Every weapon from GTA III through GTA 6, cross-referenced from official Rockstar sources. Filter by game to compare era-specific arsenals, or search by name.

A semi-automatic PSG-1 .308 sniper — faster follow-up shots than the bolt-action and one of Vice City's most expensive weapons. Sold only at the top-tier mainland Ammu-Nation.

A Colt Python .357 revolver that drops most enemies in a single chest shot — at the cost of a slow reload and just six rounds per cylinder. Unlocked at Ammu-Nation once Tommy reaches the mainland.

A belt-fed light machine gun from The Ballad of Gay Tony, trading mobility for sustained suppressive firepower.

A futuristic bullpup-layout 5.56 rifle with the highest fire rate in the assault class. Unlocked at Ammu-Nation once the protagonists reach the high-tier weapons tier.

A suppressed precision rifle from The Ballad of Gay Tony, combining stealth with heavy long-range damage.

The classic Kalashnikov — hard-hitting and ammo-efficient, the rifle of choice for full-scale gang wars. Stocked at Ammu-Nation from San Fierro onward, with Hitman skill unlocking move-and-shoot.

The hard-hitting Kalashnikov — heavy damage and a wide spread, the rifle of choice for full-scale shootouts. Stocked at Ammu-Nation once Claude reaches the Staunton Island bridge.

An 18th-century ceremonial dagger added in GTA Online's Beach Bum update — fast, sharp, and one of the only one-hit-kill melee weapons in GTA V's arsenal. Unlocked via the Headhunter hidden objects collection.

A select-fire armor-piercing machine pistol — full-auto in a sidearm slot, ideal for drive-bys when an SMG would block the camera. Unlocked at Ammu-Nation mid-story.

The classic AK-47-style 7.62 rifle — hard-hitting and ammo-efficient, the rifle of choice for full-scale gun battles. Stocked at Ammu-Nation from mid-story onward.

The AK-47 of GTA IV — hard-hitting 7.62 fire with heavy recoil, the heavy-firefight rifle of choice across Liberty City.

The Weapon Workshop upgrade of the base Assault Rifle — added with the Gunrunning update. Supports scope, grip, extended clips, and four MK II ammo types including explosive rounds.

An AA-12-style full-auto combat shotgun — drum-magazine-fed with brutal sustained DPS. Unlocked at Ammu-Nation once the protagonists complete the Vinewood-side of the story.

A drum-fed automatic shotgun added in The Lost and Damned for relentless close-quarters firepower.

A bullpup-style 5.56mm SMG with rifle-caliber stopping power in an SMG frame — Trevor's signature mid-game weapon. Sold at Ammu-Nation from the mainland onward.

A P90-style PDW exclusive to The Ballad of Gay Tony, blending SMG handling with rifle-grade punch.

A fully-automatic machine pistol based on the Glock 18, exclusive to The Lost and Damned for close-quarters spray.

An AA-12-style fully-automatic shotgun from The Ballad of Gay Tony — devastating sustained spread.

A hand-thrown leather baseball — a novelty throwable that knocks pedestrians off-balance. Picked up at certain GTA Online clubhouses, but more entertaining than tactically useful.

Series-staple wooden bat — returning in GTA VI per Fandom.

The franchise's signature street weapon — a wooden bat that stuns and downs pedestrians in two or three swings. Used in early Grove Street missions and easy to pick up around basketball courts, baseball diamonds, and gang turf.

The franchise's signature blunt weapon — a wooden bat that downs pedestrians in two or three swings. Stocked at the cheaper end of Vice City's Ammu-Nation and a staple of early street missions.

GTA III's only proper melee weapon — a wooden bat that downs pedestrians in two or three swings and turns car windows into shrapnel. Reliably looted from downed Mafia goons in Portland.

The franchise's signature blunt weapon — a wooden bat that downs pedestrians in two or three swings. Sold at every Ammu-Nation from the start of the GTA V story for under $30.

The series-staple wooden bat, swung in heavy arcs that stagger and floor enemies — common early-game stock across Liberty City.

A medieval-style two-handed war axe added with the Bikers update — one of GTA V's slowest melee weapons, but with the highest single-hit damage in the entire melee class.

A protective vest that absorbs a full bar of incoming damage before health is touched — essential before any heavy GTA IV firefight.

Bolt-action sniper rifle. Confirmed in Rockstar's Mount Kalaga National Park screenshots.

A pair of brass knucks that turn CJ's unarmed punches into bone-breaking hits without changing his animation. The earliest melee upgrade in San Andreas — find them in alleys, on dead pedestrians, or at hidden pickups across Los Santos.

A pair of brass knucks that boost Tommy's unarmed damage without changing his animation — the earliest melee upgrade in Vice City. Found in alleys and on dead pedestrians around Vice Beach.

A pair of brass knucks that turn Michael, Trevor, and Franklin's unarmed punches into bone-breaking hits without changing the animation. Stocked at Ammu-Nation and a staple GTA Online opener.

