Cyberpunk 2077 Weapons

In Cyberpunk 2077, weapons are used to neutralize enemies. There are 9 ranged weapon types (Pistols, Revolvers, Assault Rifles, Submachine Guns, Light Machine Guns, Heavy Machine Guns, Shotguns, Precision Rifles, Sniper Rifles) with 3 archetypes (Power, Tech, Smart) and 7 melee weapons (Two-handed clubs, Hammers, Long Blades, One-handed Clubs, Katanas, Knives) with 2 archetypes (Sharp, Blunt). There are also throwable Grenades. Each weapon (except utility grenades) also deals at least one of 4 damage types; Chemical, Electrical, Physical and Thermal Damage. Enemies can also be incapacitated instead of killed by non-lethal weapons, though lethal weapons have this ability as well if they don't damage enemy weakpoints or are equipped with a PAX modification.

Overview
Weapons are manufactured by 12 corporations in the Cyberpunk 2077 universe. Weapons availability are based on the class of weapons of the manufactures. Each manufacture is under either Lower, Middle, or Upper Tier. The higher the tier the more rare and expensive the weapons are.

Modern weapons are classified into 3 main types. Power weapons are conventional guns in the sense that they use traditional ammo, calibers and cartridges. This category includes a wide variety of weapons including polymer one shots, which are disposable, revolvers, smgs, machine guns, shotguns and pistols. High rate of fire accompanied by high recoil is a feature of most power weapons.

Tech weapons are weapons that use rail gun technology, firing projectiles that are propelled with an electromagnetic charge. What they give up in terms of rate of fire, they make up for in penetration effects depending on how long the charge is held for. These weapons use caseless ammunition, typically jacketed steel flechette.

Smart weapons use gyrojet technology to fire caseless guided ammo at enemies. This technology was first developed in the 1960s, but was unreliable during combat. In 2077, they are efficient and pin point accurate. Smart weapons are tied to weapon grips and optics to accurately scan and track the movement of targets.

Gameplay
Ranged Weapons can be shot, aimed, have a quick attack and require ammo.

Power
Bullets from Power weapons have a chance to ricochet off of hard surfaces. This chance can be improved by using a Ballistic Coprocessor or wielding Kongou. The ricochet travel line can be made visible with the Kiroshi Optics mod Trajectory Generator. One is sold by Viktor Vector. Most Power weapons have a muzzle slot to fit a suppressor and a scope slot for custom sights. Perks specifically applying to Power weapons and their ricochet ability are; In Perspective, Play the Angles.

Tech
Tech weapons can be charged to fire a bullet capable of penetrating obstacles. Apparently there's no obstacle that can stop a charged shot. The RT-46 Burya and the Malorian Arms 3516 only fire charged shots and you can't hold the shoot button to charge the shot. Tech weapons cannot be fitted with a suppressor, but most of them accept a custom sight. Perks specifically applying to Tech weapons and their charging ability are; Up to 11, Lightning Bolt, Tesla, Übercharge, Gun Whisperer, Fuck all Walls, Lickety Split, Superconductor.

Smart
Smart weapons aim for you by using smart rounds that lock on and seek to their targets. All that is requried is to position the gun so that its tracking box is on the enemy and then press the trigger. Smart bullets can curve around obstacles to hit their target, but travel slower than non-smart bullets. The Smart Link cyberware is required to enable smart-targeting and better quality Smart Link s will improve the tracking ability of the gun, because hits are not guranteed. Additionally, members of the Tyger Claws gang use a dermal imprint that jams the smart-targeting ability, reducing their chance to hit. Smart weapons do not accept either suppressors or scopes. Perks specifically applying to Smart weapons and their target-tracking ability are; Lock and Load.

Sniper Rifles
For long-range encounters, it's hard to beat sniper rifles. They demand precision shooting for maximum effect, but can eliminate all but the toughest of enemies with a single hit. Tech sniper rifles like the Nekomata can even take out enemies through cover. V may only carry a maximum of 100 Sniper Rifle ammo.

