Guide Skeleton — fills in on 19 Nov

First car & first weapon

The two purchases everyone gets wrong at the start. This is where the tables go, with prices and performance — and you'll be able to sort them however you want.

FILE 03/0415 DEPENDENCIESUPDATED AFTER 27/8

80% confirmed — 12 Confirmed · 1 Solid · 2 gaps until 19/11

Every segment of the strip is ONE sourced claim — tap it. The dashed gaps count in the denominator: whatever we don't know, we owe you in public. Never “% ready” — only “% confirmed”.

The rule that never changes

  1. The first car isn't the fastest one — it's the one that gets you everywhere without making you cry over it.
  2. The first weapon isn't the strongest — it's the one you can actually control.
  3. What looks impressive usually costs a lot and delivers little early on.
The numbers land on 19 November. Rockstar hasn't published vehicle/weapon lists with stats. We'll measure them in-game — we're not copying the “tier lists” going around today, because they're made up.

What you start with — this much is ALREADY known

We don't have to guess everything: the editions and the official material already give us names.

  • Your first car can be a gift: Stanier ’55 + garage (Vintage Pack, with any purchase through 20/11). Ultimate adds the Cheetah ’95, the Dominator Buggy ’67, an Enduro motorcycle, a Squalo boat and Retro mods for the Ganado.
  • The personal weapons have names: Jason carries the Girardi ES9 pistol (“Sua Sponte”), Lucia the Klose K17 with the roses — and Ultimate hands you the twin Hawk & Little Morgan Revolvers “from the Vercetti Estate”.
  • The full picture lives in our database: 196 vehicles and 38 weapons with reliability labels — everything that's been seen, on the record.
The Morgan Revolvers — engraved, from the Vercetti Estate (Ultimate)
The Morgan Revolvers — engraved, from the Vercetti Estate (Ultimate)© Rockstar Games

Cars — what to look at

VehicleClassPriceTop speedGripGood for
— 19 Nov —First buy————
— 19 Nov —Budget————
— 19 Nov —Sports————
— 19 Nov —Off-road————
— 19 Nov —Motorcycle————

Tap a header to sort (e.g. cheapest first, or highest top speed).

What makes a car a “good first”

  • Grip, not top speed. In the city you win in the corners, not on the straights.
  • Durability. You're going to crash it. A lot.
  • Room for the crew? If you play with friends, four-door.
  • Repair costs. An expensive car you keep wrecking eats you alive.

Weapons — what to look at

WeaponTypeDamageRateRangeGood for
— 19 Nov —Pistol————
— 19 Nov —SMG————
— 19 Nov —Rifle————
— 19 Nov —Shotgun————

What makes a weapon a “good first”

  • Control. A weapon that kicks so hard you can't hold it on target lands less in practice.
  • Ammo. If you keep running dry, the damage doesn't help you.
  • Useful everywhere. Early on you want one weapon for everything, not three specialists.

Frequently asked questions

Why don't you have a tier list already?

Because the game isn't out. Any tier list you see for GTA 6 today is invented.

Will you measure the stats yourselves?

Yes — and we'll say how we measured them. If we took something from elsewhere, it'll show.

Does the same hold for story and online?

Not always. There'll be a separate marker wherever they differ.

← All the guides

What changed with the Extended Look

On 27/8 this file got real receipts. These are the freshest — each with its permanent address on the Wall.

The reserved fields

What we do NOT know yet — with a deadline. A gap isn't an excuse: it's a promise with a date.

RESERVED FIELD — FILLED IN ON 19.11.2026 · in — days

Vehicle purchase prices — and what does the fake “clean” title cost?

What we expect: Price table from the game. What it changes: If stolen-with-a-title comes out cheaper than buying, the whole strategy changes.

RESERVED FIELD — FILLED IN ON 19.11.2026 · in — days

What exactly do you lose when you get caught — and what happens to the gun you toss to get away?

What we expect: Test with the Busted system, 19/11. What it changes: The risk of the “first gun”: the cash you lose (c-133), the guns end up in the closet or the trunk (c-131) — but the same interview says that the gun you toss while fleeing “you lose it”.

What we know / What we assume

Every dependency in the file, grouped by label.

Confirmed 12

The WAINK app scans parked vehicles: lock, alarm, GPS tracker and value estimate — before you touch it.#058 →Theft has tiers: old cars need a slim jim, luxury ones a key cloner — and some unlock only with story equipment.#059 →You keep a stolen car by paying for a forged “clean” title — otherwise you liquidate it at the chop shop.#061 →Realistic arsenal: you carry ~4-5 weapon slots; the rest stay in the trunk, along with changes of clothes.#073 →Color-coded aiming: red marker = lethal hit, yellow = incapacitation or disarm.#071 →Jason has Focus: slow-motion aiming with its own meter that fills and drains.#072 →You sell stolen goods to fences; damage drops the price — and they also hand out information, e.g. about impound lots.#060 →Anyone who buys before 20 November gets the “Vintage Vice City Pack” free.#006 →For the first time in the series you don't hide the guns: long guns stay visible in your hands — people back away and the cops stop you.#130 →Every Ammu-Nation sells its own exclusive weapons — and has a locker where yours are stored: whatever you drop on the street isn't lost.#131 →Personal vehicles start with only three slots — you buy garages on the map for more, and otherwise you sell one to make room for the next.#132 →You have a bank account on top of your cash — and on “Wasted” or “Busted” you lose all the cash you're carrying on you.#133 →

Solid 1

Killcams on standout hits — the camera cuts to a separate cinematic shot on the decisive blow.#074 →
File history

27.08.2026 — “An Extended Look” rebuilt the file's foundations: 8 receipts were upgraded or added. 31.08.2026 — The file was tied into the Archive: every dependency with a permanent address.