A jagged broken beer bottle picked up from bar floors and fight scenes — short-reach but lethal in a stab. Mostly a flavour weapon, useful when Trevor finishes a Yellow Jack scuffle.

A QBZ-style bullpup 5.56 rifle added with the I'm Not a Hipster update — extreme accuracy and slower fire rate than the Carbine. Stocked at Ammu-Nation thereafter.

The Weapon Workshop upgrade of the Bullpup Rifle — added with the Doomsday Heist. Scope, suppressor, grip, and MK II ammo bring the precision-leaning bullpup into endgame range.

A compact bullpup-layout shotgun with rifle-style ergonomics — added with the High Life update. Higher rate of fire than the pump, smaller magazine than the assault.

A military-grade incapacitating gas canister added with the Gunrunning update — knocks out enemies in a wider radius than tear gas. Sold at the Bunker Workshop after completing prep.

A snapshot camera handed to CJ during "Photo Opportunity," later useful for the 50 Snapshots collectible photo-hunt across San Fierro. Holding it in combat puts the world into a third-person scoped view.

A snapshot camera handed to Tommy during “Martha's Mug Shot” for blackmail photography — later useful as a scoped third-person viewpoint. A unique item in 1986 Vice City's arsenal.

A pimp-style walking cane Carl can swing as a low-damage melee weapon, mostly used for style or comic effect. Found at the Four Dragons Casino and in certain Las Venturas safehouses.

The handheld trigger for 8-Ball's car bombs — buy a bomb job at any 8-Ball garage, get back to the car, and detonate on cue. The only way to weaponise a parked Patriot in 2001 Liberty City.
Mid-range carbine spotted in Trailer 2's heist sequence. Familiar lineage from GTA V's go-to AR.

An M4-style 5.56 carbine with tight aim assist — out-ranges the AK at the cost of slightly tighter ammo. Sold at Ammu-Nation from mid-story.

An M4-pattern carbine with tighter accuracy and a faster rate of fire than the Assault Rifle, ideal for ranged control.

The Weapon Workshop upgrade of the Carbine Rifle — added with the Gunrunning update. Scope, grip, extended clips, and four MK II ammo types lift the standard carbine into endgame territory.

A polymer-frame compact pistol added with The Contract update — passes metal detectors in heist setups and includes a built-in suppressor. Sold at the Agency Armory.

A motorised cutter that holds enemies in place and shreds them in a single sustained swing — one of the deadliest melee weapons in San Andreas. Find one at the Hardware Store in Angel Pine, in Sweet's house, or scattered around the desert.

A motorised cutter introduced in the Scarface-style mansion shootout — holds enemies in place and shreds them in seconds. Permanently picked up after the mission and a candidate for Vice City's deadliest melee weapon.

A pump-action chromed 12 gauge — the workhorse close-range gun of Vice City. Reliable, slow to reload, and stocked at every Ammu-Nation from early in the story.

Series-staple stealth weapon expected to return. Not yet shown.

An MG4-style upgraded LMG with higher accuracy and damage than the base MG — the late-game heavy weapon of choice. Sold at the top Ammu-Nation tier.

The Weapon Workshop upgrade of the Combat MG — added with the Gunrunning update. Scope, suppressor, grip, and four MK II ammo types make this GTA Online's most upgraded LMG.

A personal defence weapon added with the Last Team Standing update — high fire rate, large magazine, and a stock for hipfire-and-shoulder transitions. Stocked at Ammu-Nation thereafter.

A double-stack semi-auto pistol with a larger magazine than the base Pistol — Trevor's preferred sidearm during the Wade Hebert missions. Sold at Ammu-Nation across Los Santos.

A heavier .45-calibre handgun with stronger stopping power than the standard Pistol, sold once Niko reaches Algonquin.

A semi-automatic SPAS-12-style shotgun with a much faster cycle than the pump variant — drops gang members and SWAT alike in one or two hits at close range. Sold in Las Venturas Ammu-Nation.

An SPAS-12-style combat shotgun with a larger magazine and faster cycling than the Pump Shotgun.

A semi-automatic sniper that trades a little per-shot power for far quicker follow-up shots than the Sniper Rifle.

A break-action single-shot 40mm grenade launcher added with the Doomsday Heist — fits in vehicles so you can fire from a moving car. The drive-by grenade launcher of GTA V.

A cut-down AK-style assault rifle added with the Bikers update — small enough to fire from a moving car. The rare drive-by capable assault rifle in GTA V's arsenal.

A bolt-action hunting rifle with a fixed scope — slower than the sniper rifle but useful for medium-range engagements early in the game. Drops from rural pedestrians and stocks at Ammu-Nation from Las Venturas onward.
Hardware-store classic, returning from GTA V.

A steel crowbar with a satisfying thud — a mid-game melee upgrade over the bat. Sold at Ammu-Nation and reliably looted from construction sites across Los Santos and Sandy Shores.