Precision Rifles
Precision Rifles are semi-automatic weapons with a balance of distance, power, and capacity - not quite as deadly as a sniper rifle but longer-reaching than an assault rifle.

Heavy Machine Guns
Heavy Machine Guns are only obtainable by ripping them out of Turrets with a high enough Strength/Body value, or by taking them from certain rare enemies. They can't be stowed, nor stored in V's inventory. Carrying one disables sprinting, and upon attempting to swap weapons, V will drop the HMG instead. When ripping the weapon from a Turret, the weapon will have 300 bullets in the magazine and V does not carry any reserves. Heavy Machine Guns may overheat when shot continuously, forcing V to stop firing for a few seconds. This occurs after 73 shots when firing without pause.

Light Machine Guns
What Light Machine Guns (or LMGs) lack in subtlety and accuracy they make up for in volume of fire and ammo capacity. V may only carry up to 700 Rifle ammo, which are shared across all Submachine Guns and Rifles except Sniper rifles.

Assault Rifles
Assault Rifles are general all-round weapons effective at all but the longest of ranges, typically firing either full auto or in three-round bursts depending on the model. V may only carry up to 700 Rifle ammo, which are shared across all Submachine Guns and Rifles except Sniper rifles.

Submachine Guns
Short ranged, rapid-fire submachineguns are a good partner for longer ranged weapons like sniper rifles, and can allow you to quickly deal with enemies that manage to get too close. V may only carry up to 700 Rifle ammo, which are shared across all Submachine Guns and Rifles except Sniper rifles.

Shotguns
Ideal for short to mid range combat, shotguns fire a spread of pellets that can knock foes off their feet. They're deadly up close, and even when they aren't they can still buy you some breathing room. V may only carry up to 100 Shotgun ammo.

Pistols
Semi-automatic pistols make for dependable sidearms, though their damage and capacity often aren't much to write home about. V may only carry up to 500 Pistol ammo, which are shared with Revolvers.

V always seems to have a backup Unity on hand when a cutscene or conversation demands it, regardless of any other weapons the player may have equipped.

Revolvers
The heavy-hitters of the sidearm kingdom, revolvers trade capacity for firepower and improved headshot damage. V may only carry up to 500 Pistol ammo, which are shared with Revolvers.

Gameplay
If a heavy attack is used on a target that would die to that attack, V initiates a finisher move.

Fists / Two-Handed Club
Clicking the attack button releases a fast attack. Fast attacks can be combo'd up to 3 times. The last attack in the combo makes V take one step to the front if standing still. V can also sprint and then use a light attack with no interruption. Hold the attack button to charge a heavy attack, then release button to unleash it. Hold the block button to block. Pressing the attack button while holding will initiate a push. Using the attack button while crouched releases an uppercut.

Hammer / One-Handed club
Same like above but V cannot initiate a push attack with a Hammer / One-Handed club.

Gorilla Arms
Like fists, but increase fast attack combo by 2 and dealing damage with fast attacks charge the gorilla arms, which can be used to increase the damage of the next strong attack

Long Blade
Clicking the attack button releases a fast attack. Fast attacks can be combo'd up to 3 times. The third attack in the combo makes V take one step to the front if standing still. V can also sprint and then use a light attack with no interruption. Hold the attack button to charge a heavy attack, then release button to unleash it. Hold the block button to block. Using the attack button while crouched releases an uppercut.

Katana
Same as above, except that the sprint to attack combo initiates an attack with a forward step. Also blocking, then attacking will initiate a dashing attack backwards, unless V moves forward then they dash forwards but at half distance.

Knife
Same as the Long Blade except that there is no uppercut attack. Unlocking the Dagger Dealer perk unlocks the ability to throw Knives. Thrown Knives cannot be picked up again.

Mantis Blades
Check out the Mantis Blades page to see what it can do.