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PRAGMATA – List of All Weapons and How to Get Them

A full breakdown of all 15 weapons in PRAGMATA, including every Unit across Primary, Attack, Tactical, and Defense categories, unlock locations, the durability system, and which weapons to prioritize printing at the Shelter.

PRAGMATA – All Weapons and How to Get Them

PRAGMATA features 15 weapons split across four categories, each with distinct mechanics, unlock conditions, and upgrade paths. Unlike most action games, non-Primary weapons are consumed permanently once their ammo runs dry, making every shot count

1. How PRAGMATA’s Weapon System Works

Not all weapons in PRAGMATA behave the same way. The game divides Hugh’s arsenal into two fundamental types: durable Primary Units that never break, and expendable weapons across the Attack, Tactical, and Defense categories that disappear permanently once their ammo hits zero.

1.1. Primary Units vs. Breakable Units

Shockwave Gun in combat

Shockwave Gun in combat

Hugh is always equipped with a Primary Unit. These weapons have infinite durability and automatically replenish ammo, making them a reliable fallback when all other weapons are depleted.

Every other weapon category operates on breakable durability: once a non-Primary weapon’s ammo hits zero mid-mission, that unit is permanently destroyed and removed from Hugh’s inventory. The only way to recover it is to print a fresh copy at the Shelter before the next run.

Here is how each durability type works in practice:

  • Primary Units: Infinite durability, auto-recharge ammo, always available regardless of sector progress.
  • Attack, Tactical, and Defense Units: Permanently lost on ammo depletion; must be reprinted at the Shelter to reuse.
  • Grip Gun: The only weapon in any category that both auto-recharges and cannot be permanently destroyed under any circumstances.

1.2. How to Unlock Weapons at the Unit Printer

Charge Piercer in Sector 2

Charge Piercer in Sector 2

Weapons first appear as temporary field pickups scattered through each sector’s sub-areas. Picking one up and firing it once triggers an automatic schematic scan, registering the blueprint at the Shelter’s Unit Printer.

However, registering a schematic is not the same as owning the weapon. A physical print at the Shelter is required before a weapon can be assigned to a loadout slot.

Follow these steps to permanently unlock any weapon:

  1. Find the weapon as a field pickup in its designated sector and sub-area.
  2. Pick it up and fire it once to automatically register the schematic at the Unit Printer.
  3. Return to the Shelter between missions.
  4. Print the weapon at the Unit Printer using available resources.
  5. Assign it to the relevant slot at the Tram Terminal Loadout screen before the next sector.

Beyond unlocking, the Unit Printer is also where all weapon upgrade levels are purchased. Investing in the right upgrades early significantly changes how weapons perform in Sectors 3 through 5.

2. All Weapons List

Below is a full breakdown of all 15 Units, their categories, ammo types, and where to find them for the first time.

WeaponCategoryAmmoWhere to Find Them
Grip GunPrimaryInfinite (recharge)Starting weapon
Pulse CarbinePrimaryInfinite (heat-based)Sector 3: Terra Dome, Plant Factory
Shockwave GunAttackBreakableSector 1: Solar Power Plant, Power Distribution Center
Charge PiercerAttackBreakableSector 2: Mass Production Array, Side Alley
Photon LaserAttackBreakableSector 3: Terra Dome, Soil Research
Homing MissilesAttackBreakableSector 4: Lunum Mines, Mine Entrance
JackhammerAttackBreakableComplete the game (NG+ / post-game)
Stasis NetTacticalBreakableSector 1: Solar Power Plant, Power Distribution Center
Riot BlasterTacticalBreakableSector 2: Mass Production Array, Shopping District
Sticky BombsTacticalBreakableSector 3: Terra Dome, Eco Modeling Lab
Code GeneratorTacticalBreakableSpecialist Stamp Board, Triple Bingo
Hacking MinesTacticalBreakableDirector's Stamp Board, Triple Bingo
Decoy GeneratorDefenseBreakableSector 2: Mass Production Array, Lim Recycling Facility
Impact BarrierDefenseBreakableSector 4: Lunum Mines, Crane Operation Yard
Drone HiveDefenseBreakableAssociate Stamp Board, Triple Bingo

3. Primary Units

Primary Units form the backbone of Hugh’s loadout. They never break and always have ammo available, making them a consistent source of damage across all sectors. Two Primary Units are available across the full playthrough, each with a distinct firing mechanic and a separate use case.