A hand-cannon .44 that drops most enemies in one or two shots and stays useful into the endgame. Available at Ammu-Nation from San Fierro onward, with maxed Pistol skill unlocking a tighter sway.

A rubber novelty doubling as a low-damage joke weapon — also gifted to girlfriends to boost CJ's sex appeal stat. Found in adult shops and certain bedrooms across the map.

A long-barrel single-action revolver with the highest range of any pistol — also Rockstar's Red Dead Redemption 2 tie-in unlock. Awarded after a Headshot challenge in GTA Online's Freemode.

A break-action coach gun added with the Bikers update — two shells per reload, lethal at close range, and a Western tribute aesthetic. Sold at Ammu-Nation thereafter.

Sprays a thick cone of foam that blinds pedestrians and slowly damages them at point-blank range. Pulled from fire trucks and useful in the firefighter side-mission for putting out burning cars.

Sprays a thick cone of foam that blinds pedestrians and slowly damages them at point-blank range. Pulled from fire trucks and useful for putting out vehicle fires before they detonate.

A festive RPG variant that fires colorful pyrotechnic rockets — same damage as the standard launcher with a celebratory visual. Added with the Independence Day update and recurring at every July 4th event.

Carl Johnson's default unarmed strike, used the moment you spawn or holster every other weapon in GTA San Andreas. Build the muscle stat at any gym to throw faster combos and unlock special finishing moves.

Tommy Vercetti's default unarmed combat — a basic punch combo used the moment you holster every other weapon. Slow and weak, but always available for street-level brawls in 1986 Vice City.

Claude's default unarmed strike — a quick straight punch with no flair, used the moment you holster every other weapon. The starting point for every brawl in 2001 Liberty City.

The default unarmed attack — quick straight punches and a basic combo string. Always available when every other weapon is holstered, and the starting point for every Los Santos brawl.

Niko Bellic's default unarmed attack — a quick jab-and-hook combo used whenever every other weapon is holstered in GTA IV.

A back-mounted napalm sprayer with a continuous stream of flame — devastating against tight groups but useless against vehicles. Required in "Are You Going to San Fierro?" and sold at Las Venturas Ammu-Nation.

A back-mounted napalm sprayer with a continuous stream of flame — devastating against tight groups but useless against vehicles. Required for the “Trojan Voodoo” Little Haiti factory burn-out.

A back-mounted napalm sprayer with a continuous stream of flame — devastating against gang clusters but useless against vehicles. Required reading for several Yakuza and Cartel missions in Shoreside Vale.

A hand-tossed signal flare used to mark drop zones for the Air Freight DLC missions. Burns brightly at night and can briefly blind nearby enemies. Functional rather than combat-oriented.

A signal flare gun that can also light gas canisters on fire and fly above the map for night signals. Added with the Heists update and central to several setup objectives.

Disorients targets in close quarters — first mainline-GTA appearance, confirmed in Trailer 2.

Flashbangs are thrown weapons appearing in Grand Theft Auto: Chinatown Wars , and due to appear in Grand Theft Auto VI .

The Vom Feuer Flashlight is a melee weapon appearing in Grand Theft Auto Online as part of Halloween Surprise , and due to appear in Grand Theft Auto VI .

A heavy-duty police flashlight that doubles as a low-damage melee weapon and a worn flashlight in dark interiors. Looted from LSPD officers and a fixture of GTA Online's stealth approach kits.

A bouquet of red roses that doubles as a weak melee weapon and a girlfriend-mission gift to raise CJ's relationships faster. Picked from cemetery pickups around San Andreas.

A gold-plated SMG variant from The Ballad of Gay Tony, functionally an SMG with Luis Lopez's signature flash.

A long iron pulled straight off the green — slower than a bat but with longer reach. Picked up at the Los Santos Country Club, the Avispa Country Club, and certain Las Venturas mansions.

A long iron pulled straight from Vice City's Leaf Links country club — longer reach than the bat at the cost of attack speed. Picked up reliably on the fairways and in the Leaf Links clubhouse.

A long iron pulled straight off the green — longer reach than the bat at the cost of attack speed. Picked up at the Los Santos Country Club and at certain Vinewood mansions.

Golf club, due to appear in GTA VI per Fandom. Image not yet released.

A timed fragmentation grenade with a throw arc that scales with how long the button is held. The simplest answer to gang clusters, parked enemy vehicles, and chasing cop cars.

A timed fragmentation grenade with a throw arc that scales with how long the button is held — the simplest answer to gang clusters and parked cars. Stocked at Vice City Ammu-Nation from mid-story onward.

A timed fragmentation grenade with a throw arc that scales with how long the button is held — Liberty City's straightforward answer to gang clusters and roadblocks. Sold at every Ammu-Nation from mid-story onward.

A timed fragmentation grenade with a throw arc that scales with how long the button is held — Los Santos's standard answer to gang clusters. Stocked at Ammu-Nation from mid-story.

