Pragmata All Weapons — Complete List & How to Get Every One

Every weapon in Pragmata listed with how to unlock each one. Full breakdown of all Primary, Attack, Tactical, and Defense weapons — including Stamp Club exclusives and post-game unlocks.

TL;DR

  • Pragmata has weapons across four slots: Primary, Attack, Tactical, and Defense.
  • Only Primary weapons have infinite durability — everything else breaks permanently when ammo runs out.
  • Most weapons unlock naturally through sector progression, but three are tied to the Cabin Stamp Club.
  • The Jackhammer is a post-game unlock, only available after finishing the story.
  • Find weapon blueprints in sectors, then print them at the Unit Printer in the Shelter to add them to your loadout.
  • You can carry two Attack and two Tactical weapons simultaneously after unlocking a Suit Upgrade in Terra Dome.

How the Weapon System Works

Before going through the full list, understanding how weapons actually work in Pragmata saves a lot of confusion.

Weapons are divided into four slots: Primary, Attack, Tactical, and Defense. Each slot has a specific combat role, and your loadout pulls from all four at once.

Primary weapons never break. They run on a heat system — fire until they overheat, wait out the brief cooldown, then continue. You always have access to your Primary. It is your fallback no matter what else runs out.

Every other weapon is temporary. Attack, Tactical, and Defense weapons break permanently the moment their ammo is depleted. During missions you can pick up dropped weapons from defeated enemies on the battlefield. But for reliable access between fights, you need to print them at the Unit Printer in the Shelter.

Here is how unlocking works: when you first find a weapon blueprint during a sector, Hugh picks it up automatically. Once you return to the Shelter, you spend Lunafilament at the Unit Printer to print a permanent copy. That print is what adds the weapon to your loadout screen. You cannot equip a weapon for your starting loadout until it has been printed — even if you have used it many times in the field.

Upgrades for each weapon are available at the Unit Printer too. They unlock progressively as you raise your Shelter Level by defeating bosses and clearing sectors. Late-game upgrades require both Lunafilament and Pure Lunum, so do not waste your Pure Lunum on weapon upgrades early. Spend it on the upgrades that cost both currencies only once you know you want them long-term.

For the full breakdown of which upgrades to prioritize and which Mod combinations work best alongside each weapon, see our Pragmata best weapons and loadout guide and our Pragmata best mods guide.


weapons in pragmata
weapons in pragmata

All Pragmata Weapons — Complete List

Primary Weapons

Primary weapons never break. They use a heat system and recharge automatically after a cooldown. You can carry and swap between both Primary weapons once the second one is unlocked.


Grip Gun Type: Primary How to get: Starting weapon — Hugh has this from the beginning of the game. How it works: Hugh’s default sidearm with a six-round capacity and automatic recharge. Runs on a heat system — overheat it and it shuts down briefly before recharging. The only weapon in the game that never permanently breaks, which makes it your consistent fallback throughout the entire campaign.

This is the weapon most worth upgrading first at the Unit Printer. Every stat point you invest in the Grip Gun is available in every single fight for the rest of the game. It is an all-rounder with no dramatic specialization, but its permanent availability makes consistent improvement compound in ways temporary weapons cannot match.


Pulse Carbine Type: Primary How to get: Found in Sector 3 — Terra Dome, Plant Factory sub-area. Unlocks midway through Sector 3 after the mandatory Red Zone. How it works: A stronger sustained-fire primary that functions like an assault rifle. Higher fire rate than the Grip Gun, also runs on the heat system, and has infinite durability like the Grip Gun. The Pulse Carbine does not replace the Grip Gun — both can be equipped and swapped between freely, upgraded separately.

The trade-off is noticeable recoil that pulls left, which becomes a problem when you are splitting attention between firing and watching Diana’s hacking matrix. Once you compensate for the pull, it delivers more consistent sustained pressure than the Grip Gun and becomes the stronger primary for mid-to-late-game rooms.


Attack Weapons

Attack weapons are your main damage spikes. They are breakable — once ammo is depleted, they are gone. Save them for the moments after Diana completes a hack and exposes a weak point.


