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.
The rule that never changes
- The first car isn't the fastest one — it's the one that gets you everywhere without making you cry over it.
- The first weapon isn't the strongest — it's the one you can actually control.
- What looks impressive usually costs a lot and delivers little early on.
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.

Cars — what to look at
| Vehicle | Class | Price | Top speed | Grip | Good 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
| Weapon | Type | Damage | Rate | Range | Good 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.
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.Theft has tiers: old cars need a slim jim, luxury ones a key cloner — and some unlock only with story equipment.You keep a stolen car by paying for a forged “clean” title — otherwise you liquidate it at the chop shop.Realistic arsenal: you carry ~4-5 weapon slots; the rest stay in the trunk, along with changes of clothes.Color-coded aiming: red marker = lethal hit, yellow = incapacitation or disarm.Jason has Focus: slow-motion aiming with its own meter that fills and drains.You sell stolen goods to fences; damage drops the price — and they also hand out information, e.g. about impound lots.Anyone who buys before 20 November gets the “Vintage Vice City Pack” free.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.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.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.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.Solid 1
Killcams on standout hits — the camera cuts to a separate cinematic shot on the decisive blow.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.