3.1. Grip Gun

Grip Gun

Grip Gun

Hugh’s starting sidearm and the only weapon always present regardless of loadout. It fires hard-hitting individual shots at mid-range, auto-recharges over time, and cannot be permanently destroyed.

  • Ammo: 6 rounds, auto-recharging (no field pickups needed)
  • Range: Mid-range
  • Fire mechanic: Individual shots; rapid fire triggers overheat, forcing a brief cooldown
  • Optimal technique: Controlled burst fire to manage heat, especially during boss fights
  • Unlock: Starting weapon, available from the beginning

Firmware Updater upgrade milestones for the Primary Unit category:

  • Lv. 1 to Lv. 2: Damage increases from 35 to 44
  • Lv. 3 to Lv. 4: Recoil improves from 0.26 to 0.15
  • Lv. 4 to Lv. 5: Adds a seventh ammo capacity slot
  • Later upgrades: Damage reaches 53

All Primary Unit upgrades apply to both the Grip Gun and the Pulse Carbine once the latter is unlocked.

It excels at dealing consistent damage during the Open State window after a successful hack. Pair it with the Expose hacking node to extend that window and land more shots before the enemy closes.

3.2. Pulse Carbine

Pulse Carbine

Pulse Carbine

An assault rifle-class Primary Unit unlocked mid-way through Sector 3: Terra Dome in the Plant Factory sub-area. It generates substantially more heat in enemies than the Grip Gun, making it the dominant choice for heat-focused builds.

  • Ammo: Infinite (heat buildup system, no manual reload)
  • Range: Mid-to-long range
  • Fire mechanic: Sustained fire builds heat until the weapon vents automatically, then continues
  • Key drawback: Strong left-pulling recoil; use controlled bursts when monitoring the hacking grid simultaneously
  • Unlock: Sector 3, Terra Dome, Plant Factory sub-area

Notable Firmware Updater milestone:

  • Lv. 8: Heat Gauge Buildup increases from 1.44 to 1.80, strengthening synergy with heat-focused builds

Primary Unit swaps can only be made at the Shelter Tram Terminal Loadout screen before sector entry, not mid-mission.

For players running Heat hacking node builds, the Pulse Carbine is the stronger Primary Unit from mid-game onward. Its sustained output during Open State windows outperforms the Grip Gun in any build that stacks heat-damage modifiers.

4. Attack Units

Attack Units prioritize raw burst damage over everything else. They hit hard, deplete quickly, and reward knowing when to deploy them rather than treating them as sustained-fire sources.

With the Sector 3 slot expansion in place, Hugh can carry two simultaneously, opening up weapon-swap strategies during cooldowns and Open State windows.

LevelWeaponUpgrade Effect
Lv. 1Shockwave GunEquip unlock
Lv. 2Shockwave GunIncreased Damage
Lv. 3Shockwave GunIncreased Rate of Fire
Lv. 4Shockwave GunIncreased Damage Capacity
Lv. 5Shockwave GunIncreased Damage
Lv. 6Shockwave GunIncreased Rate of Fire
Lv. 7Shockwave GunIncreased Ammo Capacity
LevelWeaponUpgrade Effect
Lv. 1Charge PiercerEquip unlock
Lv. 2Charge PiercerIncreased Damage
Lv. 3Charge PiercerIncreased Damage + Charge Speed
Lv. 4Charge PiercerUnlocks Double Charge
Lv. 5Charge PiercerIncreased Damage + Decreased Recoil
Lv. 6Charge PiercerIncreased Damage + Increased Charge Speed
Lv. 7Charge PiercerUnlocks Triple Charge
LevelWeaponUpgrade Effect
Lv. 1Photon LaserEquip unlock
Lv. 2Photon LaserIncreased Damage
Lv. 3Photon LaserIncreased Ammo Capacity
Lv. 4Photon LaserIncreased Damage + Hit Interval
Lv. 5Photon LaserIncreased Damage
Lv. 6Photon LaserIncreased Ammo Capacity
Lv. 7Photon LaserIncreased Damage + Hit Interval
LevelWeaponUpgrade Effect
Lv. 1Homing MissilesEquip unlock
Lv. 2Homing MissilesIncreased Damage
Lv. 3Homing MissilesIncreased Charge Speed
Lv. 4Homing MissilesIncreased Lock-On Targets
Lv. 5Homing MissilesIncreased Damage + Heat Buildup
Lv. 6Homing MissilesIncreased Charge Speed
Lv. 7Homing MissilesIncreased Lock-On Targets

