
Tech weapons cannot be fitted with a suppressor, but most of them accept a custom sight. Tech weapons can be charged to fire a bullet capable of penetrating obstacles. These weapons use caseless ammunition, typically jacketed steel flechette. 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. Tech weapons are weapons that use railgun technology, firing projectiles that are propelled with an electromagnetic charge. Perks specifically applying to Smart weapons and their target-tracking ability are Lock and Load. Smart weapons do not accept either suppressors or scopes. Members of the Tyger Claws gang use a dermal imprint that jams the smart-targeting ability, reducing their chance to hit. 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. Smart bullets can curve around obstacles to hit their target, but travel slower than conventional bullets. 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 weapons are tied to weapon grips and optics to accurately scan and track the movement of targets. In 2077, they are efficient and pin-point accurate. This technology was first developed in the 1960s, but was unreliable during combat. Smart weapons use gyrojet technology to fire caseless guided ammo at enemies. Perks specifically applying to Power weapons and their ricochet ability are In Perspective, Play the Angles. Most Power weapons have a muzzle slot and a scope slot for custom sights.

The ricochet travel line can be made visible with the perk Draw the Line. This chance can be improved by using a Ballistic Coprocessor or wielding Kongou. High rate of fire accompanied by high recoil is a feature of most fully automatic power weapons.īullets from Power weapons have a chance to ricochet off hard surfaces. This category includes a wide variety of weapons including disposable and single-use polymer guns, revolvers, pistols, SMGs, machine guns, shotguns and rifles. Power weapons are conventional firearms, in the sense that they use traditional ammo, calibers and cartridges. Guns are classified as either Power, Smart, or Tech, while melee weapons are classified as either Blade or Blunt.

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. Each weapon (except utility grenades) also deals at least one of 4 Damage Types: Chemical, Electrical, Physical and Thermal Damage. The higher the tier, the more rare and expensive the weapons are. Weapon availability is based on their manufacturers, with each being considered as either lower, middle, or upper tier. They are divided into the following subcategories: Weapons are prevalent and varied throughout Night City, ranging from firearms to melee and cyberweapons.
