Help us keep improving this website

Projectile Launch System



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 Painkiller Body 4 Slow Health regeneration in combat
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Wrecking Ball Wrecking Ball Body 9 Cheaper Blunt attacks and a blocking charge
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a Blunt weapon
Breakthrough Breakthrough Body 9 Strong attacks strip enemy armor
Quake Quake Body 15 Faster Blunt attacks and a ground slam that staggers
Aftershock Aftershock Body 15 Stamina back for each enemy hit by Quake
Epicenter Epicenter Body 15 Quake from midair grows with the fall
Ripple Effect Ripple Effect Body 15 Health back for each enemy hit by Quake
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Finisher: Savage Sling Finisher: Savage Sling Body 20 A Blunt Finisher that heals
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Unlocks the Dash and makes it cheaper
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Air Dash Air Dash Reflexes 15 Dash in midair
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
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
Name Image Slot Effect
Biomonitor Biomonitor Circulatory System Uses a Health item when Health runs low
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Mechatronic Core Mechatronic Core Frontal Cortex More damage against drones, robots and mechs
NeoFiber NeoFiber Nervous System More Mitigation Chance and Strength
Reflex Tuner Reflex Tuner Nervous System Slows time at low Health
Adrenaline Converter Adrenaline Converter Nervous System Faster movement when combat starts
Militech Berserk Militech Berserk Operating System Invulnerable melee mode
Dense Marrow 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 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