4.1. Shockwave Gun

Shockwave Gun

Shockwave Gun

The first Attack Unit available, found at Sector 1’s Power Distribution Center. It fires a radial energy burst at close range, delivering the best early-game burst DPS when used immediately after a successful hack.

  • Type: Close-range radial burst (sci-fi shotgun)
  • Strengths: High single-hit damage, strong stagger power, best at point-blank range
  • Unlock: Sector 1, Solar Power Plant, Power Distribution Center

It remains a strong candidate for the second Attack Unit slot even after the Charge Piercer is acquired. Thrust in close after opening an enemy with a hack and fire at point-blank range for the highest burst return in the early game.

4.2. Charge Piercer

Charge Piercer

Charge Piercer

Found at the Side Alley in Sector 2: Mass Production Array. It fires a chargeable piercing round that increases in damage the longer the trigger is held, and can pierce through multiple enemies in a line for AoE value.

  • Type: Chargeable single shot, linear pierce
  • Strengths: Highest alpha-strike potential before post-game, AoE through grouped enemies
  • Key drawback: Slow charge time early on; significantly improved at Lv. 3 and Lv. 6
  • Unlock: Sector 2, Mass Production Array, Side Alley

Boss fights are where the Charge Piercer earns its place. Combine it with the Freeze Hack node to extend the Open window, then release a fully charged Triple Charge shot for the highest alpha-strike damage available before post-game content.

4.3. Photon Laser

Photon Laser

Photon Laser

Found in the Soil Research sub-area of Sector 3: Terra Dome. It delivers sustained continuous-fire damage to single targets at range, making it the best Attack Unit for prolonged weak-point exploitation.

  • Type: Continuous-fire energy beam
  • Strengths: Sustained single-target DPS; damage increases the longer the beam is held on target
  • Drawback: Mobility is reduced while firing, making repositioning difficult during extended beam use
  • Key synergy: Exposing the hacking node extends the Open window, giving more beam time per hack
  • Unlock: Sector 3, Terra Dome, Soil Research

Against bosses with exposed weak points requiring sustained fire, the Photon Laser is the top pick. It is specifically recommended for the final boss on Lunatic difficulty and works best as part of a Jackhammer + Photon Laser rotation in post-game content.

4.4. Homing Missiles

Homing Missiles

Homing Missiles

Found at the Mine Entrance in Sector 4: Lunum Mines. Fires lock-on rockets that target multiple enemies simultaneously when the trigger is held to charge, making it the best crowd-clearing Attack Unit for wave encounters.

  • Type: Charge-to-lock multi-target rockets
  • Strengths: Best AoE Attack Unit; charge duration determines the number of simultaneous lock-ons
  • Key drawback: Ammo-inefficient in isolated single-enemy fights
  • Unlock: Sector 4, Lunum Mines, Mine Entrance

Multi-enemy wave encounters in Red Zones are where Homing Missiles perform best. Prioritize the Lv. 4 and Lv. 7 Lock-On Targets upgrades first, and pair with the Multihack hacking node for simultaneous multi-target control.

4.5. Jackhammer

Jackhammer

Jackhammer

A post-game exclusive unlocked only after completing the main story and entering NG+ or Unknown Signal Mode. It is the highest single-target damage weapon in the game and a core component of the optimal Lunatic difficulty build.

