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File 09 · Spending it

Gun store

Ammu-Nation

The gun sits on the counter under a spotlight, turning while you make up your mind. You pay cash, you walk out loaded. And every evening the clerk brings out pieces he doesn't show just anyone.

At the counter#

Any of the 11 Ammu-Nations on the map, E at the counter. No menu: the gun is laid out in front of you under a spotlight. Arrow keys switch guns and shelves, the mouse turns it around, Enter buys. The price tag stacks it up against the best gun you own on that shelf.

Every gun comes with one box of ammo. After that: by the box, by the batch, or fill up in one go.

In a district held by your gang, your purchases here are 10% off. Daily arrivals, ammo and workshop included.

With stars on you, the door stays shut. And if you take a hit or the cops roll up while you're browsing, the clerk closes the counter.

The level you need#

Expensive guns take reputation. The price sets the level:

Weapon priceLevel needed
Under $2,5001
$2,500 – $4,9993
$5,000 – $8,9996
$9,000 – $14,99910
$15,000 – $29,99915
$30,000 and up20

Explosives and throwables need no level.

Explosives and gear#

Explosives are sold one at a time. The grenade is the only one you can throw, 1 at a time on you. Smoke grenades and flares can be thrown too.

Sticky bombs and tear gas are heist gear: they go in your inventory, never in hand, and only work on site.

ItemPriceWhat for
Sticky bomb$20,000The doors of the armored truck, the Paleto vault, the prison wall
Tear gas$1,500The jewelry store: it puts the staff on the floor

3 of each on you, max.

On the gear shelf: body armor, parachute, jerry can and fire extinguisher. You can rebuy them anytime, but they don't carry over from one session to the next.

The gunsmith#

On guns you own: mags, suppressors, muzzle brakes, flashlights, scopes, grips, heavy barrels, and tints. Every part goes on the displayed gun live and is paid for once: switching back to a part you've paid for, or to stock, is free. The price follows the gun's: a suppressor is 20% of the gun's price, at least $400. No attachments on melee weapons, explosives or gear, and sniper rifles keep their stock scope.

It all goes with the gun: dead, dropped or lost, it comes back stock.

Today's arrivals#

Every day at 18:00, 3 random offers, each in one gun store only. Ammu-Nation texts everybody, a gold marker shows the spot. Limited stock for the whole server, one per player.

Collector's pieceMk II

  • A Mk II with an exclusive livery the gunsmith never sells.
  • Already own the gun? You only pay for the livery.

Under the counter+35%

  • A high-end gun, no level required.
  • Pricier, obviously.

Clearance-30%

  • A discount on a catalogue gun.
  • Usual level.

What you carry#

Two weapons on you, any two (melee and explosives included), plus 3 in the bag. A short tap on TAB switches between the two you carry, holding it opens the wheel. To take a gun out of the bag, go through your inventory: it takes an animation (2.5 s).

Bag full, the clerk won't sell you another gun: put one away in a chest or drop it. When you die, the guns you bought drop next to your body with their ammo; the starter knife and pistol don't.

Classified

An arrival's stock is : a collector's piece is , and a text goes out when it's gone. Precious metal tints .