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Electrifying Projectile Launch System



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 Dorph-Head Body 4 Brief full Mitigation after using a Health item
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Bloodlust Bloodlust Body 15 Dismemberments refill Adrenaline
Epicenter Epicenter Body 15 Midair Quake hits harder from higher falls
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
Finisher: Savage Sling Finisher: Savage Sling Body 20 Blunt weapon finisher that can throw the enemy
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Dash replaces the dodge
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Mean Streak Mean Streak Reflexes 9 Stamina back after a kill while Dashing
Aerodynamic Aerodynamic Reflexes 15 Stronger Mitigation in midair
Air Dash Air Dash Reflexes 15 Dash in midair
Tailwind Tailwind Reflexes 20 Stamina from air dashes and double jumps
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
Renaissance Punk Renaissance Punk Technical Ability 9 More cyberware capacity for each attribute at 9 or higher
Ambidextrous Ambidextrous Technical Ability 15 A second Hands cyberware slot
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
License To Chrome 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 Ticking Time Bomb Technical Ability 20 An EMP blast after the Operating System turns on
Name Image Slot Effect
Projectile Launch System Projectile Launch System Arms Arm launcher that fires explosive shots
Heal-On-Kill Heal-On-Kill Circulatory System Health on each kill
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Militech Berserk Militech Berserk Operating System Invulnerable melee mode with faster attacks
Dense Marrow Dense Marrow Skeleton More melee damage for a higher Stamina cost
Scar Coalescer 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 MaxTac Mantis Blades

Standard Arms Cyberware

Name Image Attribute Capacity Location
Electrifying Gorilla Arms Electrifying Gorilla Arms Technical Ability 8
Electrifying Mantis Blades Electrifying Mantis Blades Intelligence 8 Northside
Electrifying Monowire Electrifying Monowire Reflexes 8
Electrifying Projectile Launch System Electrifying Projectile Launch System Cool 8
Gorilla Arms Gorilla Arms Body 8
Mantis Blades Mantis Blades Reflexes 8
Monowire Monowire Intelligence 8
Projectile Launch System Projectile Launch System Technical Ability 8
Thermal Gorilla Arms Thermal Gorilla Arms Reflexes 8
Thermal Mantis Blades Thermal Mantis Blades Body 8
Thermal Monowire Thermal Monowire Cool 8
Thermal Projectile Launch System Thermal Projectile Launch System Intelligence 8
Toxic Gorilla Arms Toxic Gorilla Arms Cool 8
Toxic Mantis Blades Toxic Mantis Blades Cool 8
Toxic Monowire Toxic Monowire Technical Ability 8
Toxic Projectile Launch System Toxic Projectile Launch System Body 8