A fragmentation grenade with a short fuse — cooked and thrown to flush enemies out of cover in GTA IV.

The Grenade Launcher is a projectile launcher appearing in Episodes from Liberty City , Grand Theft Auto V and Grand Theft Auto Online , and due to appear in Grand Theft Auto VI .

A pump-action grenade launcher firing six-round magazines of 40mm HE rounds — devastating against crowds but tricky to aim for moving targets. Added with the Heists update.

A 40mm launcher lobbing explosive grenades over cover, shared across the GTA IV episodes for area denial.
Grenades are thrown weapons appearing in every Grand Theft Auto game since Grand Theft Auto 2 , and due to appear in Grand Theft Auto VI .

A 1920s Thompson-style drum-fed submachine gun added with the Valentine's Day Massacre Special — Prohibition-era aesthetic with full-auto firepower. Sold at Ammu-Nation thereafter.

Vice-City-staple melee weapon, returning in GTA VI.

A claw hammer — a blunt, one-handed melee tool that lands with a heavy thud. Picked up in construction sites and around the half-finished Vice Point projects on the mainland.

A claw hammer — a blunt one-handed melee tool that lands with a heavy thud. Found at construction sites across Los Santos and Blaine County and stocked at Ammu-Nation.

A short hand-axe added in GTA V's Independence Day update — a high-damage chopping melee that drops most pedestrians in two swings. Unlocked via the Bag of Cans missions in GTA Online.

A specialized chemical-fuel canister added with the Bikers update — used in clubhouse operations to pour a chemical trail for arson missions. Equipped only during specific business setups.

A lock-on FIM-Stinger-style launcher that auto-tracks helicopters and jets — the answer to police choppers and the Hydra. Unlocked at Las Venturas Ammu-Nation and found at Area 69.
Belt-fed heavy machine gun, due to appear in GTA VI per Fandom.

A 1911-style .45 ACP sidearm with brutal damage at the cost of slower reload. Available at Ammu-Nation from the mid-story and a Michael De Santa favourite during Vinewood missions.

A double-action .44 Magnum revolver added with the Bikers update — six-shot capacity, two-shot kills, and a swagger to match. Stocked at Ammu-Nation thereafter.

The Weapon Workshop upgrade of the Heavy Revolver — added with the Doomsday Heist. Adds a scope, four MK II ammo types, and an upgraded barrel with massively improved precision at range.

An automatic combat shotgun added with the Heists update — Saiga-12-style mag-fed with high sustained fire and brutal close-range damage. Unlocked via Heist completion.

A .50 caliber bolt-action sniper rifle — the king of long-range damage in GTA V's base arsenal. Required for the Vinewood-rooftop hits and sold at the top Ammu-Nation tier.

The Weapon Workshop upgrade of the Heavy Sniper — added with the Gunrunning update. Thermal scope, suppressor, and four MK II ammo types including armor-piercing and explosive rounds.

A lock-on heat-seeking rocket launcher — the answer to police choppers and the Hydra. Added with the Heists update and sold at the top Ammu-Nation tier.

A cheap, high-fire-rate machine pistol favoured by Vice City's street gangs and street-level dealers. Drive-by capable and stocked at the lower-tier Ammu-Nation early in the story.

A petrol canister that lets the protagonists pour a flammable trail and ignite it — a fire-starting tool used in several story missions including The Big Score's pre-finale setups. Always available from carjack-able service vehicles.

A curved Japanese sword that decapitates pedestrians in a single swing, returning from GTA Vice City. Most reliably looted from Da Nang Boys during the San Fierro storyline, or bought once the Las Venturas Ammu-Nation stocks it.

A curved Japanese sword that decapitates pedestrians in a single clean swing — the franchise's debut for the weapon. Earned during the Cuban-versus-Haitian arc and reliably re-picked-up at the Ocean View safehouse.
The Knife is a melee weapon appearing in almost every game in the 3D Universe and HD Universe , and due to appear in Grand Theft Auto VI .

A combat knife that lets CJ perform silent stealth kills when crouched and approaching enemies from behind — essential for the burglary side-mission and several Las Venturas heist setups. Spawns in kitchens, on Vagos members, and behind certain restaurants.

A fixed-blade knife that lethally cuts down pedestrians in one or two stabs. Found at the Cuban hangouts, behind certain bars, and stocked at the cheaper Vice City Ammu-Nation tier.

A fixed-blade combat knife that lethally cuts down pedestrians in one or two stabs. Stocked at the cheaper Ammu-Nation tier and a staple of GTA V's stealth-approach loadouts.

A combat knife that drops most pedestrians in a single slash, and the quietest way to take a target down in GTA IV.

A Ruger AC-556-style mid-tier assault rifle — accurate, ammo-efficient, and the first proper rifle Tommy can carry. Stocked at the mainland Ammu-Nation and reliably dropped during mid-story missions.

