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Combat MG Mk II

Machine Guns · Machine Guns weapon
Online price (est.)
$119K
Updated Sep 14, 2026
Combat MG Mk II in GTA 5

Overview

The Combat MG Mk II is the upgraded Combat MG in GTA 5 and GTA Online, added with the Gunrunning update and converted at a Weapon Workshop for $119,000. The data lists 47 damage, a fire rate of about 556 rounds per minute, a range figure of 120 and a 100 round magazine. That is the highest damage of any machine gun here. The base Combat MG is already a favorite for missions because of its big magazine and quick fire rate, and the Mk II adds damage on top. With Armor Piercing rounds it shreds armored NPCs, with Incendiary rounds it sets everything it touches on fire, and Tracer and Full Metal Jacket rounds fill out the list. A hundred rounds before a reload means you can hold a doorway or a rooftop for a long time. The cost is handling. Machine guns are slow to raise and slow to reload, and the Combat MG Mk II feels heavy on screen. It is the wrong gun for a quick freemode duel but the right gun for a long firefight. The plain Combat MG remains a cheap option if the special ammo does not matter to you.

Stats

In-game Ammu-Nation bars · 0–100 scale
Damage
57 / 100
Fire Rate
65 / 100
Capacity
70 / 100
Accuracy
45 / 100
Range
60 / 100

Combat Profile

Datamined stats · derived values labeled
Damage
47
Fire Rate
556 RPM
Range
120 m
Spread
5
DPSDerived
436
Damage times fire rate, divided by 60.

Damage by Distance

weapons.meta dropoff
4714.10m48m78m96m107m120m345678
Damage per shot holds at 47 out to 48m, then falls to 14.1 at 120m and stays there. Dropoff from the game files. The strip is derived: shots to kill against 100 health at that distance.

Time to Kill

Derived
TargetShots to killTime to kill
Vs 100 healthNo armor3 shots0.22 s
Vs 200 totalFull armor, 100 + 1005 shots0.43 s
Shots to kill: target health divided by damage per shot (47 damage), rounded up. Time to kill: shots minus one, times 60 divided by 556 rounds per minute - the first shot lands at time zero. Full armor is treated as one flat 200 pool. Figures are point blank, before damage dropoff.
Bars scale each stat against the highest value among this game's weapons. Spread is tighter when lower. Numbers carry their source and game version. Hover or tap a date for details.

How to Acquire

Buy it from any Ammu-Nation for $119,000.

Availability
GTA 5 and GTA Online
Online Price
$119,000
Attachments & Mods11Open the planner →
ModSlotCostStat effectsNotes
Extended ClipMagazine$9.55KMagazine Size +100%Doubles most rifle and SMG magazines; pistols gain less. Assault Rifle price shown; runs $9,175 to $9,975 at Ammu-Nation, more for Mk II clips at the weapon workshop. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change. Datamined detail: magazine median +100% across 41 weapons (exact size varies per weapon).
GripGrip$4.2KAccuracy +5/100Steadies the weapon. The in-game text says it raises stability and accuracy. $4,200 to $4,350 at Ammu-Nation, $14,080 for the Mk II grip. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
Incendiary RoundsAmmo Type$51.6KMagazine Size -33% · Damage +10/100Chance to set targets on fire. $51,600 on the Carbine Rifle Mk II (research required); runs $34,750 to $59,275 by weapon. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change. Datamined detail: magazine median -33% across 11 weapons (exact size varies per weapon).
Full Metal Jacket RoundsAmmo Type$76.2KMagazine Size -33% · Damage +10/100More damage to vehicles and punches through bullet-resistant glass. $76,200 on the Carbine Rifle Mk II (research required); runs $52,000 to $88,525 by weapon. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change. Datamined detail: magazine median -33% across 11 weapons (exact size varies per weapon).
Tracer RoundsAmmo Type$44.7K—Visual only: bright rounds that match the gun's tint. No stat change. $44,700 on the Carbine Rifle Mk II; $28,600 on the Pistol Mk II.
Holographic SightOptics$19.6KAccuracy +5/100 · ADS Zoom +20%Close-quarters sight for Mk II weapons. $19,600 on rifle-class weapons (research required), up to $29,260 on the Pump Shotgun Mk II. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
Muzzle BrakeMuzzle$29.75KAccuracy +5/100Cuts recoil in rapid fire per the in-game text. Weapon workshop prices start at $29,750 (Carbine Rifle Mk II) and vary by weapon and style. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
Heavy BarrelBarrel$49KRange +5/100Keeps damage up at long distance per the in-game text. $49,000 on rifle-class Mk II weapons, up to $69,825 on the Heavy Sniper Mk II. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
Armor Piercing RoundsAmmo Type$66KMagazine Size -33% · Damage +10/100Cuts through Body Armor. $66,000 on the Carbine Rifle Mk II (research required); up to $76,100 on the Heavy Sniper Mk II. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change. Datamined detail: magazine median -33% across 7 weapons (exact size varies per weapon).
Large ScopeOptics$34.02KAccuracy +5/100 · ADS Zoom +20%Extended-range zoom for Mk II rifles. $34,020 on the Carbine Rifle Mk II; varies by weapon. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
Medium ScopeOptics$50.78KAccuracy +5/100 · ADS Zoom +20%Medium-range zoom for Mk II weapons. $50,785 on the Pump Shotgun Mk II (community-reported); varies by weapon. Stat chips datamined from weaponcomponents.meta (game build 1.0.3889.0); /100 chips are the in-game Ammu-Nation bar change.
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