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Guides

Weapons

Buying guns and ammunition legally at Ammu-Nation counters and player-run gun shops, prices, the firearms licence and monthly limits, serial numbers, gunsmith benches and weapon wear, unloading with /unload, and choosing where each weapon sits on your body with /weaponposition and whether it shows. For anyone with a character.

What it is

Legal firearms in the city are bought over a counter by someone with a firearms licence. There are seven Ammu-Nation counters, each with a gunsmith bench beside it, and companies can open gun shops of their own. Every weapon sold is logged with a serial number against the buyer, and each character can only buy so many in a month.

Once you own a weapon, you decide where it sits on your body: a pistol at the back of the waistband or in a thigh holster, a rifle on a chest sling or across the back. Sidearms can be hidden under your clothes; long guns and melee weapons cannot. Weapons wear as you fire them, and the gunsmith bench puts them right.

This page covers the legal side. What happens if you are caught with an unlicensed or stolen weapon is on Custody and the law.

How to start

The licence. Every weapon needs a valid Purchase and Firearms Licence: an exam and a background check at the Firearms Licensing Office, $2,500, at least 5 hours of play time and a clean record, then 24 hours of processing before you can buy. The hunting rifle and its musket balls also need a game licence from a ranger office. Ammunition for other weapons is sold over the counter without a licence. See Licences and flight school.

Map around Firearms Licensing Office
Firearms Licensing Office-1285.00, -566.61

PF licence and CCW permit exams and applications

The counters. Seven Ammu-Nation counters sell the same catalogue at the same prices. Press E within a few metres of the counter marker to browse.

Map around Ammu-Nation, Paleto Bay
Ammu-Nation, Paleto Bay-330.20, 6083.90

The counter for the north. The gunsmith bench is beside it

Map around Ammu-Nation, Pillbox Hill
Ammu-Nation, Pillbox Hill22.19, -1107.43

Downtown Los Santos

Map around Ammu-Nation, Tataviam Mountains
Ammu-Nation, Tataviam Mountains2567.70, 294.40

Labelled Sandy Shores on the map. On the Senora Freeway

Counter

Where

Paleto Bay

-330.2, 6083.9

Tataviam Mountains (labelled Sandy Shores on the map)

2567.7, 294.4

Pillbox Hill

22.19, -1107.43

Hawick

252.3, -50.0

La Mesa

842.4, -1033.4

Morningwood

-661.8, -935.3

Little Seoul

-1305.4, -394.5

Prices. These are the counter prices. Every weapon comes with three boxes of its ammunition.

Weapon

Class

Price

SNS Pistol

Handgun

$2,000

M1911A1 Pistol

Handgun

$2,500

Luger P08

Handgun

$3,000

P226 Combat Pistol

Handgun

$3,500

Desert Eagle

Handgun

$4,500

Hunting Rifle (needs a game licence)

Long gun

$4,200

Micro SMG

Long gun

$8,500

Sawn-off Shotgun

Long gun

$9,000

Pump Shotgun

Long gun

$10,000

SMG

Long gun

$11,000

Combat PDW

Long gun

$14,500

Carbine Rifle

Special

$18,000

Assault Rifle

Special

$22,000

Special Carbine

Special

$28,000

Sniper Rifle

Special

$30,000

Marksman Rifle

Special

$38,000

Ammunition

Rounds per box

Price per box

.380 ACP

12

$120

9x19mm Parabellum

30

$150

.45 ACP

14

$175

Musket balls (needs a game licence)

10

$180

12 gauge buckshot

8

$200

.50 AE

7

$250

7.62x39mm

30

$325

5.56 NATO

30

$350

.308 Winchester

5

$500

Step by step

  1. Walk up to the counter

    Press E at the counter marker. The panel shows your licence status, your monthly limits and the catalogue by category: Pistols, SMGs, Shotguns, Rifles, Snipers, Hunting and Ammunition.

  2. Look before you buy

    Pick an item to see its damage, magazine, rate of fire and calibre, which attachments fit it, and whether you can buy it. Anything you cannot buy says why: Firearms licence required, Firearms licence still being processed, Game licence required, or Monthly limit reached.

  3. Fill the basket

    Add weapons and ammunition to the basket. Ammunition is bought by the box, up to ten boxes a line.

  4. Pay

    Pay by cash, card or bank. The receipt lists each weapon with its serial number, and your starter ammunition goes into your pockets. A weapon or box that does not fit in your pockets is refunded, and if the starter ammunition does not fit you are told, so make room before you buy.

  5. Choose where it sits

    Type /weaponposition on foot and pick a position for the new weapon (see Carrying and positioning below).

  6. Keep it serviced

    Every round you fire wears the weapon a little. Visit the gunsmith bench next to any counter to see its condition and pay to restore it.

