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GTA 6 weapons: the known arsenal, selection and storage

Known GTA 6 pistols, carbines, shotguns and explosives, plus the weapon wheel, carried loadout, car storage, Ammu-Nation, modifications and shooting.

Jason holding a carbine in an official GTA VI screenshot

Weapons shown in GTA 6 already include pistols and revolvers, submachine guns, carbines, shotguns, scoped rifles and a grenade launcher. The bigger change concerns what Jason and Lucia can carry. According to Rob Nelson, as reported by TGG after visiting Rockstar, a character can take two concealed pistols and two long guns. The rest of the chosen arsenal stays in a vehicle or an Ammu-Nation gun locker. Rockstar has not published a complete launch weapon list.

Below, we examine official images, the editions description and Nelson’s explanations in Famitsu and TGG’s videos. When a name comes from an engraving or an identification by appearance, we say so. Real-world prototypes can help identify a gun in an image, but tell us nothing about its in-game damage.

Which weapons are in GTA 6?

Some weapons already have names. The clearest examples are the Girardi ES9 and Klose K17 pistols, which Rockstar names directly in its Ultimate Edition description. For others, we have only a visible brand, an inscription or a familiar silhouette.

Pistols and revolvers

WeaponWhere it appears or is namedWhat can be established
Girardi ES9Rockstar’s official description of Jason’s personalized Ultimate Edition weaponRockstar confirms the name. This edition includes a customized version
Klose K17The same official section describes Lucia’s version; her pistol is also shown close upRockstar confirms the name. The brand and K17 are legible in the image
Hawk & Little MorganThe official Ultimate Edition revolver setTwo personalized versions for the protagonists, with palms on the grips, engraving and an optical sight
Mustang .357A screenshot of bikers in AmbrosiaMustang .357 and the Duke Arms mark are visible on the revolver. PC Gamer compares it with a Colt Python
Pistol marked CapoRaul Bautista driving a carThe inscription is visible. Its full in-game menu name has not been established
Compact pistol PC Gamer calls the Nipper .38PC Gamer’s reading of official art and imagesThis is the catalog writer’s identification, not a separate Rockstar announcement

There is a nuance to the named pistols. Calling the Girardi “Jason’s” describes his personalized version; it does not by itself mean Lucia cannot use that weapon. TGG separately says he saw the protagonists pass guns to each other.

Likewise, a pair of Morgan revolvers in one set does not establish dual wielding. Rockstar shows one gun for each protagonist. That does not prove a single character can fire both at once.

A woman holds a revolver in an official GTA VI screenshot of bikers in Ambrosia

The official Ambrosia screenshot shows the revolver clearly enough to make out its shape and engraving.

Carbines and submachine guns

In a nighttime screenshot, Jason aims a carbine bearing the Duke Arms logo. Its telescoping stock, carry handle and magazine are clearly visible. It resembles the AR family, but a manufacturer’s mark alone does not establish its full model name.

The second trailer shows Lucia with a submachine gun during a robbery. Specialist analyses compare its shape with an MP5. Jason appears to have an additional sight in the same sequence. The gun the protagonists carry and the equipment fitted to one example are separate questions. Different sights do not necessarily make them two separate models.

An advertisement for Phil’s Ammu-Nation plays on a television and displays a whole rack: long rifles, AK-like weapons and compact guns. PC Gamer also singles out an M249-like machine gun in the display. The advertisement broadens the apparent arsenal, but does not explain how or when players can acquire each item.

One full name is already readable in the game interface. At 25:08 in An Extended Look, Duke 556 Assault Rifle appears beside a gun in a pickup prompt. That directly confirms the name, although it does not automatically identify every AR-like carbine in earlier screenshots as the same model.

In the Vintage Vice City Pack gallery, Jason holds another compact submachine gun with a boxy receiver, a magazine in the grip and a tropical pattern. PC Gamer compares it with a MAC-10. The image has no official in-game name, so the MAC-11 label used by another guide cannot automatically be assigned to this gun.

GTABase also lists an AR-15 Carbine and the compact S&M DW9, comparing the latter with an APC9 K PRO. We keep those names attributed to the database: this review has no comparable verified label for them in the original game interface.

Shotguns and scoped rifles

The hunters in Leonida are shown close enough to distinguish several types of long gun.

