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Weapons in GTA San Andreas.

Weapon Wheel in GTA San Andreas - The Definitive Edition.

The following is a list of weapons that can be used in Grand Theft Auto: San Andreas.


Grand Theft Auto: San Andreas features 38 different weapons and three special items, where they follow the same mechanics as in previous titles, however, the arsenal has been expanded with the introduction of "consumable items", as well as "gifts", which are primarily used for girlfriends and optionally used as melee weapons.


A notable improvement over previous games is the auto-aiming system on every weapon (except the Rifle, the Sniper Rifle, projectiles, or any of the heavy weapons), which occurs when the target is within the weapon's range (determined by the type of weapon and the player's proficiency with that weapon based on the skill) and takes the priority on the closest target when facing multiple NPCs. Another feature of this improvement is the targeting lock that changes color as the target's health decreases. Green progresses to orange, which progresses to red, and finally black upon the target's death.

The Auto-aim also seems to bear a strong resemblance to the execution system in Rockstar's Manhunt, where the darker the color or the target, the more gruesome the execution; in GTA San Andreas, the darker the color of the target, the less health of the target.

Weapon Skill

Another notable feature is a weapon skill system; where it determines the general proficiency of the player with the weapons. This increases when the player shoots accurately. Getting a high Weapon Skill increases the ability with weapons and grants more versatility when used. There are three levels of skill: "Poor", "Gangster", and "Hitman".

One can view the weapon skills two ways:

  1. Wielding the weapon, then press L1, LT, or TAB. The skill level appears in the stat box in the bottom corner of the screen.
  2. In the menu, select Stats, then Weapons. Each weapon type displays one of three labels: "Poor", "Gangster", or "Hitman". If one is wielding a weapon, one will also see their current skill level for that weapon.


Gangster level is reached when the meter is 20% to 50% filled.

When Gangster is reached with certain weapons, you're able to move while aiming, and your lock-on range, accuracy, rate of fire, and strafe speed increase:

  • All type of Shotguns (note: you can already move while aiming/firing the sawn-off shotgun)
  • AK-47
  • Desert Eagle
  • M4
  • Micro SMG (note: you can already move while aiming/firing this weapon)
  • SMG
  • Pistol (note: you can already move while aiming/firing this weapon)
  • Silenced Pistol
  • Tec-9 (note: you can already move while aiming/firing this weapon)


Hitman level is reached when the meter is 100% filled.

When Hitman is reached with certain weapons, your lock-on range, accuracy, rate of fire, and strafe speed increase further, and you're able to fire these weapons while moving:

  • AK-47
  • Combat Shotgun
  • Desert Eagle
  • M4
  • SMG
  • Silenced Pistol
  • Shotgun

Double Weapon Hitman

One new feature is the ability to duel-wield certain weapons after reaching Hitman weapon skill level. These weapons are light enough and feature reloading that is compatible with holding one in each hand. This allows the player to inflict twice the amount of damage per reload cycle. For weapons that have Double Weapon Hitman, it takes longer to reach 100% weapon skill oppsed to other weapons that can only be wielded with both hands.

When you reach Double Weapon Hitman, you can wield two of the below weapons simultaneously, and your lock-on range increases:

  • Micro SMG
  • Pistol(9 mm)
  • Sawn-Off Shotgun
  • Tec-9


Here is a list of the available weapon slots, and the weapons that can be used in those slots. Weapons in italics can be dual-wielded.

The following table lists weapons based on their types and categories assigned to them in the files.

Unarmed Melee Weapons Handguns Shotguns
Submachine Guns Assault Rifles Sniper Rifles Heavy Weapons
Thrown Weapons Consumable Items Gifts Special

Vehicle Weapons

Imagery Table

NOTE: Click on the images to go to their articles, or hover over the image to reveal the weapon's name.

Fist-GTASA-Icon.png BrassKnuckles-GTAVC.png
Melee Weapons
Knife-GTASA.png Nightstick-GTAVC.png Poolcue-sa.png GolfClub-InGame-GTASA.png
BaseballBat-GTASA.png Shovel-GTASA.png Katana-GTAVC.png Chainsaw-GTAVC.png
Pistol-GTA3.png DesertEagle-GTASA.png Silenced9mm-GTASA.png
Sawn-Off Shotgun Shotgun SPAS12-GTAVC.png
Submachine Guns
Tec9-GTAVC.png MicroUzi-GTASA.png SMG
Assault Rifles
AK-47-GTASA.png M4
Sniper Rifles
Rifle-GTASA.png SniperRifle-GTA3.gif
Heavy Weapons
Flamethrower-GTASA.png Minigun-GTAVC.png RocketLauncher-GTAVC.png Heat-SeekingRocketLauncher-GTASA.png
Thrown Weapons
TearGas-GTAVC.png MolotovCocktail-GTASA.png Grenade SatchelCharge-GTASA.png
Consumable Items
Camera-GTAVC.png SprayCan-GTASA.png Fire Extinguisher GTASA.png
DildoLongPurple.png VibratorShort.png Flowers-GTASA.png Cane-GTASA.png
Detonator-GTAVC.gif Goggles-GTASA.png Goggles-GTASA.png Parachute-GTASA.jpg

Additional Information

Standard Issue Weaponry

Weapons mandatorily added to Carl's inventory in accordance with storyline scripts.