Monthly limits and serial numbers

Each character can buy a limited number of weapons in any rolling 30 days, counted across every Ammu-Nation counter and every player-run gun shop together:

Class

Weapons

Limit per 30 days

Handguns

Pistols

2

Long guns

SMGs, shotguns and the hunting rifle

3

Special weapons

Rifles and sniper rifles

1

Every weapon bought legally has a serial number and is logged against the buyer with the price and the date. That record is how a legally owned weapon is told apart from a stolen or untraceable one.

Player-run gun shops

A company can run a licensed gun shop of its own. The owner stands in a company property and types /setupshop gunsmith, then places the counter with /placemarker. Customers walk in and press E at the counter to see the same catalogue, with the same licence checks and the same monthly limits.

The shop sets its own prices, anywhere from half the counter price to three times it, and keeps its own stock of up to 50 of each line. Restocking costs 60 percent of the counter price per unit, paid from the company account, and every sale is paid into the company bank. The property owner or manager, and company ranks with the Point of sale permission, can manage the stock; changing prices and restocking also needs Bank withdraw. See Companies.

Gunsmith benches

Each Ammu-Nation has a gunsmith bench a few steps from the counter. Press E at the orange marker to open it. The bench lists every weapon in your inventory with its condition, the wear on each part, how many rounds are loaded, the attachments fitted and the ones that would fit.

Parts wear with every round. A worn barrel loses accuracy and damage, a worn slide can jam, and a weak magazine spring slows your reloads. Service one weapon, or Service all, for cash; bigger weapons cost more per point of wear, and sniper rifles the most.

Carrying and positioning

/weaponposition (also /weaponspec, /adjustweapon or /weaponadjust) opens the weapon position panel. It works on foot only, not in a vehicle.

The panel has three tabs, Sidearms, Long Guns and Melee, and lists the weapons you own in each. For each weapon pick a position:

Tab

Positions

Sidearms

Back Waistband, Thigh Holster, Hip Holster, Drop-Leg Holster

Long Guns

Chest Sling, Thigh Rig, Back Sling, Diagonal Back, Vertical Back

Melee

On The Hip, Across The Back, Back Of The Belt

For something the presets do not cover, choose a Body Part (chest, back waistband, upper, mid or lower back, base of the spine, hips, either thigh or either calf), or Fine-tune, which opens the prop editor on your character: Enter keeps the result and Escape goes back. A weapon can be moved up to 0.6 m from its body part. Save when you are done, or Use default position to go back.

Who can see it.

Weapon

Visible?

Sidearms

Only sidearms can be concealed. Tick Conceal and it is hidden under your clothes; the faded preview is only visible to you

Long guns

Always visible on foot. Stowed out of sight while you are in a vehicle

Melee weapons

Always visible. Melee weapons cannot be concealed

Carrying a concealed weapon is its own legal question: the Concealed Carry Weapon permit is on Licences and flight school.

Unloading

/unload takes the rounds out of the weapon you are holding, or the one docked on your body, and puts them back in your pockets as ammunition, round for round. You need room in your pockets for them. Duty weapons issued by a faction cannot be unloaded.

On the English server there are also extra melee weapons that only staff hand out.

On Coral Island

Coral Island has its own firearms law and its own licences. Your San Andreas licence does not count there, and weapons are not allowed on the scheduled Sandy Shores to Coral Island flights. See Coral Island law.

See also

Tips

/unloadEveryone

Take the rounds out of your weapon

ALIASESNoneWHO CAN USE ITEveryone
/licensesEveryone

View all licenses (driving & firearms) via UI.

ALIASESNoneWHO CAN USE ITEveryone
/setupshopEveryone

Company owner: turn the property you are standing in into your business in one command (assigns it and sets the type).

ALIASES/setupbusinessWHO CAN USE ITEveryone
/placemarkerEveryone

Place a crafting station at your position inside your business.

ALIASESNoneWHO CAN USE ITEveryone

Worked example

RP SCENE

Ruth Calloway got her PF licence yesterday and the 24 hours of processing are up. She walks into the Paleto Bay Ammu-Nation and presses E at the counter.

The panel shows her licence as valid and her monthly limits: Handguns 0 of 2, Long guns 0 of 3, Special weapons 0 of 1. She picks the M1911A1 Pistol, $2,500, checks the calibre (.45 ACP) and the magazine, and adds it to the basket with two extra boxes of .45 ACP at $175 each.

She pays $2,850 by card. The receipt reads "M1911A1 Pistol purchased" with its serial, and five boxes of .45 ACP are in her pockets: the three that come with the pistol and the two she bought.

Outside, on foot, she types /weaponposition. On the Sidearms tab she picks Back Waistband, ticks Conceal, and saves. The preview fades to show it is hidden.

/do A pistol sits at the small of her back, hidden under a loose jacket.

Before leaving she steps over to the gunsmith bench and presses E. The new pistol reads perfect condition on every part.

What you see: the counter panel with your licence and monthly limits, the basket and receipt with the serial, the weapon position panel with the faded, concealed pistol, and the bench showing each part's condition.