Shockwave Gun (also called Impact Blaster in some sources) Type: Attack How to get: Sector 1 — Solar Power Plant, Power Distribution Center. How it works: Close-range burst weapon that fires a blast of energy with massive AoE stagger. Functions like a shotgun — slow to fire, devastating in a single shot at short range. Hitting an exposed weak point immediately after a hack delivers the highest burst damage available at close quarters. Breaks permanently when depleted.

The simplest and most immediately rewarding Attack weapon in the game. It arrives early, demands nothing clever from positioning, and punishes hacked enemies hard. Upgrade this once the Grip Gun is stable. Do not waste charges firing it into non-hacked enemies — the damage multiplier from exposed weak points is where it earns its reputation.


Charge Piercer Type: Attack How to get: Sector 2 — Mass Production Array, Side Alley (Interconnecting Passage). How it works: A charged energy shot that pierces through multiple enemies in a straight line. Huge burst damage in a short window, best used at range or against lined-up targets. Slow charge time is the main early weakness. Breaks permanently when depleted.

Upgrade this at Levels 3 and 6 specifically — both breakpoints meaningfully improve charge speed and damage output. Once upgraded, it becomes the go-to Attack weapon for boss fights where windows are tight and getting close invites punishment. Pre-charge the shot just before a vulnerability window opens to maximize efficiency.


Photon Laser Type: Attack How to get: Sector 3 — Terra Dome, Soil Research sub-area. How it works: Rapid-fire energy rifle with sustained output at mid-to-long range. Each shot pierces through targets in a straight line. Higher ammo capacity than most Attack weapons, meaning it lasts longer before breaking. Good for keeping sustained pressure on enemies between bigger damage windows rather than pure burst.

Once the second Attack slot is unlocked via the Suit Upgrade in Terra Dome, the Photon Laser pairs well with the Charge Piercer — one covers sustained mid-range pressure, the other delivers situational big hits.


Grenade Launcher Type: Attack How to get: Sector progression — found during normal sector exploration. How it works: Explosive projectile weapon that deals area-of-effect damage on impact. Best used when Diana’s Multi-Target hack has weakened multiple enemies simultaneously — one grenade in a cluster of debuffed enemies is one of the most efficient hits in the game. Breaks permanently when depleted.

Less effective in single-target fights. Its value is entirely situational — when the room has three or more enemies close together, it is excellent. When fighting one enemy at a time, other Attack options serve better.


Homing Missiles Type: Attack How to get: Sector 4 — Lunum Mines, Mine Entrance. How it works: Lock-on missiles that track enemies automatically even when they are dodging or airborne. Removes the manual-aim challenge against fast-moving or aerial targets. Most useful in encounters with aerial drones and later boss fights that spend significant time off the ground. Breaks permanently when depleted.

Less useful against standard grounded enemies where other Attack weapons out-perform it. Keep Homing Missiles available for specific encounters rather than burning charges in general rooms.


Jackhammer Type: Attack How to get: Post-game unlock — available after completing the main story. How it works: A powerful close-range weapon built for aggressive, high-damage output. Less focused on precise hack timing than other Attack weapons — it rewards raw pressure at close range. Particularly strong for New Game Plus runs and late-game Red Zones where you want brute force over finesse. Breaks permanently when depleted.

Do not waste time searching for this during the campaign. It is not in any sector — it only becomes available after you finish the story. If you are going for a full weapon collection or planning a New Game Plus run, this is the unlock to chase first.


Tactical Weapons

Tactical weapons are your support tools. They do not always deal big damage, but they change the shape of a fight — buying time, locking enemies down, simplifying hacking, or disrupting groups. These are often the most underrated slot.


Stasis Net Type: Tactical How to get: Sector 1 — Solar Power Plant, Power Distribution Center. How it works: Fires a net that temporarily immobilizes one or more enemies, holding them in place. Creates safe windows to complete a hack without being disrupted, line up a charged shot, or deal with other threats in the room. Breaks permanently when depleted.