GTA III's top-tier assault rifle — fully auto, laser-accurate, and devastating into the endgame. Sold only at the Shoreside Vale Ammu-Nation and dropped by Cartel enforcers in the final missions.

A laser-accurate 5.56 carbine that out-ranges the AK at the cost of tighter ammo — the late-game assault rifle of choice. Carried by SWAT and Tierra Robada military, and sold at Las Venturas Ammu-Nation.

Vice City's top-tier assault rifle — full-auto, laser-accurate, and devastating into the endgame. Sold at the high-tier mainland Ammu-Nation and a fixture of the final Cap the Collector showdown.

A belt-fed M60 light machine gun with brutal sustained damage — slow to draw but unmatched against vehicles and crowds. Late-game Ammu-Nation unlock and a fixture of Vice City's final assault.

A broad chopping blade carried by the Haitian gangs — heavier than the knife with a wider arc. Reliably looted from downed Haitians during Auntie Poulet's missions and the Little Haiti turf war.

A broad chopping blade carried by Marabunta Grande and roving gangs — heavier than the knife with a wider arc. Picked up after the Merryweather Heist setup arc.

A Tec-9-style machine pistol added with the Lowriders update — drive-by capable and dual-wieldable. The classic gang machine pistol made for low-rider passenger missions.

A break-action one-shot precision pistol — slow reload but the only handgun with a one-shot-kill body hit. Awarded for completing the Online Daily Objectives across a month.

A semi-automatic designated marksman rifle bridging the gap between assault rifle and sniper. Added with the Heists update and a flexible mid-range option for moving targets.

The Weapon Workshop upgrade of the Marksman Rifle — added with the Gunrunning update. Scope, suppressor, extended clip, and MK II ammo types lift the DMR into long-range work.

A heavy butcher's cleaver introduced through Vice City's organised-crime missions — short reach but punishing damage per swing. Frequently dropped by enemy gangs during mission triggers in Little Havana.

An M249-style belt-fed light machine gun — high capacity, sustained fire, and the cheaper of the two LMG options. Stocked at Ammu-Nation in the late-game weapons tier.

A compact Uzi-style submachine gun that CJ can fire from a car window — the ideal drive-by weapon. Hitman SMG skill unlocks dual-wield for double the on-foot suppressive fire.

A compact Uzi-style submachine gun that the protagonists can fire from a moving car — the early-game drive-by SMG of choice. Sold at Ammu-Nation from the start of the GTA V story.

A compact Micro Uzi favoured by Liberty City gangsters — high fire rate, modest accuracy, deadly up close in GTA IV.

A compact Skorpion-style machine pistol added with The Diamond Casino Heist update — drive-by capable and the smallest SMG in GTA V's arsenal. Sold at Ammu-Nation after the update.

A six-barrel rotary chaingun with the highest sustained DPS in the game — shreds helicopters, SWAT vans, and crowds in seconds. Found in Area 69, on the Hydra carrier, and at Ammu-Nation late game.

A six-barrel rotary chaingun with the highest sustained DPS in 1986 Vice City — shreds helicopters, gang clusters, and parked cars in seconds. Hidden away in Phil's Place arms cache and via the in-game cheat.

A six-barrel rotary chaingun with the highest sustained DPS in GTA V — shreds helicopters, SWAT vans, and crowds in seconds. Sold at the top Ammu-Nation tier and a Trevor signature.

Series staple expected to return. Not yet shown in any official Rockstar material.

A petrol-filled bottle that bursts into a lingering pool of fire — perfect for area denial and burning gang members alive. Frequently dropped by Ballas during turf wars and unlocked at Ammu-Nation early in the story.

A petrol-filled bottle that bursts into a lingering pool of fire — perfect for area denial and torching parked vehicles. Stocked at the lower-end Ammu-Nation and dropped during several Cuban missions.

A petrol-filled bottle that bursts into a pool of fire on impact — perfect for area denial and burning down parked Mafia cars. Stocked at Ammu-Nation early in the story and dropped during several Portland setups.

A petrol-filled bottle that bursts into a lingering pool of fire on impact — perfect for area denial. Stocked at Ammu-Nation from mid-story and a fixture of the gang turf wars.

A petrol-filled bottle that bursts into flame on impact, spreading fire across the ground and panicking crowds.
Molotov Cocktails , or Molotovs , are thrown weapons appearing in every game since Grand Theft Auto 2 , and due to appear in Grand Theft Auto VI .

A precision-built MP5-style submachine gun with tight aim assist — Vice City's most accurate SMG and the backbone of the mid-game arsenal. Stocked at the high-tier Ammu-Nation on the mainland.

An 18th-century muzzle-loading musket added with the Independence Day update — one shot, devastating damage, painfully slow reload. Earned via the Independence Day collectible run.

Duke Arms Company revolver. Confirmed via Rockstar's official Ambrosia screenshots.

A maritime-themed antique revolver added with The Cayo Perico Heist update — earned via the Los Santos Slasher serial-killer treasure hunt. One-shot kills, six-round cylinder.

