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Weapon mods

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Weapon mods are installed on guns in the inventory. A gun has three kinds of slots: scope, muzzle (a silencer or a muzzle brake) and mod. The city has 31 weapon mods: 13 scopes, 12 muzzle attachments and 6 mods.

#Where to buy them

Every gun shop sells all the weapon mods, on the “Weapon mods” tab. There you can sort them into scopes, muzzle attachments and mods, and the “For my guns” filter leaves only what fits your guns. A gun's card in the shop has a “Mods for it” list.

Silencers need a gun license. Scopes, muzzle brakes and mods are sold without one.

#Which guns take mods

WeaponScopeMuzzleMod
Lexington pistolYesYesYes
Unity pistolYesYesYes
Nue pistolYesYesYes
Liberty pistolYesYesYes
Copperhead rifleYesYesYes

The Carnage shotgun and the electric baton take no mods. Mods can't be installed on factions' duty weapons.

#Installing a mod

  • Drag the mod onto a gun in the inventory (Tab): onto the gun's cell or its weapon slot. The gun's card shows which slot the mod will go into and what it will replace.
  • Right-click the mod: “Install on” and the gun you want or, if several guns fit, “Install on…” and then pick the gun.
  • Double-click the mod to install it on the best-fitting gun, one with a free slot first.
  • If the slot is taken, the old mod goes back to your pockets, as long as there's enough room and weight for it.

A mod goes on only if it fits that gun and the gun has the right slot. One gun can't carry two mods of the same line: for example, two Big Mags of different quality. You can't install mods while cuffed or unconscious.

#Removing a mod

Right-click the gun: “Take off” and the mod's name. Or open the gun's card in the inventory: every filled slot has a “Take off the mod” button. The mod goes back to your pockets if there's enough room and weight for it. A gun with mods on it has a badge on its cell.

#What happens to your mods

  • A mod on a gun weighs nothing. Back in your pockets, it weighs what it normally does.
  • Mods stay with the gun: from the slot to your pockets and back, through logging out and server restarts.
  • When a gun leaves you, its mods come off first and go back to your pockets, and you get a notice about it. This happens when you throw the gun away, give it away, sell or swap it through the trade window, or put it in a wardrobe, a trunk or a faction stash.
  • Other players see the mods on the gun in your hands.

#What mods do

Some effects are worked out by the server, so they're the same for everyone:

  • Damage: silencers cut the gun's damage by 20%.
  • Effective range: scopes and Parallax push back the distance at which damage starts to fall off, but never past the weapon's maximum range.
  • Magazine: Big Mag makes the magazine bigger. For example, the Copperhead rifle goes from 30 rounds to 34, 40 or 43.
  • Quiet shots: with a silencer, a shot is heard within 40 m instead of 150 m.
  • Fire rate: the server can take it into account too, but none of the current mods change it.

Everything else (zoom, recoil, muzzle climb, spread, sway when aiming and reload speed) works in the gun owner's own game and is shown in the shop. With several mods on one gun, their effects add up.

A mod's quality shows in its color, as in Cyberpunk 2077 itself: Common ones are gray, Rare ones blue, Epic ones purple.

#Scopes

NameEffectFitsPrice
OS-1 GimletEye scopeCommonEffective range +5%, zoom ×1.3Any1,200 €$
Add-Vantage scopeCommonEffective range +5%, zoom ×1.3Any1,200 €$
Handyman scopeCommonEffective range +10%, zoom ×1.4Any1,200 €$
Hyakume scopeRareEffective range +15%, zoom ×1.5Any2,300 €$
CQO Kanone MINI Mk.72 scopeRareEffective range +20%, zoom ×1.6Any2,300 €$
Type 2067 scopeEpicEffective range +18%, spread −5%, zoom ×1.5Any3,100 €$
Kanetsugu scopeEpicEffective range +10%, zoom ×1.4Any3,100 €$
Grandstand Mk.2x scopeCommonEffective range +20%, zoom ×1.6Only Copperhead2,200 €$
E255 Percipient scopeCommonEffective range +25%, zoom ×1.7Only Copperhead2,200 €$
ClearVue Mk.8 scopeRareEffective range +30%, zoom ×1.8Only Copperhead4,200 €$
Kairo SA-1 scopeRareEffective range +25%, zoom ×1.7Only Copperhead4,200 €$
SO-21 Saika scopeEpicEffective range +30%, zoom ×1.8Only Copperhead5,700 €$
Jue scopeEpicEffective range +50%, zoom ×2.2Only Copperhead5,700 €$

#Silencers and muzzle brakes

NameEffectFitsPriceLicense
CS-1 Taipan silencerCommonDamage −20%, quiet shots: heard up to 40 m awayAny2,000 €$Required
XC-10 Strix silencerRareDamage −20%, quiet shots: heard up to 40 m awayAny3,800 €$Required
TSX Tocororo silencerRareDamage −20%, quiet shots: heard up to 40 m awayAny3,800 €$Required
XC-10 Cetus silencerEpicDamage −20%, quiet shots: heard up to 40 m awayAny5,200 €$Required
RC-7 Dybbuk muzzle brakeCommonBarrel drift −25%Pistols and revolvers900 €$No
RC-7 Yokai muzzle brakeRareBarrel drift −13%Pistols and revolvers1,700 €$No
RC-7 Kutrub muzzle brakeRareRecoil −13%Pistols and revolvers1,700 €$No
RC-7 Liger muzzle brakeEpicBarrel drift −35%Pistols and revolvers2,350 €$No
RC-7 Strigoi muzzle brakeCommonRecoil −8%Only Copperhead1,100 €$No
RC-7 Zaar muzzle brakeCommonBarrel drift −8%Only Copperhead1,100 €$No
RC-7 Ifrit muzzle brakeRareSpread −10%Only Copperhead2,100 €$No
RC-7 Aswang muzzle brakeEpicBarrel drift −35%Only Copperhead2,850 €$No

#Mods

NameEffectFitsPrice
Big Mag mod (Common)CommonMagazine +15%, reload 20% slowerOnly Copperhead1,500 €$
Big Mag mod (Rare)RareMagazine +35%, reload 20% slowerOnly Copperhead2,850 €$
Big Mag mod (Epic)EpicMagazine +45%, reload 20% slowerOnly Copperhead3,900 €$
Parallax mod (Common)CommonEffective range +11%, aim sway −13%Pistols and revolvers1,500 €$
Parallax mod (Rare)RareEffective range +27%, aim sway −38%Pistols and revolvers2,850 €$
Parallax mod (Epic)EpicEffective range +35%, aim sway −50%Pistols and revolvers3,900 €$

#Checking your mods

The /mods chat command lists the mods on all your guns and which slots they're in.

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