Primary weapons are your bread and butter for most combat encounters in the year 2007, offering a balance of high-tech firepower and retro-futuristic versatility. As Sergeant Rex "Power" Colt, you can carry any of these primary weapons once they are unlocked by liberating Garrisons or completing specific side missions. Each weapon can be further enhanced through the "Weapon Attachments" menu, which is accessible at any vending machine. Investing in these upgrades is essential for surviving the later stages of the game against Cyber Sharks and Omega Force Elite soldiers.

Fazertron (Assault Rifle)
The Fazertron is your starting assault rifle and a reliable workhorse throughout the game. It boasts a high rate of fire, decent accuracy, and moderate damage output. It's effective at medium ranges and can be used for both sustained suppressive fire and controlled three-round bursts. It is modeled after the FAMAS but fires laser-bolt projectiles. For maximum efficiency, unlock the "Muzzle Brake" to reduce recoil and the "Magnum Rounds" to significantly increase damage against armored Omega Force Heavies. This is a solid all-around choice for any frontal assault on a Garrison.
Kobracon (Sniper Rifle)
The Kobracon is a powerful bolt-action sniper rifle, ideal for long-range engagements and stealthy takedowns from the safety of high terrain. It features high base damage and excellent accuracy, capable of one-shotting most standard cyborg enemies with a well-placed headshot. While it is slower to fire and has a limited 5-round magazine capacity, its utility is unmatched when scouting enemy bases. It is highly recommended to unlock the "High Glow Scope" for better visibility and the "Explosive Rounds" attachment. Once equipped with explosive ammunition, the Kobracon becomes a portable cannon capable of taking out vehicles and even wounding Blood Dragons from a distance.
Gallant (Shotgun)
The Gallant is a devastating pump-action shotgun, perfect for the claustrophobic corridors of underground research facilities. It delivers massive kinetic damage at short range, capable of instantly killing most bipedal enemies and staggered mutants. Its effectiveness drops off sharply at distances beyond 10 meters, and its reload time can be a liability during intense shootouts. To turn the Gallant into a true bringer of doom, prioritize the "Extended Magazine" and the "Incendiary Rounds" (Dragon's Breath). The fire damage is particularly effective against Running Dead and Bio-mutants, causing them to flail and stop attacking while they burn.
Terror 4000 (Minigun)
The Terror 4000 is the ultimate primary weapon for players who believe that there is no such thing as too much ammunition. Unlike the other weapons, this rotary machine gun must be spun up before firing, but once it reaches its maximum RPM, it shreds through infantry, heavy units, and vehicles in seconds. It draws from a massive ammo pool, though you should be wary of the movement speed penalty incurred while firing. It is unlocked after completing a specific number of "Predator Path" side quests. When upgraded with "Infinite Ammo" (via the specialized cooling system), Rex becomes an unstoppable force of nature, allowing you to lay waste to entire battalions without ever letting go of the trigger.
Bow (Neon Arrow)
Though arguably a specialty tool, the Bow functions as a primary stealth option for the discerning cyber-commando. It allows for silent kills, ensuring that Garrison alarms stay silent while you pick off defenders. The Neon Arrow features a flat trajectory and high velocity, making it much easier to use than the standard bow in Far Cry 3. Upgrading to "Explosive" or "Incendiary" tips turns this silent stalker into a versatile tactical launcher, giving you the ability to distract Blood Dragons or cause massive environmental damage from the shadows.