Cyberpunk 2077 - Weapons
The weapon roster of Cyberpunk 2077, organised the way the game organises it: the three technology families (Power, Tech and Smart) that decide how a gun behaves, the weapon classes inside them, the melee and cyberware options that carry a close-range build, and the iconic weapons that come with fix...
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of 29 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Power Weapons | Weapon Family | The conventional family. Power weapons fire ballistic rounds, can be fitted with silencers and scopes, and their ricochet mechanic makes angled shots on hard surfaces deal damage. | Damage Type: Physical Special: Ricochet off hard surfaces Mods: Silencers, scopes, muzzles | Weapon vendors, loot and crafting across Night City |
| Tech Weapons | Weapon Family | Railgun-style weapons that charge before firing and penetrate cover, walls and body armour. | Damage Type: Thermal or Electric Special: Charged shots penetrate cover Mods: Charge modifiers, scopes | Weapon vendors, loot and crafting |
| Smart Weapons | Weapon Family | Guided-weapon family whose rounds track a locked target around corners and over cover. | Damage Type: Varies by weapon Special: Homing rounds after target lock Requirement: Smart Link cyberware | Weapon vendors and loot, mostly mid and late game |
| Pistols | Power Sidearm | The workhorse sidearm class: Unity, Liberty, Lexington and Nue patterns, all fast to draw, cheap on stamina and compatible with silencers. | Role: Close to mid range backup Rate Of Fire: High Stealth: Suppressor compatible | Vendors, loot, and Wilson's gun shop in Little China |
| Revolvers | Power Sidearm | Slow, hard-hitting hand cannons like the Overture, built around per-shot damage rather than rate of fire. | Role: High per-shot damage Rate Of Fire: Low Stealth: No suppressor | Vendors and loot |
| Submachine Guns | Automatic Weapon | Compact automatic weapons that trade range and accuracy for close-quarters volume of fire. | Role: Close range sustained fire Rate Of Fire: Very high Range: Short | Vendors and loot |
| Assault Rifles | Automatic Weapon | The general-purpose automatic class, covering the Ajax, Copperhead and the smart Masamune. | Role: Mid range general purpose Rate Of Fire: High Range: Medium | Vendors and loot |
| Precision Rifles | Marksman Weapon | Semi-automatic rifles built for aimed shots at medium distance, sitting between assault rifles and sniper rifles. | Role: Aimed mid range damage Rate Of Fire: Medium Range: Medium to long | Vendors and loot |
| Sniper Rifles | Marksman Weapon | Long-range rifles such as the SOR-22, the tech Nekomata and the smart Ashura, all built around one shot from cover. | Role: Long range precision Rate Of Fire: Low Range: Very long | Vendors and loot, mostly from Act 2 onward |
| Shotguns | Close Range Weapon | Pump and semi-auto shotguns like the Carnage, the Mox, the tech Satara and the smart L-69 Zhuo. | Role: Close range burst Rate Of Fire: Low to medium Range: Very short | Vendors and loot |
| Light Machine Guns | Heavy Weapon | Belt-fed weapons such as the Defender and the MA70 HB, with large magazines and heavy recoil. | Role: Suppressive sustained fire Rate Of Fire: High Mobility: Low while firing | Vendors and loot, late game |
| Katanas | Blade | The signature blade class, built around fast combos, a lunge attack and deflect-and-counter play with the blade perks. | Role: Mobile melee damage Speed: High Special: Lunge, deflect and counter perks | Weapon vendors, loot and iconic drops |
| Blunt Weapons | Blunt | Bats, hammers, pipes and fists, all scaling off Body and built around stagger and knockback rather than cutting damage. | Role: Stagger and crowd control Speed: Medium Scaling: Body | Vendors, loot and gang drops |
| Gorilla Arms | Cyberware Melee | Arm cyberware that replaces the fists with hydraulic pistons, adding heavy damage and a ground-slam. | Role: Heavy unarmed damage Special: Body check bonus for doors and turrets Slot: Arms cyberware | Ripperdocs |