  • Type: Post-game exclusive heavy Attack Unit (pile bunker mechanic)
  • Strengths: Highest single-target damage output in the entire arsenal; deals full damage regardless of Open State
  • Mechanic: Hold the right trigger until the first hit connects, then continue holding to execute the pile bunker follow-up; watch for the weapon flash, which signals the timing window for the extra hit. The follow-up carries pierce properties
  • Key drawback: Low ammo count; not designed for sustained use across full sectors
  • Availability: Unit Printer only after triggering NG+ or Unknown Signal Mode
  • Unlock: Complete the main story

For final boss rematches and Unknown Signal Mode challenges, fire the Photon Laser during the Open State and switch to the Jackhammer for heavy burst once the Overdrive Protocol stun expires.

5. Tactical Units

Tactical Units trade raw damage for offensive utility: crowd control, hacking enhancement, and enemy disruption. They interact directly with the hacking system in ways no other category does, and the right Tactical pairings will outperform equivalent Attack investment in complex scenarios.

With two Tactical slots available from Sector 3 onward, combining complementary Units is strongly advised.

LevelWeaponUpgrade Effect
Lv. 1Stasis NetEquip unlock
Lv. 2Stasis NetIncreased Rate of Fire
Lv. 3Stasis NetIncreased Ammo Capacity
Lv. 4Stasis NetIncreased Net Radius
Lv. 5Stasis NetIncreased Rate of Fire + Max Active
Lv. 6Stasis NetIncreased Ammo Capacity
Lv. 7Stasis NetIncreased Net Radius + Heat Buildup
LevelWeaponUpgrade Effect
Lv. 1Riot BlasterEquip unlock
Lv. 2Riot BlasterIncreased Enemy Down Time
Lv. 3Riot BlasterIncreased Damage + Ammo Capacity
Lv. 4Riot BlasterIncreased Blast Radius
Lv. 5Riot BlasterIncreased Enemy Down Time
Lv. 6Riot BlasterIncreased Damage + Ammo Capacity
Lv. 7Riot BlasterIncreased Blast Radius
LevelWeaponUpgrade Effect
Lv. 1Sticky BombsEquip unlock
Lv. 2Sticky BombsIncreased Rapid Fire
Lv. 3Sticky BombsDecreased Recoil
Lv. 4Sticky BombsIncreased Ammo Capacity
Lv. 5Sticky BombsIncreased Rapid Fire
Lv. 6Sticky BombsDecreased Recoil + Increased Ammo Capacity
Lv. 7Sticky BombsIncreased Hacking Matrix Shrink Time
LevelWeaponUpgrade Effect
Lv. 1Code GeneratorEquip unlock
Lv. 2Code GeneratorIncreased Ammo
Lv. 3Code GeneratorIncreased Bullet Range
Lv. 4Code GeneratorIncreased Nodes
Lv. 5Code GeneratorIncreased Error Node Disable Time
Lv. 6Code GeneratorIncreased Blast Damage + Bullet Range
Lv. 7Code GeneratorIncreased Nodes + Error Node Disable Time

5.1. Stasis Net

Stasis Net

Stasis Net

Found at the Power Distribution Center in Sector 1: Solar Power Plant. It fires a spherical electromagnetic net that temporarily immobilizes all enemies within its radius, creating clean windows for hacking and positioning.

  • Type: AoE immobilization net
  • Effect: Temporarily freezes all enemies caught in the blast radius
  • Key synergy: Offense Mode hacking deals continuous damage during immobilization; Lv. 4 Net Radius widens reliable coverage
  • Priority upgrades: Lv. 3 Ammo Capacity and Lv. 4 Net Radius
  • Unlock: Sector 1, Solar Power Plant, Power Distribution Center

In any multi-enemy scenario, the Stasis Net is the first Tactical Unit to reach for. It is particularly powerful against the SectorGuard boss, where immobilizing it creates a safe window to target the fuel tank’s weak point during the hack window.

5.2. Riot Blaster

Riot Blaster

Riot Blaster

Found in the Shopping District of Sector 2: Mass Production Array. It fires a shockwave blast that knocks enemies back and down, creating brief offensive windows that function similarly to immobilization.