ExampleWhat the official material showsLimit of confirmation
Double-barrel shotgunA person on an airboat in Grassrivers holds a long gun with two barrelsIts exact name and barrel-length variants are undisclosed
Mount Kalaga hunters’ riflesTwo men in the woods carry different long rifles; one visibly has a scopeThe Remington 700 comparison is a visual identification of a possible real-world prototype
Carbine and long rifle in GrassriversIn a group screenshot, one gun stands by a seated man’s knees and his companion holds anotherWe cannot confidently count variants of one base weapon as separate models
Pump-action shotgunAppears in An Extended Look, including in Jason’s hands in a corridorAt 04:27, a pickup prompt reads Moreland 850 Shotgun. That confirms the in-game name of one example, not every similar shotgun

PC Gamer also identifies an apparent Springfield M1A-like rifle in the hunting and swamp images. Its real-world specifications should not be imported into GTA, and every scoped long gun should not automatically be called a separate sniper rifle. Similar guns may differ only in fitted parts.

The locations and activities are covered in our article on hunting in GTA 6. For this arsenal overview, the images matter because they show long guns outside an urban shootout.

Two long guns carried by Grassrivers residents, one with a visible optical sight, in an official GTA VI screenshot

Two long guns in a Grassrivers image. A scope and details of the bodies do not establish how many distinct models there are.

Grenade launcher and thrown weapons

In the second trailer, Lucia fires a grenade launcher at pursuing police cars. Its shape invites a comparison with the multi-shot Milkor MGL. This frame does not confirm an RPG-7: a revolving grenade launcher and a familiar rocket tube are different weapons.

The Molotov cocktail is shown more definitively. Around 15:58 in An Extended Look, the menu reads Molotov; Lucia then throws the bottle and ignites an abandoned car. Both the menu item and its use are visible.

Standard, smoke and flash grenades appear in expanded reference lists. Those databases, however, combine official materials with early leaks. Until a specific current sequence is verified, their combined list is not an official inventory of GTA 6 explosives.

Melee weapons and objects that still need checking

Official material shows a baseball bat, hammers, pool cues and a mini-golf club. A switchblade lies in the image of the Morgan set. The objects’ presence is interesting, but evidence that each can be used in combat varies.

A cue in Jason’s hands at a pool table confirms that he plays pool. It does not yet show that he can take the cue outside and use it as a weapon. The same applies to Cal’s club. The woman with hammers in the first trailer appears in a threatening scene, but that single scene still does not reveal the full melee weapon menu.

An object visible in the world, then, is not necessarily part of a character’s combat loadout. Separate scenes showing the cue or club in use, or confirmation from the developers, would be needed.

Why do weapon lists have different totals?

It depends on what is counted. PC Gamer’s Rory Norris counted 19 firearms in trailers and images, while warning that some similar guns may be variants of one weapon. His count excluded melee items.

GTABase had 47 rows in its general list when checked. Firearms sit alongside thrown and melee items, and even Unarmed, meaning fists. The database draws on official footage and leaks. Its AKM entry, for example, explicitly cites a September 2022 recording.

That makes the database useful for finding candidates, but its total is not the number of weapons in the released game. Two engraving variants, two names for one real-world prototype or an item from an older build can change a tally without adding a new gun to the finished game.

There is currently no verified single-number answer to “how many weapons are in GTA 6?” We can list what has been seen and explain where each identification came from. A complete list with statistics will have to be checked against the release version.

How does the weapon wheel work?

In An Extended Look, the interface opens over a blurred game scene. Slots are arranged in a circle but displayed as rectangular cards. Weapons and Items tabs appear at the top, alongside an R1 prompt to switch between them. One displayed loadout contains a pistol, Molotov bottle, fist and binoculars; quick-use consumables sit separately at the bottom.

The screen illustrates how selection works, but does not show everything available to Lucia. An empty slot in one scene does not mean an entire class is absent from the game. The tab-switch prompt also does not establish the full control layout on every platform.

TGG explains the carried loadout, citing Nelson:

  • Two pistols can be kept concealed on the character.
  • Two long guns are allowed, but both cannot be stowed on the back.
  • One long gun goes on the back; the other has to be carried in a free hand.
  • Melee weapons, thrown items and equipment have separate interface positions.

The four-gun limit concerns carried firearms, not every inventory item. Taking a second long gun also means holding it, with consequences for how bystanders react.

Where do you get and store weapons?

Famitsu asks Nelson directly about long guns. His answer describes two permanent points of access: the personal vehicle and Ammu-Nation gun lockers. According to Nelson, every store in the chain has a locker. Different branches have their own special weapons, and modification options have expanded.

Nelson also tells Famitsu that you can summon your personal vehicle. Accessing spare equipment therefore does not always mean returning to where you left the car.

