Electrifying Projectile Launch System
| Electrifying Projectile Launch System | |
|---|---|
| Class | Arms |
| Tier | Tier 2 |
| Attribute | Cool |
| Capacity | 8 |
The Electrifying Projectile Launch System turns V's arm into a small launcher that fires explosive rounds with Electrical damage. It is the only ranged weapon among the arm implants. V fires it from the Combat Gadget quickslot. This variant grows stronger with Cool. It suits a Cool gunfighter who wants an explosive answer to groups of enemies. The Electrifying Projectile Launch System is an early to mid game implant that ripperdocs sell from level 10.
Effect
The Electrifying Projectile Launch System launches an explosive projectile that deals heavy Electrical damage. It goes on the Combat Gadget quickslot. V aims and fires it with the Combat Gadget button.
Shots can be charged. A charged shot deals 30% more damage and its explosion radius grows by 25%. It also gains a much higher chance to apply a status effect to the targets. The launcher uses charges, and each charge recharges over time after it is spent.
This variant is attuned to Cool. Each point of Cool adds 0.5% damage with the launcher. The standard Projectile Launch System scales with Technical Ability instead.
How to Get Electrifying Projectile Launch System Guide
- Reach level 10.
- Visit any ripperdoc clinic and open the Arms slot.
- Buy and install the Electrifying Projectile Launch System.
- Assign it to the Combat Gadget quickslot.
Electrifying Projectile Launch System Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Electrifying Projectile Launch System map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell the Electrifying Projectile Launch System at Tier 2 from level 10, Tier 3 from level 20, Tier 4 from level 30 and Tier 5 from level 40. An installed launcher can be raised a tier at a ripperdoc with the matching item components. Each tier raises the damage. Each implant costs Cyberware Capacity. V gains capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit by up to 50 points, at the cost of some max Health.
The table shows what each tier step of Electrifying Projectile Launch System costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 2 to Tier 2+ | 75 Tier 2 components | - |
| Tier 2+ to Tier 3 | 37 Tier 3 components | - |
| Tier 3 to Tier 3+ | 75 Tier 3 components | - |
| Tier 3+ to Tier 4 | 37 Tier 4 components | - |
| Tier 4 to Tier 4+ | 75 Tier 4 components | - |
| Tier 4+ to Tier 5 | 37 Tier 5 components | - |
| Tier 5 to Tier 5+ | 75 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 200 Tier 5 components | Phantom Liberty |
Character Builds
The Electrifying Projectile Launch System suits a build with high Cool and some Technical Ability. Cool raises the damage of the launcher. Technical Ability holds the perks made for it. Doomlauncher adds one more charge and speeds up recharge. Its recharge gets faster still when no charges are left and outside combat, and each kill restores a little charge. Pyromania widens the explosions of grenades and the Projectile Launch System by 10%. Friendlier Fire gives 50% resistance to explosions that V causes.
Phantom Liberty adds Relic perks for arm cyberware. With Jailbreak, holding the Combat Gadget button overcharges the launcher. The overcharged shot fires a burst of five projectiles that cover a larger area. Launch Capacity Override adds one more charge.
Select a Build
A heavy melee build that fights with clubs and hammers. Berserk goes on when Health runs low and keeps the character alive while every melee hit lands harder. Quake slams the ground and staggers every enemy close by.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Bloodlust | Body 15 | Dismemberments refill Adrenaline | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Mean Streak | Reflexes 9 | Stamina back after a kill while Dashing | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost | |
| Ticking Time Bomb | Technical Ability 20 | An EMP blast after the Operating System turns on |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Militech Berserk | Operating System | Invulnerable melee mode with faster attacks | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Scar Coalescer | Skeleton | More armor below half Health |
Lore
The in-game description calls the Projectile Launch System a missile launcher in the palm of the hand, more or less literally.
Notes
- The Arms slot holds one implant, so the launcher replaces any Mantis Blades, Gorilla Arms or Monowire.
- The same launcher also comes as the Projectile Launch System with Physical damage, plus Thermal and Toxic variants.
Cyberware Categories
All Arms Cyberware
Every Arms implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Arms Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| MaxTac Mantis Blades |
Standard Arms Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Electrifying Gorilla Arms | Technical Ability | 8 | ||
| Electrifying Mantis Blades | Intelligence | 8 | Northside | |
| Electrifying Monowire | Reflexes | 8 | ||
| Electrifying Projectile Launch System | Cool | 8 | ||
| Gorilla Arms | Body | 8 | ||
| Mantis Blades | Reflexes | 8 | ||
| Monowire | Intelligence | 8 | ||
| Projectile Launch System | Technical Ability | 8 | ||
| Thermal Gorilla Arms | Reflexes | 8 | ||
| Thermal Mantis Blades | Body | 8 | ||
| Thermal Monowire | Cool | 8 | ||
| Thermal Projectile Launch System | Intelligence | 8 | ||
| Toxic Gorilla Arms | Cool | 8 | ||
| Toxic Mantis Blades | Cool | 8 | ||
| Toxic Monowire | Technical Ability | 8 | ||
| Toxic Projectile Launch System | Body | 8 |