  • Type: AoE shockwave knockback
  • Effect: Damages, knocks back, and downs enemies briefly; downed state enables hacking or follow-up attacks
  • Priority upgrades: Down Time upgrades at Lv. 2 and Lv. 5; longer downed windows directly extend hacking time
  • Unlock: Sector 2, Mass Production Array, Shopping District

Against groups of mobile or rush-style enemies, the Riot Blaster creates reliable openings that would otherwise be difficult to find. It works well in the second Tactical slot alongside the Stasis Net, covering a range of crowd scenarios.

5.3. Sticky Bombs

Sticky Bombs

Sticky Bombs

Found in the Eco Modeling Lab in Sector 3: Terra Dome. Attaches to enemies and compresses their hacking grid matrix, reducing the number of nodes Hugh needs to navigate to complete the hack faster.

  • Type: Hacking-assist attachment
  • Effect: Attaches to enemies and shrinks the hacking grid matrix; also deals damage on explosion; effects stack when multiple bombs are attached to the same target; fewer nodes, faster hack completion
  • Key drawback: No standalone combat value; purely a hacking support tool
  • Priority upgrade: Lv. 7 Increased Hacking Matrix Shrink Time
  • Unlock: Sector 3, Terra Dome, Eco Modeling Lab

Sticky Bombs become increasingly valuable in late-game sectors and Red Zones where grid complexity spikes. Pair with the Expose hacking node for extremely fast hack windows against any priority target.

5.4. Code Generator

Code Generator

Code Generator

Unlocked by earning a Triple Bingo on the Specialist (third) Cabin Stamp Board. It spawns additional Open nodes in the hacking grid, disables error nodes, and increases hack damage for the duration, fundamentally improving every hack performed while active.

  • Type: Hacking grid enhancer
  • Effect: Spawns additional Open nodes, disables error nodes for a duration, and increases hack damage
  • Key strength: Addresses the two biggest late-game hacking obstacles simultaneously
  • Key synergy: Offense Mode hacking node for maximum hack damage per Open window
  • Unlock: Specialist Stamp Board, Triple Bingo

In final sectors and Red Zones where error nodes become the primary hacking obstacle, the Code Generator removes that friction entirely and pairs directly with Offense Mode for maximum hack damage output per window.

5.5. Hacking Mines

Hacking Mines

Hacking Mines

Unlocked by earning a Triple Bingo on the Director‘s (fourth) Cabin Stamp Board. Deploys mines that automatically hack any enemy that triggers them, bypassing the manual grid entirely.

  • Type: Passive auto-hack mines
  • Effect: Enemies that trigger a mine are hacked automatically with no grid completion required
  • Key strength: Eliminates the hacking loop entirely for mine-triggered enemies
  • Note: Full upgrade data beyond Lv. 1 is limited in current sources and may require in-game verification
  • Unlock: Director’s Stamp Board, Triple Bingo

Highly situational, but strong in Unknown Signal Mode’s Hidden Chamber challenges, where enemy density makes manual hacking across multiple targets impractical. Deploy in chokepoints to maximize trigger frequency.

6. Defense Units

Defense Units handle survival and repositioning rather than direct damage. Each of the three available units operates on a different logic: one distracts, one blocks, and one attacks autonomously.

All three share compact three-level upgrade trees, making them fast and inexpensive to fully invest in compared to every other category.

6.1. Decoy Generator

Decoy Generator

Decoy Generator

Found at the Lim Recycling Facility in Sector 2: Mass Production Array. Projects a holographic copy of Hugh that draws nearby enemies toward it, pulling aggro and creating free repositioning and hacking windows.

  • Type: Holographic decoy/aggro redirect
  • Effect: Spawns a hologram that draws all nearby enemies, clearing pressure on Hugh temporarily
  • Key strength: Costs almost nothing to fully upgrade; three-level tree completes with minimal resources
  • Unlock: Sector 2, Mass Production Array, Lim Recycling Facility

Unit Printer upgrade path (3 levels):

  1. Lv. 1 Equip unlock
  2. Lv. 2 Increased Duration
  3. Lv. 3 Increased Duration

In chaotic Red Zone encounters where swarming is the primary threat, deploying the Decoy Generator immediately relieves pressure. Use the distraction window to reposition, complete a hack, or recover before re-engaging.

