Weapons
GTA6 Weapon System Explained: From a Bottomless Arsenal to Tactical Combat
GTA6’s weapons and combat have been overhauled well beyond series tradition. Where GTA5 let you carry what amounted to an entire armory on your person, this game leans into realism, tactics and world feedback. Here’s what has been confirmed so far, based on official trailers, the Extended Look gameplay and developer interviews.

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GTA6’s weapons and combat have been overhauled well beyond series tradition. Where GTA5 let you carry what amounted to an entire armory on your person, this game leans into realism, tactics and world feedback. Here’s what has been confirmed so far, based on official trailers, the Extended Look gameplay and developer interviews.
Weapon Carry Limits: No More Infinite Pockets
The most obvious change is the carry limit. Players can no longer equip dozens of weapons at once the way they could in the previous game. The mechanics confirmed so far:
Two handguns can be carried concealed
Two long guns (rifles, shotguns and so on) can be carried, but one has to be slung across the back and the other held in hand
Extra weapons are stored in a vehicle’s trunk and can be retrieved at any time
When a long gun is visible, NPCs and police react noticeably: slung on your back it’s tolerated in most cases, held in hand it tends to cause panic or a call to the police. There’s a stowing animation before you enter a shop. The design makes preparing for a fight more tactical and reinforces the immersion of “carrying in the open is a risk.”

Shooting and Aiming System
Free aim by default: auto-lock is no longer the default option, and players can adjust the level of assist in the settings.
Recoil and feel: weapons kick noticeably more, and different guns have distinct ballistics and handling demands, so tap fire and full-auto both call for more care.
Focus system: similar to Dead Eye in Red Dead Redemption 2 or Michael’s special ability in GTA5, it briefly slows time and highlights lethal (red) and non-lethal (yellow) body parts.
Cover combat: supports peeking out to observe and switching hands to fire, and in two-person co-op one can lay down suppressing fire while the other repositions.
Non-lethal options: aiming at the limbs can subdue an enemy instead of killing them, and the reticle color signals it in real time.

Weapon Acquisition and Types
Weapons can be obtained through the following routes:
Bought from gun stores such as Ammu-Nation
Picked up from enemy bodies (with a dedicated pickup animation and prompt)
Mission rewards and special unlocks

The types confirmed in trailers and gameplay so far include:
Handguns: the Girardi ES9, Klose K17, various revolvers and more
SMGs and rifles: the Carbine Rifle, AK-style assault rifles, the Service Carbine and more
Shotguns: the Moreland 850, pump-action and double-barrel models
Sniper rifles: bolt-action and marksman models
Heavy weapons: rocket launchers and grenade launchers
Melee and throwables: baseball bats, stun guns, Molotov cocktails, smoke grenades, flashbangs and more
Some weapons carry specific manufacturer and model names rather than broad categories. The attachment system supports suppressors, sights, magazines, finishes and other mods.

Vehicle Combat and Special Scenarios
Shooting from inside vehicles has been expanded: you can fire from car windows, the bed of a pickup, boats and other angles. Switching between the two leads makes the driver-and-gunner combination smoother. Underwater shooting and using weapons while swimming have also been shown.
Weapon Wheel and Item Management
The weapon wheel has been redesigned with two tabs, one for weapons and one for items. You can quickly switch between guns, throwables, medical items and tools. Ammo and quantities are shown directly on the wheel, making swaps more intuitive.

Comparison with Previous Entries
Category, GTA5, GTA6. Carry style: almost no restrictions, versus concealed handguns plus visible long guns. Aiming: strong auto-lock by default, versus mostly free aim with adjustable assist. Recoil: lighter, versus more pronounced and requiring control. World reaction: almost no reaction to a drawn weapon, versus NPCs and police reacting to how exposed it is. Non-lethal options: limited, versus reticle prompts plus limb takedowns. Special ability: three character-exclusive skills, versus Focus slow-motion with body-part highlighting. Pickups: mainly ammo resupply, versus picking up entire weapons directly.
Summary
GTA6’s weapon system moves away from “pull out a rocket launcher whenever” toward a design built on preparation and environmental feedback. Carry limits, visibility reactions, free aim and the Focus system combine into a combat experience with more tension. In two-person co-op, one partner suppressing while the other advances gives firefights more layers as well.