Projectile Launch System
| Projectile Launch System | |
|---|---|
| Class | Arms |
| Tier | Tier 2 |
| Attribute | Technical Ability |
| Capacity | 8 |
The Projectile Launch System turns V's arm into a small rocket launcher. It fires an explosive shell that deals heavy Physical damage to everything in the blast. Holding the button charges the shot for a bigger, deadlier explosion. The launcher sits in the Combat Gadget slot, so V can fire it while still holding a gun. It suits Technical Ability builds that like explosions. The right perks give it extra charges and a much faster recharge. The Projectile Launch System is an early game implant that every ripperdoc in Night City and Dogtown sells from level 10.
Effect
The Projectile Launch System is an Arms implant, but it works like a grenade. It goes into the Combat Gadget quickslot and fires with the Combat Gadget button. A quick press fires a normal shell. The shell explodes on impact and deals heavy Physical damage in an area.
Holding the button charges the shot. A charged shell deals 30% more damage and has a 25% larger blast. It also has a 40% higher chance to dismember. A charged shot is the best way to clear a group of enemies standing close together.
The launcher has a set number of charges, and each shot uses one. Charges refill over time. Several perks add charges and speed up the refill.
The Projectile Launch System is attuned to Technical Ability. Each point of Technical Ability adds half a percent to its damage. At 20 Technical Ability, that is 10% more damage on every shell. Its stat bonuses add Explosion Damage and, from Tier 2, Explosion Damage Resistance.
The Arms slot holds only one implant. The launcher therefore takes the place of Mantis Blades, Gorilla Arms or the Monowire.
How to Get Projectile Launch System Guide
- Reach level 10.
- Visit any ripperdoc clinic in Night City or Dogtown and open the Arms slot.
- Buy and install the Projectile Launch System.
- Assign it to the Combat Gadget quickslot to fire it.
Projectile Launch System Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Projectile Launch System map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell the Projectile Launch System from Tier 2 at level 10, and the tier they stock rises with V's level up to Tier 5. An installed copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises the damage of every shell. The Driver Update perk adds one more stat bonus. The Chipware Connoisseur perk offers a choice of bonuses when V upgrades the implant. V gains Cyberware Capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit at the cost of some max Health.
The table shows what each tier step of 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 Projectile Launch System belongs in a Technical Ability build. Doomlauncher is the key perk. It adds one more charge and speeds up the recharge, with extra speed when the launcher is empty or out of combat. Each kill also refills a small part of a charge. Doomlauncher also lets the launcher share the Burn This City bonus that grenades get from Pyromania stacks.
Pyromania adds 10% explosion radius to grenades and the launcher. Hitting an enemy with an explosion then grants movement speed and explosion damage for a short time. Friendlier Fire halves the damage V takes from V's own explosions. That matters when an enemy charges into close range and the next shell has to land nearby.
With Phantom Liberty, Relic perks improve the launcher further. Launch Capacity Override adds one more charge. Jailbreak lets V overcharge the launcher, which fires a burst of five shells over a larger area.
Grenades lose their quickslot to the launcher. The Pyromania perk boosts both, so the same perks serve either choice.
Select a Build
A one-handed club and Dashes pick off enemies one by one while Berserk is on cooldown. Once Health drops, Berserk makes the character invulnerable and melee attacks cost no Stamina. Quake slams the ground whenever it is ready and staggers every enemy nearby.
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 |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Wrecking Ball | Body 9 | Cheaper Blunt attacks and a blocking charge | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a Blunt weapon | |
| Breakthrough | Body 9 | Strong attacks strip enemy armor | |
| Quake | Body 15 | Faster Blunt attacks and a ground slam that staggers | |
| Aftershock | Body 15 | Stamina back for each enemy hit by Quake | |
| Epicenter | Body 15 | Quake from midair grows with the fall | |
| Ripple Effect | Body 15 | Health back for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Finisher: Savage Sling | Body 20 | A Blunt Finisher that heals | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| 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 |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Reflex Tuner | Nervous System | Slows time at low Health | |
| Adrenaline Converter | Nervous System | Faster movement when combat starts | |
| Militech Berserk | Operating System | Invulnerable melee mode | |
| Dense Marrow | Skeleton | More melee damage |
Lore
The in-game line describes it as a missile launcher in the palm of the hand, more or less literally. The elemental variants of the same launcher are the Thermal, Toxic and Electrifying Projectile Launch Systems.
Notes
- The Projectile Launch System shares the Combat Gadget quickslot with grenades and Optical Camo.
- The Thermal, Toxic and Electrifying Projectile Launch Systems are elemental variants that deal Thermal, Chemical and Electrical damage.
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 |