Green-tinted NVGs that brighten dark interiors and night exteriors — essential for stealth missions in Area 69 and certain countryside heist setups. Unlocked alongside the thermal pair during the heist arc.

A police baton dropped by downed San Andreas cops and reliably found at every LSPD, SFPD, and LVPD station. A solid, slow alternative to the bat with a satisfying thud on impact.

A police baton reliably looted from downed Vice City PD officers and spawned at every VCPD station. The slow-but-satisfying alternative to the bat for crowd control.

A police baton reliably looted from downed LSPD officers and spawned at every police station. A slow-but-satisfying alternative to the bat for crowd control.

Worn as a backpack and deployed in free-fall, the parachute is unlocked during "Verdant Meadows" and changes traversal completely — it's a core tool for skydiving missions and Mount Chiliad descents.

A skydiving parachute opened mid-freefall with a press of the parachute button. Bought at Ammu-Nation in unlimited supply once the Parachuting mission is completed in the main story.

A deployable parachute introduced in The Ballad of Gay Tony, enabling safe descents from helicopters and Liberty City rooftops.

A timed improvised explosive added in The Lost and Damned, devastating against pursuing vehicles.

Hand-thrown improvised explosives added with The Diamond Casino Heist — longer fuse than a grenade and a bigger blast radius. Sold at the Master Penthouse Arcade.

A heavy plumber's pipe wrench introduced with the Bikers update — slower than the bat but with stiffer impact damage. Stocked at Ammu-Nation once the update is installed.

The Pistol is a handgun that appears in Grand Theft Auto IV , Episodes from Liberty City , Grand Theft Auto V , Grand Theft Auto Online , and due to appear in Grand Theft Auto VI .

CJ's first proper sidearm — a 9mm semi-automatic pistol sold at every Ammu-Nation from the start of the game. Hit Hitman pistol skill and CJ dual-wields a pair for double the fire rate.

Tommy's first proper sidearm — a Colt .45 semi-automatic with a tight aim assist. Sold at every Ammu-Nation from the start of the story and a staple of the early-game arsenal.

Claude's starter sidearm — a 9mm semi-automatic with a tight crosshair and decent reload. Sold at every Liberty City Ammu-Nation from the opening missions and a fixture of Portland street fights.

The starter sidearm — a standard 9mm semi-automatic sold at every Los Santos Ammu-Nation from the start of the GTA V story. Reliable, accurate, and the base for the Mk II conversion.

A Glock-pattern 9mm sidearm — the first reliable firearm Niko carries and a dependable mid-range option throughout GTA IV.

A hand-cannon revolver modelled on the Desert Eagle, added in The Ballad of Gay Tony for one-shot dropping power.
Hand cannon visible in Trailer 2's heist scene.

A hand-cannon .50 caliber pistol that drops most enemies in one or two shots. Added with the High Life update and stocked at Ammu-Nation thereafter.

The Weapon Workshop upgrade of the base Pistol — added with the Gunrunning update. Supports flashlight, suppressor, extended clips, and four MK II ammo types including hollow-point and incendiary.

Striker-fired polymer-framed sidearm. Visible in Rockstar's official Boobie Ike screenshot.

Bar-stool melee from San Andreas, The Lost and Damned, and GTA Online.

A wooden cue grabbed off the rack in any San Andreas bar — handy when a friendly game of pool turns into a brawl. The Lil' Probe Inn and 8-Ball-style dives are the easiest places to find one.

A wooden cue grabbed off the rack at any GTA V bar — handy when a friendly game of pool turns into a brawl. Reliably found at the Yellow Jack Inn and at Sandy Shores' pool halls.

A wooden pool cue used as an improvised club, added for Johnny Klebitz in The Lost and Damned.

Triggered explosive mines added with the Cunning Stunts: Special Vehicle Circuit update — placed on the ground and detonated when an enemy walks or drives within range. Sold at the Bunker Workshop.
Series-staple pump-action shotgun — visible in Trailer 2's convenience-store sequence.

A pump-action 12 gauge — the workhorse close-range gun of GTA V. Stocked at every Ammu-Nation from the start of the story, with five-shell capacity.

A pump-action 12-gauge that flattens targets at close range — Niko's earliest shotgun and a reliable room-clearer.

The Weapon Workshop upgrade of the Pump Shotgun — added with the Doomsday Heist update. Adds a scope, suppressor, and four MK II shell types including dragon's breath incendiary.

An electromagnetic-coil rifle firing hypersonic tungsten slugs — the next-gen exclusive heavy weapon. Earned by completing the Special Vehicle Cargo missions on PS4/Xbox One/PC.

The trigger paired with satchel charges — equipping it locks the camera over your placed explosives and detonates them on input. Always picked up alongside the charges themselves at Ammu-Nation.

A player-detonated charge — throw one, switch slots, blow it on cue. Required for several Phil Cassidy and Diaz setups and unlocked at Vice City's high-end Ammu-Nation late in the story.