The most universally useful Tactical weapon in the game. Simple, reliable, and effective in almost every fight type. Early on it solves the problem of being attacked while hacking. Later, as enemy grids grow more complex and the stakes of interruption increase, its value only goes up. Upgrade the freeze duration when available — extra freeze time turns it into a complete combat reset tool.


Riot Blaster Type: Tactical How to get: Sector 2 — Mass Production Array, Shopping District. How it works: Suppression weapon that deals damage, staggers enemies, and knocks larger targets down. One of the few Tactical weapons that contributes direct offensive output rather than purely defensive or control value. Good at disrupting enemy attack momentum and setting up follow-up hits from Attack weapons. Breaks permanently when depleted.

One of the best general-purpose Tactical tools once you want your Tactical slot doing more than just freezing things. Strong for crowded fights where you need to knock multiple enemies out of attack animations at once.


Sticky Bombs Type: Tactical How to get: Sector 3 — Terra Dome, Eco Modeling Lab. How it works: Bombs that attach to enemies and temporarily shrink the hacking minigame grid, removing clutter and making hacks faster and cleaner. Low direct damage, but the hacking efficiency benefit is significant — especially against bosses and in late-game Red Zones where grids become complex and punishing. Ammo-efficient compared to most Tactical weapons. Breaks permanently when depleted.

One of the most valuable Tactical weapons in the second half of the game. Enemy grids grow busier and more dangerous as the campaign progresses. Anything that simplifies them is worth keeping available. Prioritize Sticky Bombs once Sector 3 opens.


Code Generator Type: Tactical How to get: Cabin Stamp Club — Specialist Stamp Board, Triple Bingo reward. How it works: Does not deal direct damage. Instead it boosts hacking damage, removes error nodes from enemy grids, and spawns OPEN nodes that extend how long enemies remain vulnerable after a hack. A unique tool that improves hacking performance itself rather than anything else in your loadout. Breaks permanently when depleted.

One of the clearest examples of a weapon whose value grows alongside the game’s difficulty. In the final sectors and Red Zones, cleaner hacking and longer vulnerability windows matter more than additional raw damage. The Code Generator is the answer to those situations. To get it, you need to reach Triple Bingo on the Specialist Stamp Board — which requires a significant Cabin Coin investment. See our Pragmata how to find and use Cabin Coins guide to plan your Stamp Board progression.


Hacking Mines Type: Tactical How to get: Cabin Stamp Club — Associate Stamp Board reward. How it works: Deployable mines that trigger on enemy contact and disrupt hacking grids. One of the strongest hack-oriented Tactical tools in the game when used in the right situations, though more situational than Riot Blaster for general use. Breaks permanently when depleted.

Like the Code Generator, this is a Stamp Club unlock — not something you find in a sector. Plan your Cabin Coin spending with this in mind if you want access to it before the late game.


Defense Weapons

Defense weapons are your safety tools. They keep you alive in fights that are getting out of hand, buy time for repositioning, or protect you from ranged pressure.


Decoy Generator Type: Defense How to get: Sector 2 — Mass Production Array, Lim Recycling Facility. How it works: Deploys a holographic decoy that pulls enemy attention away from Hugh and Diana. Enemies target the decoy instead, giving you a window to reposition, complete a long hack without disruption, or burn a Repair Canister safely. Breaks permanently when depleted.

The most broadly useful Defense weapon in the game. Simple, predictable, and effective across almost every fight type. When multiple enemies are attacking at once or a fight is collapsing faster than you can manage, the Decoy Generator buys back enough space to reset. It is not dramatic, but it consistently makes bad situations survivable.


Impact Barrier Type: Defense How to get: Sector 4 — Lunum Mines, Crane Operation Yard. How it works: Provides a protective barrier against incoming damage, specifically strong against heavy ranged pressure and aerial enemies. Gives a moment of safety when you need to absorb hits without being knocked out of a hack or animation. Breaks permanently when depleted.

Less flashy than the Decoy Generator but the right answer in specific encounters — particularly those where enemies are shooting constantly and you need a moment to breathe without creating a distraction. Useful to have available for the Lunum Mines and beyond.


