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...
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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