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Armory desk

The weapons worth your money — and the research worth your supplies.

Every entry is ranked by how much it changes a real session, not by raw stats. Prices are the in-game store prices; Mk II costs are the Bunker workshop conversion.

Checked 2026-09-27

Rifle

Special Carbine Mk II

Essential

The default rifle for almost everything. Low recoil, good range, and Incendiary rounds shred NPCs in heist and sell-mission firefights.

GTA$141,800Mk II GTA$88,700PvE 5/5 · PvP 5/5

Rifle

Carbine Rifle Mk II

Strong

Slightly more range than the Special Carbine, slightly more kick. A fine alternative if you already own it — not worth buying both.

GTA$91,300Mk II GTA$79,950PvE 4/5 · PvP 4/5

Rifle

Assault Rifle Mk II

Situational

Cheap and available early. Replace it with a Special Carbine as soon as you can afford one; don't spend Mk II money here.

GTA$8,500Mk II GTA$72,000PvE 3/5 · PvP 3/5

Rifle

Combat MG Mk II

Essential

The best answer to armoured NPC waves and helicopters. Full Metal Jacket rounds punch through cover and engine blocks.

GTA$14,800Mk II GTA$133,950PvE 5/5 · PvP 4/5

Sniper

Heavy Sniper Mk II

Essential

Explosive rounds are the single most useful research unlock in the game: two shots on most aircraft, one on most cars. Expensive and worth it.

GTA$442,000Mk II GTA$165,375PvE 5/5 · PvP 5/5

Sniper

Marksman Rifle Mk II

Situational

Pleasant to shoot but the Heavy Sniper Mk II or a rifle covers the same ground. Buy it last.

GTA$132,000Mk II GTA$91,500PvE 3/5 · PvP 3/5

Heavy

RPG

Strong

Slow to reload and easy to counter, but it ends griefer vehicles and stubborn heist targets for very little money.

GTA$26,250PvE 4/5 · PvP 3/5

Heavy

Homing Launcher

Strong

The reliable way to remove an Oppressor or a helicopter without practice. Keep it for defence, not for chasing.

GTA$75,000PvE 4/5 · PvP 4/5

Heavy

Minigun

Situational

Huge damage, terrible mobility. Fun for Survivals and gang attacks, a liability anywhere you need to move.

GTA$50,000PvE 3/5 · PvP 2/5

Heavy

Compact Grenade Launcher

Strong

Usable from a vehicle, which makes it the practical explosive for sell missions and free-roam defence.

GTA$45,000PvE 4/5 · PvP 4/5

Utility

Up-n-Atomizer

Essential

Every player should own this. It rights a flipped sale vehicle, frees one stuck on scenery, and never runs out of ammo.

GTA$399,000PvE 5/5 · PvP 4/5

Heavy

Widowmaker

Situational

A Minigun with a light show. Skip it unless you already own everything useful.

GTA$449,000PvE 3/5 · PvP 2/5

Sidearm

AP Pistol

Essential

The classic drive-by weapon: high fire rate, usable from any seat, and cheap enough to own from your first hours.

GTA$5,000PvE 5/5 · PvP 4/5

Sidearm

Pistol Mk II

Strong

Hollow Point rounds make it a genuine close-range threat, and it is the cheapest way to try the Mk II ammo system.

GTA$6,700Mk II GTA$40,000PvE 4/5 · PvP 4/5

Sidearm

Micro SMG

Situational

Fine before you can afford the AP Pistol. Replace it the moment you can.

GTA$3,750PvE 3/5 · PvP 2/5

Sidearm

SMG Mk II

Strong

Excellent indoors — heist interiors, Cluckin' Bell, stash houses — and it accepts the useful ammo types.

GTA$13,500Mk II GTA$68,000PvE 4/5 · PvP 4/5

Shotgun

Pump Shotgun Mk II

Strong

Explosive shotgun rounds are the sleeper pick of the research tree — devastating in close quarters and against light vehicles.

GTA$9,000Mk II GTA$82,500PvE 4/5 · PvP 3/5

Shotgun

Assault Shotgun

Situational

Fast and forgiving, but the Pump Shotgun Mk II outclasses it once you have the research.

GTA$15,750PvE 3/5 · PvP 2/5

Throwable

Sticky Bombs

Essential

Required for several heist preps and the fastest way to clear a blockade or a pursuing vehicle.

GTA$6,500PvE 5/5 · PvP 5/5

Throwable

Proximity Mines

Strong

Superb for defending a sale vehicle or a doorway while you deal with something else.

GTA$4,900PvE 3/5 · PvP 4/5

Throwable

Molotov Cocktail

Situational

Cheap and surprisingly effective on grouped NPCs. Never use one near your own sale vehicle.

GTA$500PvE 3/5 · PvP 2/5

Utility

Stun Gun

Situational

Needed for a handful of missions and nothing else. Buy it when a mission asks for it.

GTA$15,000PvE 2/5 · PvP 2/5

Utility

Compact EMP Launcher

Situational

Shuts down aircraft and vehicles without destroying them. A luxury purchase for players who live in public lobbies.

GTA$1,190,000PvE 2/5 · PvP 4/5

Utility

Antique Cavalry Dagger

Situational

Free from the collectibles rotation and occasionally handy for a silent approach. No reason to spend money on melee.

Free / unlockedPvE 2/5 · PvP 1/5

Bunker research: what to chase and what to skip

Research eats the same supplies as production, so every project you finish has a real cost. These are the unlocks that change how you play, in order.

Game changer
  • Explosive rounds (Heavy Sniper Mk II)

    Two shots on most aircraft, one on most cars. The reason to research at all.

  • Incendiary rounds

    Sets NPCs alight and finishes them without follow-up shots. Best general-purpose PvE ammo.

  • Explosive slugs (Pump Shotgun Mk II)

    Turns a close-range shotgun into a demolition tool.

Worth it
  • Armor Piercing rounds

    Cuts through armoured NPCs and Kuruma-style vehicles that shrug off normal fire.

  • Full Metal Jacket rounds

    Penetrates cover and vehicle bodies — the practical pick for the Combat MG Mk II.

  • Hollow Point rounds

    Heavy damage against unarmoured targets; strong on the Pistol Mk II and SMG Mk II.

  • Mk II weapon conversions

    Unlocks the workshop conversion for each weapon. Convert only the guns you actually carry.

  • Extended magazines and scopes

    Small but real quality-of-life gains, especially the larger magazines.

Cosmetic — skip
  • Tracer rounds

    Coloured trails. No damage benefit, and they tell everyone where you are.

  • Weapon liveries and finishes

    Camouflage patterns and paints. Pure decoration.

  • Vehicle liveries (Bunker)

    Paint jobs for the Insurgent and friends. Nice to have, never a priority.

  • Muzzle brakes and compensators

    Marginal recoil differences you will not notice in a firefight.

  • Research runs off Bunker supplies, so buying supplies is a research purchase as much as a production one.
  • You can pay to skip an unwanted project. Skipping cosmetics to reach Explosive rounds sooner is usually money well spent.
  • Mk II conversions need the weapon workshop in the Bunker (or an Avenger / Terrorbyte workshop) — the research alone is not enough.
  • Research and production compete for the same supplies. Finish the ammo unlocks first, then switch the Bunker back to full production.

Running a Bunker already? The research order guide covers supply maths in detail.