| Mantis Blades | Cyberware Melee | Forearm blades that deploy on demand, with a leaping attack and fast combo strings. | Role: Fast melee pressure Special: Leap attack, Relic upgrades Slot: Arms cyberware | Ripperdocs |
| Monowire | Cyberware Melee | A whip-like filament that sweeps in wide arcs and hits multiple targets, scaling off Reflexes and Intelligence rather than Body. | Role: Wide sweeping melee Special: Multi-target arcs Slot: Arms cyberware | Ripperdocs |
| Projectile Launch System | Cyberware Ranged | A forearm launcher that fires explosive or tranquiliser rounds on a cooldown. | Role: Explosive utility Special: Cooldown-based rockets Slot: Arms cyberware | Ripperdocs |
| Malorian Arms 3516 | Iconic Power Pistol | Johnny Silverhand's oversized hand cannon, a chrome revolver with a custom firing animation and enough recoil to feel like a statement. | Role: High per-shot iconic sidearm Special: Johnny's custom firing sequence Unique: 1 | Johnny Silverhand's storyline |
| Skippy | Iconic Smart Pistol | A talking smart pistol with its own personality, its own opinions about violence and a fixed target-lock behaviour it refuses to change. | Role: Smart sidearm Special: Talking AI personality with opinionated targeting Unique: 1 | Hidden dumpster encounter in Watson |
| Satori | Iconic Katana | A gold-inlaid katana found in Yorinobu Arasaka's penthouse during The Heist, with a crit-damage modifier that makes it the strongest early katana in the game. | Role: Critical hit melee Special: High critical damage modifier Unique: 1 | Konpeki Plaza penthouse during The Heist |
| Archangel | Iconic Power Revolver | Rogue Amendiares' custom Overture, a revolver with a headshot modifier and a name taken from the Samurai song. | Role: Headshot revolver Special: Boosted headshot damage Unique: 1 | Blistering Love, Rogue's storyline |
| Overwatch | Iconic Power Sniper Rifle | Panam Palmer's suppressed sniper rifle, built for silent long-range work with a damage modifier on unaware targets. | Role: Suppressed precision Special: Integral silencer and stealth damage bonus Unique: 1 | Panam Palmer's storyline |
| Comrade's Hammer | Iconic Tech Revolver | A single-shot tech revolver that fires one enormous charged round, with a reload between every shot. | Role: Single-shot tech burst Special: One round per reload, extreme per-shot damage Unique: 1 | Iconic crafting spec found during Night City exploration |
| La Chingona Dorada | Iconic Power Pistols | Jackie Welles' matched gold-plated pistols, recovered from his ofrenda during the Heroes side job. | Role: Dual iconic sidearms Special: Matched pair with a damage bonus Unique: 1 | Heroes side job, Jackie's ofrenda |
| Dying Night | Iconic Power Pistol | Wilson's tuned pistol from the Little China gun shop, handed over after the shooting contest side job. | Role: Early iconic sidearm Special: Fast reload and crit bonus Unique: 1 | Shoot to Thrill, Wilson's gun shop |
| Sasquatch's Hammer | Iconic Blunt Weapon | The oversized hammer carried by Sasquatch, the Animals boss fought in the Grand Imperial Mall. | Role: Heavy stagger Special: Massive knockback Unique: 1 | Dropped by Sasquatch in the Grand Imperial Mall |
| Divided We Stand | Iconic Power Submachine Gun | A Phantom Liberty airdrop iconic SMG that fires tracking rounds at multiple targets, built around crowd control rather than single-target damage. | Role: Multi-target SMG Special: Tracking rounds on several targets Unique: 1 | Dogtown airdrops in Phantom Liberty |
| Yinglong | Iconic Smart Submachine Gun | A Phantom Liberty smart SMG that applies an EMP effect on hit, disabling cyberware and drones for a moment. | Role: Anti-cyberware smart SMG Special: EMP effect on hit Unique: 1 | Dogtown, Phantom Liberty |
| O'Five | Iconic Power Sniper Rifle | A heavy sniper rifle with an explosive round modifier, obtained through Panam's storyline. | Role: Explosive precision Special: Explosive rounds Unique: 1 | Panam Palmer's storyline |
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