Mission Weapon(s) Given
Tagging Up Turf Spray Can (unlimited propellant, later reduced to 1000 units)
Nines and AK's 9mm (unlimited ammo, +60 rounds after Emmet's shooting practice)
Madd Dogg's Rhymes Knife
Burning Desire - Molotov Cocktail (+20 bottles)

- Fire Extinguisher (unlimited CO2, later removed)

Just Business Micro SMG (unlimited ammo, later reduced to 80 rounds)
Reuniting the Families - Shotgun (+60 shells)

- AK-47 (unlimited ammo, later removed)

The Green Sabre Camera (unlimited films, given after all weapons are removed)
Badlands Camera (unlimited films, later reduced to 36)
Against All Odds Satchel Charges (+10)
Small Town Bank Shotgun (adds up to 48 shells, +48 if sawn-off or combat shotguns are owned)
Are You Going To San Fierro? - Flamethrower (+300 units of fuel, later replaced by:)

- Rocket Launcher (10 rockets)

Photo Opportunity Camera (unlimited films, later reduced to 24 if not already owned)
The Da Nang Thang - Minigun (unlimited ammo, removed along with all weapons after Maverick is destroyed)

- Knife (added to inventory after being shot down, later replaced by:)

- Katana

Snail Trail Sniper Rifle (+5 rounds)
Ice Cold Killa Silenced 9mm (+200 rounds)
Pier 69 Sniper Rifle (up to 24 rounds are added)
Toreno's Last Flight Rocket Launcher (+60 rockets, later removed)
Interdiction Rocket Launcher (+40 rockets)
Stowaway Satchel Charges (+1 if no charges are owned)
Black Project - Knife

- Silenced 9mm (+70 rounds)

- Sniper Rifle (+35 rounds)

- Thermal Goggles

- Micro SMG (+200 rounds)

Green Goo Micro SMG (+2000 rounds)
Freefall 9mm (unlimited ammo, later removed if not owned)
Vertical Bird - Knife

- Silenced 9mm (+30 rounds)

End of the Line - Night Vision Goggles

- Fire Extinguisher (unlimited CO2)

- Micro SMG (set to 120 rounds)

Dam and Blast - Knife
Architectural Espionage Camera (+20, if not owned)
Breaking the Bank at Caligula's - Knife

- Silenced 9mm (+300 rounds)

- Tear Gas (+10 canisters, later replaced by:)

- Satchel Charges (+10)

- Night Vision Goggles

Weapon names highlighted in Italic denotes the item(s) as pickups, but compulsory in order to progress the game.

Optional Pick-ups

Weapons explicitly made available during certain missions, missable if not collected.

Mission Weapon Pickup(s)
Cleaning the Hood Baseball Bat
Outrider - Sniper Rifle (up to 40 rounds are available to collect)

- Rocket Launcher (up to 20 rockets)


These weapons are not available for use in the game, but are often depicted in several ways, often in in-game cutscenes.

  • Some cutscenes depicts a Glock-based Pistol, which was different from the M1911-based one used in-game.
  • The full-size Uz-I 9mm featured in Grand Theft Auto: Vice City can be seen in some pre-release material and in Big Smoke' statue.
  • The HUD icon of the Micro SMG depicts the Mac 10 from Grand Theft Auto: Vice City instead of the corresponding Micro SMG.
  • The HUD icon of the Sniper Rifle depicts the PSG1 from Grand Theft Auto: Vice City.
  • The Python from Grand Theft Auto: Vice City is featured as a sign on the entrance of Ammu-Nation.
  • Several guns can be seen on shelves/racks in Ammu-Nation, which are: Steyr AUG, Galil 7.62, Norinco Type 64, Galil AR, various revolvers, Calico M110, MAC-10, Spectre M4, Heckler & Koch MP5K, IMI Uzi, Calico M950, Intratec TEC-9, AK-47, FAMAS, Thompson and Heckler & Koch G3A3.
  • In the mission Stowaway, one of the agents is seen wielding a camouflaged Colt M16A2.
  • In the mission mentioned above, the crates seen near the vehicles contains a silouette of what appears to be an MP5K.

Beta Weapons

Main article: Beta Weapons


  • The TEC-9, Flamethrower, and Minigun are the only weapons which, when fired, do not move CJ's body.
  • Oddly enough, melee weapons such as the Chainsaw can be used to amass large sums of money in short periods of time, if the player correctly utilizes the weapon with no law enforcement in their vicinity. Much like the Baseball Bat in Grand Theft Auto III, where the player can kill literally thousands of citizens with no wanted level if planned correctly.
  • There are three different ways to get infinite ammo for guns. First, the player can buy a lot of any type of gun to stock up ammo; Secondly, the player can use the infinite ammo cheat; Thirdly, the player must acquire 100% game completion.
  • The Tec-9 and Micro SMG are the only weapons that share the same weapon skill (that is shown in stats as machine pistol).
  • Weapons that can be dual wielded at Hitman level take significantly longer time to level up.
  • CJ will be stripped of all his weapons twice during the main storyline. Once, after The Green Sabre, and again during The Da Nang Thang.


  • It is possible to get infinite ammo by going to a shooting range in some Ammu-Nation shops. Select a firearm of choice (excluding heavy and throwable weapons) and enter the shooting range, right after the screen turns black, press the escape button a few times and wait for CJ to teleport back in the shop; the player will notice (sometimes, rarely or never) the ammo of the firearm they're holding have doubled, keep doing this (with the help of luck) and when the ammo reaches until a point that the amount disappears, then it will become unlimited. Players who are looking for an alternative way to make the ammo amount on the HUD icon disappear can simply buy ammo till it reaches 9999-?? and then pick up any weapon via police that they've dropped.

See Also