Cyberpunk 2077 Weapons

Weapons are a type of equipment in.

Weapons are prevalent and varied throughout Night City, ranging from firearms to melee and cyberweapons. They are divided into the following subcategories:

Ranged

 * Assault Rifles
 * Heavy Machine Guns
 * Light Machine Guns
 * Pistols
 * Precision Rifles
 * Revolvers
 * Shotguns
 * Sniper Rifles
 * Submachine Guns

Melee

 * Hammers
 * Katanas
 * Knives
 * Long Blades
 * One-Handed Clubs
 * Two-Handed Clubs

Cyberware

 * Cyberware Arms/Weapons

Grenades

 * Grenades

Overview
Weapon availability is based on their manufacturers, with each being considered as either lower, middle, or upper tier. The higher the tier, the more rare and expensive the weapons are. 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.

Classifications
Guns are classified as either Power, Smart, or Tech, while melee weapons are classified as either Blade or Blunt.

Power
Power weapons are conventional firearms, in the sense that they use traditional ammo, calibers and cartridges. This category includes a wide variety of weapons including disposable and single-use polymer guns, revolvers, pistols, SMGs, machine guns, shotguns and rifles. High rate of fire accompanied by high recoil is a feature of most fully automatic power weapons.

Bullets from Power weapons have a chance to ricochet off 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. 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.

Smart
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.

Smart weapons aim for the wielder by using smart rounds that lock on and seek out their targets, though they need to being within the weapons's tracking box. Smart bullets can curve around obstacles to hit their target, but travel slower than conventional bullets. The Smart Link cyberware is required to enable smart-targeting, with better quality Smart Links improving the tracking ability of the gun, as hits are not always guaranteed. 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.

Tech
Tech weapons are weapons that use railgun 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 penetrating power, depending on how long the charge is held. These weapons use caseless ammunition, typically jacketed steel flechette.

Tech weapons can be charged to fire a bullet capable of penetrating obstacles. 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.

Rarity
Weapons come in five different rarities, which determine the number of mod slots the weapon has (common having none and legendary having the most). Some weapons can be found as, usually named and belonging to a Story Character.