Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.
Mycopunk Heavy Weapons: Full Heavy Slot Roster
The heavy slot in Mycopunk holds one weapon: the A16 Beam Ripper, a heavy railgun that charges a single piercing shot. That is not a placeholder — the 1.0 build ships exactly one heavy weapon, and the heavy upgrade pool opens at player level 5 whether or not you own it.
Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.

What counts as a heavy weapon?
Heavy is a separate gear slot with its own upgrade pool and its own stat block. It does not share nodes with primaries, it does not use the primary weapon level track, and the 5×5 hex grid it uses is capped the same way: the grid grows with your player level, not with the weapon.
The practical difference is ammo economy. A heavy weapon fires rarely and hits for a four-digit number, so missing costs you a fifth of your reserve instead of a fraction of a magazine.
The A16 Beam Ripper
| Field | Value |
|---|---|
| Type | Heavy railgun |
| Slot | Heavy |
| Damage per shot | 840 |
| Element | Shock (10 per hit) |
| Charge behaviour | Single charged piercing shot |
| Magazine | 1 |
| Reserve | 5 |
| Fire rate | 30 RPM |
| Reload | 2 s |
| Falloff | 500–800 m |
| Max damage range | 1000 m |
| Max falloff multiplier | 0.5 |
The full stat block from the game files:
| Stat | Value |
|---|---|
| Damage | 840 |
| Element | Shock |
| Element Amount | 10 |
| Fire Rate (RPM) | 30 |
| Fire Interval (s) | 2 |
| Magazine Size | 1 |
| Ammo Capacity | 5 |
| Reload Duration (s) | 2 |
| Bullet Speed | 100 |
| Charge Time (s) | 0.9 |
| Falloff Start (m) | 500 |
| Falloff End (m) | 800 |
| Max Damage Range (m) | 1000 |
| Max Falloff Damage Multiplier | 0.5 |
| Spread (Horizontal) | 0.01 |
| Spread (Vertical) | 0.01 |
| Recoil X | 3 – 5 |
| Recoil Y | 35 – 35 |
The falloff numbers are the interesting part. Damage starts dropping at 500 m and bottoms out at 800 m at half damage, which means the Beam Ripper keeps most of its punch across an entire mission map. It also means there is no reason to close distance with it; the weapon rewards a clean line of sight and nothing else.
Heavy weapon upgrades
Heavy nodes are a distinct pool, unlocked by the level 5 milestone that also opens weapon focusing. They roll from the same rarity tiers as primary nodes — Standard through Contraband — and can be rotated once you hit the rotation milestones at levels 3, 8, 16 and 30.
Because the heavy pool is small compared to a primary, a heavy build fills its grid faster, and the leftover space is usually what pushes players back to primaries for the odd-numbered cells.
How to unlock the A16 Beam Ripper
The Beam Ripper is available from the start of a save, alongside the Cycler and the Jackrabbit. There is no mission gate and no resource cost: if you can equip a heavy weapon, you already have the only one in the game.
Upgrade node list
| Node | Rarity | Effect |
|---|---|---|
| Arise | Rare | |
| Battery Extension | Standard | |
| Energy Inversion | Epic | |
| Inertial Overload | Rare | |
| Inverted Spear of Hell | Exotic | |
| Quick Charge | Standard | |
| Running Hot | Rare | |
| Safety Override | Epic | |
| Straggler's Revenge | Exotic | |
| Third Law | Epic |
The remaining nodes follow the same structure: a rarity tag and a single line of effect. None of them change the charge mechanic itself, which is why the gun feels identical from your first mission to your thirtieth.
FAQ
Is there more than one heavy weapon in Mycopunk?
No. As of 1.0 and patch 2.0.3 the heavy slot contains a single weapon, the A16 Beam Ripper. Community trackers sometimes list a second heavy weapon from datamined stubs; nothing in the 1.0 build equips it.
Does the heavy slot replace the primary?
No, they are separate slots with separate ammo pools. You carry a primary, a heavy, throwables and a utility, and the heavy is the one with a five-shot reserve.
When do heavy upgrades unlock?
At player level 5, together with weapon focusing. Before that the heavy slot works but its grid stays empty apart from starter nodes.
For the rest of the reference set, the enemy database lists every body and breakable part, and the resources guide explains where each map material drops.
Sources
Threat, mission, element and resource values were read from the Mycopunk 1.0 build and cross-checked against the official patch notes and the Steam store page. Where a rule is only described in player-written notes, the Steam guide index is the second source.
More Mycopunk Guides
Every Carver upgrade node in Mycopunk 1.0 — the blood package, Deflector, range trade-offs, status nodes, level rewards and grid notes.
The Cycler's full 1.0 stat block, all 41 upgrade nodes by rarity, weapon level rewards and why the starting SMG stays in the loadout.
How Mycopunk's decay element works: the 20% damage amplifier, the 10% part-detach rule, exact tuning values and how it compares to Rot.
Every Mycopunk element with damage multipliers, saturation rules, status lifetimes and what Fire, Shock, Acid, Decay, Rot and Cryo actually do.
How employee upgrades work in Mycopunk: six tiers, 5/9/14/18 skill-point gates, per-class node counts, drop-only nodes and the Amalgamation exclusive.
Every Mycopunk employee with mobility and utility abilities, skin counts, unlock conditions, and what each upgrade tree actually changes.
All 38 Mycopunk enemies: grunts, brutes, abominations and bosses with shell health, leg and arm counts, overclock chances and the part system explained.
The hidden Mycopunk achievements with exact conditions: Roachard waving, killing a teammate, the Hornet slap, the fall deaths, Ground Zero and X11-B.
