Cyberpunk 2077 Weapons

Weapons are a type of equipment in.

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

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.

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

|-|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, submachine guns, light- and heavy machine guns, shotguns and rifles. High rate of fire accompanied by high recoil is a feature of most fully automatic power weapons.

Power weapons have a 5% chance to ricochet by default. This chance can be increased to 100% using the Ballistic Coprocessor Hands Cyberware. Most Power weapons have a muzzle slot and a scope slot for custom sights. 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=

Smart weapons aim for the wielder by using smart rounds that lock on and seek out their targets, though they need to be 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 can be found in the Intelligence Attribute. 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 can be found in the Technical Ability Attribute. Bladed weapons are sharp, fast and deadly. Perfect for assassination and stealth executions. Bladed weapons include Katanas, Machetes, the Mantis Blades. Blunt weapons are heavy, slow and non-lethal. They enforce brute force and have a chance to stun their opponents. Blunt weapons include Hammers, One and Two-Handed Clubs, Gorilla Arms and unarmed/bare fists. Introduced with Patch 2.0, throwables weapons are a new class. These melee weapons can be thrown at their target like a projectile. Once thrown, they will automatically return to the player after a recovery period that is reduced based on distance to the throwable weapon. If the user is within melee range, it will be retrieved immediately.
 * -|Tech=
 * -|Blade=
 * -|Blunt=
 * -|Throwable=

Rarity
Weapons can come in eleven rarities with five different tiers:, , , , and. Each Tier has a Plus level, with the exception of, which has two Plus levels.

The rarity determines the number of mod slots the weapon has (with having none and  having the most), its base damage and if it can have secondary stats.

There are also weapons, unique items which can usually only be obtained once, and from a specific source. These weapons usually do not have mod slots, but do have unique special effects. With the introduction of Phantom Liberty, several new weapons using the x-MOD2 suffix are and have two guaranteed mod slots and improved weapon handling.

Ranged Weapons
Pistols make for dependable sidearms, though their damage and capacity are average compared to other weapons. Pistols use Handgun Ammo, which is shared with revolvers and submachine guns.
 * -|Pistols=

Pistols may be used while driving a vehicle.

Revolvers are one-handed heavy-hitters, trading capacity and slower reload time for firepower and improved headshot damage. Revolvers use Handgun Ammo, which is shared with pistols and submachine guns.
 * -|Revolvers=

Revolvers may be used while driving a vehicle.

Submachine guns are short-range, pistol-caliber weapons. Among all weapon types, they typically have the lowest damage per shot but the highest rate of fire. Submachine guns use Handgun Ammo, which is shared with pistols and revolvers.
 * -|SMGs=

Submachine guns may be used while driving a vehicle.

Shotguns are ideal for short to mid-range combat, firing a spread of pellets that can knock foes off their feet. There are two types of shotguns, pump-action and double-barrel shotguns. They are deadly up close, and even when they aren't they can still buy you some breathing room. Shotguns use Shotgun Ammo.
 * -|Shotguns=

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. Assault rifles use Heavy Ammo, which is shared with light machine guns and precision rifles.
 * -|Assault Rifles=

Light machine guns lack in subtlety and accuracy they make up for in volume of fire and ammo capacity. Light machine guns use Heavy Ammo, which is shared with assault rifles and precision rifles.
 * -|LMGs=

Heavy Machine Guns
Heavy machine guns are only obtainable by ripping them out of turrets with a high enough Body Attribute, or by taking them from enemies. Heavy machine guns cannot be holstered, nor stored in the inventory. Carrying one disables sprinting, and upon attempting to swap weapons, the weapon will be dropped instead. When ripping the weapon from a turret, the weapon will have 300 bullets, and V cannot carry any reserves. Heavy machine guns may overheat when shot continuously, forcing the user to stop firing for a few seconds.

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. Precision rifles use Heavy Ammo, which is shared with assault rifles and light machine guns.
 * -|Precision Rifles=

Sniper rifles are suitable for long-range encounters, but they're slow to reload and fire, requiring precision shooting for maximum effect. When used right they can eliminate all but the toughest of enemies with a single hit. Sniper rifles use Sniper Ammo.
 * -|Sniper Rifles=

Melee Weapons

 * -|Blades=


 * -|Blunt=


 * -|Thrown=