6.2. Impact Barrier

Impact Barrier

Impact Barrier

Found at the Crane Operation Yard in Sector 4: Lunum Mines. Deploys a physical shield that blocks incoming projectiles and some enemies for a set duration, functioning as a direct defensive countermeasure rather than a distraction tool.

  • Type: Physical deployable shield
  • Effect: Blocks projectiles and some enemy movement for the barrier’s active duration
  • Key strength: Provides direct cover for hacking or charging the Charge Piercer without taking hits
  • Unlock: Sector 4, Lunum Mines, Crane Operation Yard

Unit Printer upgrade path (3 levels):

  1. Lv. 1 Equip unlock
  2. Lv. 2 Increased Duration
  3. Lv. 3 Increased Duration + Shield Strength

Against ranged-heavy enemy groups in Sectors 4 and 5, the Impact Barrier provides reliable cover that the Decoy Generator cannot. Deploy it to hold position while completing hacks or charging weapons behind it.

6.3. Drone Hive

Drone Hive

Drone Hive

Unlocked by earning a Triple Bingo on the Associate (second) Cabin Stamp Board. Deploys a swarm of autonomous drones that independently seek out and attack nearby enemies, actively contributing DPS rather than simply drawing fire.

  • Type: Autonomous attack drone swarm
  • Effect: Deploys drones that independently target and attack nearby enemies
  • Key difference from Decoy Generator: Active DPS contribution rather than passive aggro pull
  • Unlock: Associate Stamp Board, Triple Bingo

Unit Printer upgrade path (3 levels):

  1. Lv. 1 Equip unlock
  2. Lv. 2 Increased Drone Reserves
  3. Lv. 3 Increased Drone Reserves + Max Active Time

In Unknown Signal Mode and Lunatic difficulty runs where constant enemy pressure demands autonomous damage mitigation, the Drone Hive earns its slot.

Consider replacing the Decoy Generator with it in the second half of the game once sustaining pressure on multiple fronts matters more than simple aggro redirection.

7. Weapon Priority and Recommended Loadouts

Printing Weapons

Printing Weapons

Prioritizing the right weapons in PRAGMATA early avoids wasted prints and ensures Hugh is ready for the difficulty spike in Sectors 4 and 5.

The loadout recommendations below reflect the best weapons for general playthroughs, though Lunatic and Unknown Signal Mode runs may shift certain priorities.

7.1. Weapon Priority Tier List

Weapon Priority Reason
Shockwave Gun Essential First Attack Unit; best early burst; remains viable late
Stasis Net Essential Most versatile control; critical for boss and hack synergy
Charge Piercer Essential Highest burst ceiling; mandatory for mid-to-late boss fights
Sticky Bombs Recommended Indispensable once grids become complex in Sectors 3 through 5
Decoy Generator Recommended Low cost, high situational utility in Red Zones
Photon Laser Recommended Sustained damage; best paired with weak-point opportunities
Code Generator Recommended Late-game hacking boost; worth farming the Specialist Stamp Board
Riot Blaster Situational Strong against rush enemies; role overlaps with Stasis Net
Homing Missiles Situational Best in wave encounters; ammo-inefficient in isolated fights
Drone Hive Situational High value in Unknown Signal; limited early-game impact
Jackhammer Post-Game Unlocked post-game; best Attack Unit overall once available

7.2. Dual-Slot Loadout After Sector 3

Once the slot expansion at Sector 3’s Firmware Updater terminal is active, Hugh can carry two Attack Units and two Tactical Units simultaneously. Swapping between them in the field uses the D-pad:

  1. Attack Units: Tap Left on the D-pad twice to cycle between two equipped Attack weapons.
  2. Tactical Units: Tap Right on the D-pad twice to cycle between two equipped Tactical weapons.
  3. Primary Units: Can only be changed at the Shelter Loadout screen before entering a sector.

The recommended dual-slot loadout for general play:

  • Attack: Shockwave Gun + Charge Piercer
  • Tactical: Sticky Bombs + Stasis Net
  • Defense: Decoy Generator

For Lunatic difficulty and Unknown Signal Mode, swap the Decoy Generator for the Drone Hive and shift to a Jackhammer + Photon Laser Attack pairing once both are printed.

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