, and the RPG-7V1 launcher. Crucially, yes — FIA players can pick up and use weapons dropped by defeated US or Soviet soldiers. This makes the FIA extremely flexible in the field: a well-equipped FIA squad might end up running a mix of Sa 58s, captured AK-74s, and scavenged M21s depending on how the match develops. It suits the faction’s guerrilla identity and rewards players who are aggressive about looting.
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