The vehicle becomes part of preparation. TGG relays Nelson’s clarification that the full selected loadout is stored in a personal car, while a temporary vehicle is not kept permanently. You can place carried long guns in another car’s trunk, but that does not make any stolen sedan a full substitute for personal storage.

Discarding a gun has a condition too. In Famitsu, Nelson is discussing weapons the player owns: they can be recovered from the personal vehicle or a locker even after a particular gun is left behind. This is no promise that every randomly found weapon enters a permanent collection or remains forever where it was dropped.

There is also a reason to get rid of a gun you have taken. Nelson explains in Famitsu that dropping a weapon identified after a robbery can reduce Heat, meaning how recognizable it is during the search. This does not guarantee a complete end to the pursuit: witnesses may also remember the protagonist’s clothes, appearance or vehicle. Recovery from storage applies to player-owned weapons.

This distinction matters when preparing for robberies. You need to bring the weapons you choose, while access to the rest depends on storage. These explanations still do not disclose full shop inventories, prices, requirements for unlocking each model or rules for retaining weapons picked up at random.

How do bystanders and police react to a visible gun?

In Famitsu, Nelson distinguishes carrying a gun from being ready to fire. One long gun on the back should not, by itself, cause widespread panic. When a protagonist holds a gun, people may move away or react with hostility. TGG adds the developer’s explanation that police officers who see the protagonist may give a warning. Holding a long gun with both hands in a firing stance can escalate the situation.

This helps explain why the loadout limit goes beyond menu convenience. A character holding a spare carbine looks different to the people around them. The rules do not amount to an immediate wanted star for every visible gun. What happens next depends on conduct and circumstances, covered further in our article on police and the wanted system in GTA 6.

Nor should a statement about being unable to conceal guns be applied to every weapon. The Japanese interview is discussing long guns at that point. TGG’s more specific account explicitly allows two concealed pistols.

Modifications, aiming and passing a gun to your partner

Rockstar has shown several different ways to change a weapon. The Vintage Vice City Pack pattern is cosmetic. The named Girardi ES9 and Klose K17 have personalized versions. The Morgan is shown with engraving and an optical sight. Cosmetic design and functional equipment should be distinguished: a pattern on the body gives no grounds to promise higher damage.

The complete modification list has not been shown. Nelson confirms expanded options in Famitsu, but TGG is clear that he did not personally see the weapon customization process. He cannot verify other visitors’ claims that it surpasses Red Dead Redemption 2. Presenting that judgment as his experience or as a confirmed set of upgrades would be premature.

TGG offers more specific information about shooting:

  • Aim assist is adjustable. TGG reports Nelson describing freer aiming and adjustable “stickiness”, the degree to which assistance helps acquire and hold a target. Saying “all assistance has been removed” would distort that account. The full settings list has not been shown.
  • Focus slows the action and highlights hit zones. The demonstration distinguishes lethal and nonlethal areas. Red Dead Redemption 2’s Dead Eye can mark a sequence of shots, but that automatic marking cannot be assumed for Focus without evidence.
  • The protagonists pass weapons between them. TGG says he saw Jason and Lucia physically hand guns to each other. That establishes an interaction, not a shared inventory available at any distance.
  • Weapons can be picked up during a firefight. Jason takes a shotgun in An Extended Look, making pickup part of the fight. It does not follow that he can carry every gun lying nearby without limits.
  • Recoil feels stronger to TGG. He describes a shootout Nelson showed on Shore Drive. This is an eyewitness impression, not measured spread data or the final weapon balance.

Famitsu describes one further option: suppressive fire. As Nelson explains it, shots close to an opponent can make them hesitate and give you time to escape. It introduces a choice between staying in the gunfight and trying to retreat. The source offers no guarantee that it works against every enemy or lets players complete every mission without killing.

Close-up of a pistol and Jason holding a magazine in an official GTA VI screenshot

An official image of a pistol and magazine. Reload speed statistics cannot be derived from it.

What is still missing from a complete weapon guide?

There are no verified launch tables for damage, accuracy, range, reload speed or prices yet. An ammunition count in one scene describes that particular loadout; it does not replace a description of every magazine and upgrade. Calling one gun “the best” without comparable in-game conditions would be guesswork.

The October 15 launch trailer added new scenes of shooting and armed characters. We cover its details separately, but another gun appearing in the edit does not reveal its name, price or availability.

Some expanded databases also promise shooting while swimming, specific grenades and new tools. Until the relevant current original is checked, these remain candidates. Rules for a future online mode must be examined separately: Jason and Lucia’s shown equipment belongs to their story and does not establish the arsenal of another mode.

Sources

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