Bodycam Attachments & Weapon Builder

Bodycam’s Gunsmith is a hierarchical attachment system: parts mount into weapon slots, and some slots only appear once another part provides them. This page explains how that system works — the slots, the mounting rules, and the stats each attachment tunes — drawn from Reissad Studio’s “Locked & Loaded” patch and devlog. Browse the Bodycam weapon roster or return to the Bodycam hub.

System confirmed — parts & values pending

The attachment structure below is sourced from the official patch and devlog. Individual part names and their numeric stat values are not published yet, so none are stated here — they are added only once verified in-game. The interactive builder activates when the parts roster lands.

The Bodycam slot system

Every weapon exposes a fixed set of attachment slots. Each slot takes one part (an optic and its canted secondary being the toggled exception). These are the confirmed slot types:

SlotSubtypesWhat it is
BarrelShort, LongSize vs control (section below)
MuzzleSuppressor, Flash Hider, CompensatorSuppressors carry per-weapon audio
Upper Barrel-Provides a mounting rail
Side Rail-Provides an optic mount
Optic Mount-Provides the optic mounting point
OpticIron, Close, Mid, LongRequires an optic mount; reticle + canted-toggle option
Magazine-Ammo capacity and handling
Trigger-Fire behavior
Grip-Recoil and handling
StockLight, HeavySize vs control (section below)
Ammo-Ammo type slot
Sticker-Cosmetic only

Mounting rules: mount a rail before a sight

The Gunsmith gates parts hierarchically: some parts provide a mounting slot that others require. The one confirmed rule is the sight chain — an optic requires an optic mount, and a rail or mount provides that slot. So you mount a rail before a sight; the optic slot only opens once a rail is on the gun. A canted optic toggles alongside the primary in the same slot. Other slot orderings are not stated by the sources and are not asserted here.

What attachments change

Attachments tune a weapon across eight attributes. The axes are confirmed; the specific per-part values are unpublished, so no numbers are stated here:

Size vs control

Reissad states a consistent trade-off across parts: compact, short, and light parts favor faster handling at the cost of stability, while long and heavy parts trade handling for more control. This is a stated design principle, not a set of per-part numbers — exact values are added only once verified in-game.

Interactive builder

Pick a weapon, mount parts, and watch the dependency slots unlock. The slot structure and the mounting rule are live now; per-slot parts activate when the verified roster is published.

The parts roster is pending publication. The slot frame and the mounting rule below are live now; weapon selection and per-slot parts activate automatically when the verified roster is seeded — no rebuild.
Slot frame — parts pending
Barrel
Parts pending
Muzzle
Parts pending
Upper Barrel
Parts pending
Side Rail
Parts pending
Optic Mount
Parts pending
Optic
Parts pending
Magazine
Parts pending
Trigger
Parts pending
Grip
Parts pending
Stock
Parts pending
Ammo
Parts pending
Sticker
Parts pending
How the mounting rule works
Optic slot: LOCKED — Needs optic-mount first

A demonstration of the confirmed rail-before-sight rule using the slot structure — not the parts roster (parts pending). The lock/unlock decision is computed by the shared mountability resolver.

Bodycam weapon roster →All Bodycam intel →