Drone Hive Type: Defense How to get: Cabin Stamp Club — Associate Stamp Board, Triple Bingo reward. How it works: Deploys drones that attack nearby enemies while also providing a defensive function. An offensive-defensive hybrid — it looks like a support tool but deals real damage on the side. More situational than the Decoy Generator but stronger in fights where you want active pressure from your Defense slot. Breaks permanently when depleted.

A Stamp Club unlock, not a sector find. The Decoy Generator is easier to use and more universally reliable, but Drone Hive becomes interesting in later encounters where you want your Defense slot contributing offensively.


All Weapons at a Glance

WeaponTypeHow to Get
Grip GunPrimaryStarting weapon
Pulse CarbinePrimarySector 3 — Terra Dome, Plant Factory
Shockwave GunAttackSector 1 — Solar Power Plant, Power Distribution Center
Charge PiercerAttackSector 2 — Mass Production Array, Side Alley
Photon LaserAttackSector 3 — Terra Dome, Soil Research
Grenade LauncherAttackSector progression
Homing MissilesAttackSector 4 — Lunum Mines, Mine Entrance
JackhammerAttackPost-game unlock
Stasis NetTacticalSector 1 — Solar Power Plant, Power Distribution Center
Riot BlasterTacticalSector 2 — Mass Production Array, Shopping District
Sticky BombsTacticalSector 3 — Terra Dome, Eco Modeling Lab
Code GeneratorTacticalCabin Stamp Club — Specialist Board, Triple Bingo
Hacking MinesTacticalCabin Stamp Club — Associate Board
Decoy GeneratorDefenseSector 2 — Mass Production Array, Lim Recycling Facility
Impact BarrierDefenseSector 4 — Lunum Mines, Crane Operation Yard
Drone HiveDefenseCabin Stamp Club — Associate Board, Triple Bingo

The Three Weapons Most Players Miss

Three weapons in Pragmata are easy to completely miss on a first playthrough because they are not in any sector — they sit behind the Cabin Stamp Club bingo board system.

Code Generator, Hacking Mines, and Drone Hive all unlock through Stamp Board rewards. To earn them, you need to collect Cabin Coins, spend them on the right boards, and reach the bingo milestones that award these specific weapons. Players who ignore the Stamp Club and push straight through the campaign will finish the game without ever seeing them.

The Cabin Stamp Club is not optional if you want the full weapon roster. It is part of combat progression. Code Generator in particular becomes one of the strongest late-game tools precisely because it improves your hacking rather than just adding another gun. Missing it means going into late Red Zones and final sectors without one of the cleanest efficiency upgrades available.

For everything you need to know about earning Cabin Coins and spending them on the right boards, see our Pragmata how to find and use Cabin Coins guide.

The Jackhammer is also easy to miss simply because it does not exist during the main campaign. It unlocks post-game. If you are hunting for it while playing through for the first time, you will not find it. Finish the story first, then come back for it.


Weapon Upgrade Tips

Print weapons at the Unit Printer as soon as you find them. You cannot put a weapon in your loadout until it is printed, regardless of how many times you have picked it up in the field. Return to the Shelter and print new blueprints whenever your Lunafilament allows.

Upgrade the Grip Gun before anything else. Its permanent availability means every improvement is always active. Other weapons break — the Grip Gun does not.

Charge Piercer upgrades at Levels 3 and 6 specifically matter. These are the breakpoints that reduce charge time meaningfully. The early Charge Piercer feels slow and punishing. The upgraded version feels like a different weapon.

Do not neglect Tactical weapon upgrades. Stasis Net and Sticky Bombs become stronger with upgrades just like offensive weapons. Freeze duration, blast radius, and ammo capacity all improve at the Unit Printer.

Late-game upgrades need Pure Lunum. Do not spend all your Pure Lunum on weapon upgrades early when you still have sectors ahead. Balance weapon investment with suit health and hacking upgrades. For Pure Lunum locations across every sector, see our Pragmata red keys and red zones guide — Red Zones are the most reliable source.


More Pragmata Guides


Pragmata is available on PS5, Xbox Series X|S, Nintendo Switch 2, and PC via Steam. Visit the official Pragmata website for more from Capcom.

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