An unguided RPG-7 that obliterates vehicles, helicopters, and groups of enemies in one shot. Sold at Ammu-Nation after the San Fierro story and reliably found at Bayside Marina military spawns.

An unguided RPG that obliterates vehicles, helicopters, and groups of enemies in one shot — Phil Cassidy's signature party trick. Available at his Little Havana yard and at the high-tier Ammu-Nation.

An unguided RPG that obliterates vehicles, helicopters, and groups of enemies in one shot — the franchise's original heavy hitter. Hidden at the Shoreside Vale Ammu-Nation and at several iconic GTA III secret pickup points.
The Rocket Launcher (formerly named and frequently referred to as the RPG , standing for R ocket P ropelled G renade) is a rocket-propelled projectile weapon appearing in Grand Theft Auto IV , Episode

An unguided rocket-propelled grenade launcher that obliterates vehicles, helicopters, and groups of enemies in one shot. Sold at Ammu-Nation in the heavy weapons tier and central to several heist finales.

A rocket-propelled grenade launcher — the franchise's go-to anti-vehicle and crowd weapon, slow to reload but devastating.

A semi-automatic SPAS-12-style shotgun with a much faster cycle than the chrome variant — drops gang members and VCPD alike in one or two close-range hits. Late-game Ammu-Nation unlock.

Player-detonated C4 packs paired with a separate remote trigger — place a stack, switch weapon, blow them on cue. Required reading for the Las Venturas heists and several Toreno missions.

A cut-down two-shot shotgun small enough to fire in tight spaces — devastating up close, near-useless at range. Trevor's signature weapon and sold at Ammu-Nation from mid-story.

A cut-down double-barrel from The Lost and Damned, brutal at point-blank range and usable from a bike.

A cut-down shotgun small enough to dual-wield once CJ reaches Gangster skill — devastating up close, near-useless at range. Often dropped by Ballas and Vagos during gang wars.

An improvised stabbing tool — light, fast, and surprisingly lethal at point-blank range. Found at workshops, garages, and construction-site spawns across Vice City.

A pump-action 12 gauge — the workhorse close-range gun of San Andreas. Earn Hitman shotgun skill to walk-and-shoot, then chain shells through pedestrian crowds with no reload lag.

A pump-action 12 gauge that dominates close-range gunfights — the workhorse shotgun of Liberty City. Stocked at every Ammu-Nation from mid-Portland onward and a fixture of Mafia missions.

Introduced for the gravedigger sequence in "Body Harvest," the shovel becomes a permanent melee option afterwards. Found on Back-O-Beyond ranches, behind rural houses, and at the Las Venturas burial scenes.

A suppressed 9mm that one-shots most pedestrians and never raises CJ's wanted level when fired — the go-to choice for the burglary side-mission and quiet hits. Stocked at Ammu-Nation after "Doberman."
Drive-by-friendly compact SMG. Featured in Trailer 2.

An MP5-style submachine gun with tight aim assist — accurate enough to mid-range engagements and a backbone of the mid-game arsenal. Unlocked at Ammu-Nation once you reach San Fierro.

An MP5-style submachine gun with tight aim assist — accurate enough for mid-range engagements and a backbone of the mid-game arsenal. Stocked at Ammu-Nation across Los Santos.

An MP5-style submachine gun with a steadier spread than the Micro SMG, the workhorse automatic for Niko's mid-game shootouts.

The Weapon Workshop upgrade of the base SMG — added with the Gunrunning update. Supports scope, suppressor, extended clips, and four MK II ammo types including armor-piercing.

Heist crowd-control tool prominently shown in Trailer 2.

A non-lethal variant of the Grenade Launcher firing CS gas canisters — a Heists-update prep tool used to clear rooms without raising the wanted level. Exclusive to mission objectives.

A high-magnification PSG-1-style sniper rifle that one-shots almost any enemy with a head or torso hit. Unlocked at Ammu-Nation after "Madd Dogg's Rhymes" and central to several Las Venturas heist setups.

A bolt-action scoped sniper rifle — accurate at long range and the go-to tool for the Cuban-Haitian rooftop missions. Stocked at the mid-tier mainland Ammu-Nation.

A bolt-action scoped sniper rifle that one-shots most enemies with a headshot. Required for the rooftop hits in Staunton Island and stocked at the high-end Ammu-Nation late game.

A bolt-action scoped sniper rifle that one-shots most enemies with a head or torso hit. Stocked at Ammu-Nation from the mid-tier weapons range and a fixture of GTA V's heist setups.

A bolt-action scoped rifle for long-range elimination, rewarding patience with one-shot kills in GTA IV.

Hand-packed snowballs only available during GTA Online's annual Festive Surprise event — picked up by holding R1/RB near a snowy patch in Los Santos. Pure novelty, but devastating in a snowball fight.

A cheap, palm-sized Saturday-night-special pistol — slow rate of fire and small magazine, but cheap enough to be the budget GTA Online opener. Sold at every Ammu-Nation.

