Cyberpunk 2077 Weapons

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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 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.

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.