Gameplay

GTA VI Confirmed Equipment List: Body Armor, Zip Ties, Trauma Kits & More

Rockstar's redesigned weapon wheel in GTA VI doesn't just hold guns — it includes a full equipment loadout: body armor, binoculars, flashlights, zip ties for restraining NPCs, trauma kits, food/drink, and duffel bags for carrying loot.

The GTA VI weapon wheel isn't just a weapon wheel anymore. Confirmed details across multiple Rockstar materials and credible leaks paint a picture of a far more immersive sim-leaning loadout system — one where carrying a gun is just one option among many tools you'll need to survive Vice City.

The Confirmed Equipment List

Based on confirmed gameplay footage, the GameLuster feature breakdown, and Trailer 2 detail analysis, here's what's officially in the loadout system:

Survival

  • Body armor — Multiple tiers, equipped slot separate from weapons
  • Trauma kits — Field-applied healing, tactical use
  • Food and drink — Active inventory items, used for stamina/health regen
  • Flashlight — For dark interiors and night exploration
  • Tactical

  • Binoculars — Long-range scouting, mission utility
  • Zip ties — Restrain NPCs (silent takedowns, kidnapping missions, hostages)
  • Duffel bags — Carry stolen loot, dropped weapons, mission items
  • Combat

  • Human shields — Tactical option in firefights, grab NPCs as cover
  • Prone crawling — Full prone movement (dramatically expands stealth options)
  • Body looting — Pick up weapons, ammo, items from corpses
  • Why This Is a Big Deal

    Look at this list and you'll notice something: Rockstar is converging GTA's combat with Red Dead Redemption 2's design. The trauma kits, food/drink, prone crawling, body looting — those are RDR2 mechanics, ported and refined for a modern setting.

    The zip ties + human shields combination is new territory for the franchise though. Together they hint at:

  • Stealth missions — Restrain guards rather than killing them, like Splinter Cell or Far Cry's takedown systems
  • Hostage scenarios — Could play into bank robberies, kidnapping side missions
  • Police negotiations — Hostage situations may interact with the rebuilt wanted system
  • The Weapon Wheel Itself

    The wheel has been redesigned to handle this expanded inventory. Reported behaviour:

  • Quick-switch between weapons, equipment, and consumables
  • Loadout slots for body armor, flashlight, etc. don't compete with weapon slots
  • Limited carry for primary weapons (rumoured 2 rifles + 2 pistols + melee + throwable, matching previous leaks)
  • Visible on character — Equipped weapons are physically holstered, not magically attached
  • What Else Is Confirmed Around This

    The same wave of confirmations covers world-side activities:

  • Working out at gyms (affects stamina)
  • Customisable pets (you can have pets, they're persistent)
  • Fishing, hunting (RDR2-style minigames)
  • Mini-golfing (yes, really)
  • Scuba diving (underwater exploration confirmed)
  • Kayaking (Leonida Keys-themed activity)
  • Reading the Tea Leaves

    Each of these confirmations individually is small. Together, they describe a game with dramatically more verbs than GTA V. You can rob a bank, but you can also kayak afterward. You can shoot a guard, or zip-tie him and use him as a shield. You can sprint to your getaway car, or prone-crawl through a marsh.

    This is the definition of a "dense" open world — and it explains why GTA VI has taken so long. Every feature on this list represents months of design and QA work.


    *Sources: GameLuster, GTABase Features Guide, GamesRadar GTA VI Guide*