The Weapon Workshop upgrade of the SNS Pistol — added with the Doomsday Heist update. Flashlight, extended clip, and four MK II ammo types lift the budget pistol into competitive territory.
Underwater projectile launcher, due to appear in GTA VI per Fandom.

A 5.56 carbine added with the High Life update — high accuracy, large default magazine, and a balanced firing curve that makes it a popular GTA Online endgame loadout.

The Weapon Workshop upgrade of the Special Carbine — added with the Doomsday Heist. MK II ammo, scope, suppressor, and a heavy barrel make this one of the most upgradable rifles in the game.

Primarily a tool — used to tag the 100 Ballas and Vagos murals scattered across Los Santos in the "Tags" side-objective. Doubles as a weak melee weapon that briefly blinds pedestrians.

Adhesive C4 charges that stick to walls, vehicles, and pedestrians — placed and remote-detonated on cue. Essential for the Heist setups and one of GTA V's most-used explosive tools.

A remote-detonated adhesive charge from The Ballad of Gay Tony — stick it to a car or wall and trigger on command.

A primitive obsidian-blade hatchet added with the Red Dead Online tie-in — triggers a Rage Mode buff on kills. Earned via a cross-game bounty challenge.

A cut-down sawn-off shotgun small enough to fire from a moving car — Vice City's drive-by shotgun of choice. Stocked at the mid-tier Ammu-Nation and dropped during several Diaz missions.

A taser-style stun gun that ragdolls enemies on a single hit without raising the wanted level in low-density areas. A staple of GTA Online's silent-prep approach.

A drum-fed Striker-style automatic shotgun added with the Lowriders update — high capacity, full-auto, and drive-by capable. The gang shotgun made for low-rider gunfights.

An automatic flip-knife added with the After Hours update — Trevor's go-to concealed melee for nightclub close work. Picked up by completing the Solomon Richards Movie Props collection.

A canister that releases a cloud of CS gas, making enemies cough and slowly take damage — limited utility but funny for staged shootouts. Hard to find legitimately; appears at LSPD lockers and via the "WEAPON3" cheat.

A canister that releases a cloud of CS gas, making enemies cough and slowly take damage. Hard to find legitimately in 1986 Vice City — appears at VCPD lockers and via the in-game tear-gas cheat.

A canister that releases a cloud of CS gas, making enemies cough and slowly take damage. Found in police lockers, military bases, and at certain hidden pickup points.

A cheap, high-fire-rate machine pistol popular with the Los Santos gangs — dual-wieldable at Hitman SMG skill and useable in drive-bys. Drops constantly from Ballas during turf wars.

A long-magazine Intratec TEC-9 — high fire-rate, mediocre accuracy. Drive-by capable and frequently dropped by the Vance gang and other Vice City crews.

Heat-vision goggles that highlight humans and warm vehicles as bright signatures — perfect for tracking enemies through smoke or buildings. Awarded during the Las Venturas casino-prep arc and stocked at Ammu-Nation afterward.

An alien-energy laser SMG from the Doomsday Heist Act III — fires a continuous beam of plasma with no traditional reload. Sold at the Facility's armory after the update.

A Beretta 92FS-inspired pistol is due to appear in Grand Theft Auto VI .

A Bersa Thunder 380-inspired pistol is due to appear in Grand Theft Auto VI .

A Capo pistol is due to appear in Grand Theft Auto VI .

A double-barreled shotgun is due to appear in Grand Theft Auto VI .

A Duke Arms Company assault sniper rifle is due to appear in Grand Theft Auto VI .

A Duke Arms Company carbine is due to appear in Grand Theft Auto VI .

A Duke Arms Company special ops carbine is due to appear in Grand Theft Auto VI .

A Heckler & Koch MP5/40-inspired submachine gun is due to appear in Grand Theft Auto VI .

A mini golf club is due to appear in Grand Theft Auto VI .

A handheld pulse-pistol from the Arena War update — fires a shockwave that knocks vehicles and players away without doing direct lethal damage. Sold at the Arena Workshop.

Liberty City's iconic drive-by SMG — a high-fire-rate Israeli Uzi Claude can fire from a moving car. The original GTA drive-by weapon and the only SMG in GTA III.

A classic Israeli Uzi — the original drive-by SMG of the GTA franchise. Stocked at Ammu-Nation alongside the Mac 10 and a familiar drop from Vice City's mid-tier enemies.

A pink novelty that joins the dildo as a joke melee/gift weapon — slightly larger reach, same role. Picked up at adult shops and certain bedroom interiors.

A 1920s gangster-era engraved pistol added with the I'm Not a Hipster update — fixed suppressor, low ammo capacity, but iconic styling. Unlocked via the GTA Online Survival mode.

An alien-tech laser minigun added with the Doomsday Heist Act III — continuous plasma beam, no traditional reload, infinite ammo capacity. Sold at the Facility's armory.