Cyberpunk 2077 Update 2.3 Netrunner Build 2026: Quiet, Deadly, and Fun

Cyberpunk 2077’s Night City has everything: the hottest fashion and cars. But it also has plenty of ways to get yourself killed. For me, the smartest approach isn't always the loudest one. This netrunner build is about moving quietly, hacking strategically, and letting your quickhacks do most of the work before anyone knows you're in the room. It's not a full stealth build, but it’s practical, powerful, and fun as heck.

You'll crouch, scan, hack, and if something gets close enough to be a problem, you have three iconic tech weapons and a monowire to handle it. This build runs on Intelligence and Technical Ability, with the Netwatch Netdriver MK.1 or the Tetratronic Rippler MK.4 as your operating system. I'm currently running the Netwatch Netdriver MK.1 after switching from the Tetratronic on an active playthrough.

Female V with Tech Precision Rifle, Widow Maker

Playstyle

I start almost every engagement scanning the area to identify enemies and cameras, and turrets. And depending on the enemies and my mood, here’s what I do.

Upload Memory Wipe before throwing any combat quickhacks. If can do it from a camera, I’ll just upload Contagion on an enemy (sometimes multiply enemies for funsies), let it spread, and then Short Circuit. Honestly, as I leveled up, I could skip Memory Wipe all together.

In some instances, I use Bait to pull isolated enemies away from groups or force enemies out of cover without triggering an alert. Then, hit the enemy with System Collapse on targets you want neutralized quietly. Short Circuit handles mechanical enemies. Synapse Burnout goes to anything that resists status effects.

My tech weapons handle anything that survives the hacks. Breakthrough Tech Sniper Rifle is so much fun. I use the Militech Achilles X-MOD2 Tech Precision Rifle for mid-range cleanup, and the Pariah as my silenced sidearm. The Bolt perk chain makes every fully charged shot hit harder and chain electrical damage to nearby enemies. Reloading an empty weapon also triggers the Microgenerator, releasing an electroshock that deals up to 200 Electrical damage to nearby enemies.

While leveling up, If an enemy got too close before I could finish it, I’d hit them with Reboot Optics to blind them, then Optical Camo to reposition. If it's still alive after that, the Monowire ends the fight quickly. Jailbreak uploads a free quickhack on every strike. I currently have

Overclock is there when you want it. It's not something you'll need in most fights, but activating it is fun. Spillover turns your quickhacks into an area event, and Sublimation turns RAM recovery into health recovery while it's active. Pop it when a room is still full and let Contagion do the rest. My build is still a work in progress and I still need to upgrade my cyberware. So, I will update this whenever I can.

A Note on Life Path

One of the weapons in this build, the Apparition tech pistol, is exclusive to the Corpo life path. If you started as a Nomad or Street Kid, you won't have access to it. A well-rolled tech pistol from a vendor or mission drop works as a substitute. Look for one with solid charged shot damage.

Attributes

Build Intelligence and Technical Ability simultaneously rather than maxing one first. You're going to need Technical Ability points to open doors, windows, and locked areas throughout the game. Waiting too long on it will slow your progress in ways that aren't immediately obvious.

Intelligence: 20. Your primary attribute. Every quickhack, RAM mechanic, and netrunning perk is under Intelligence.

Technical Ability: 20. It’s equally important for this build. It unlocks your tech weapon perks, cyberware bonuses, and areas you'd otherwise have to go around.

After you’ve put 40 points in Intelligence and Tech, you can survive by alternating the rest into Cool and Body until each reaches 10 and 5 points in Reflexes. After that, get Body to 20, Cool, to 11, and Reflexes to 10.

Perks

Perk trees in Update 2.3 run bottom to top. You start at the Rookie tier and work your way up toward the Phenom capstone. Each attribute has three separate trees. This build uses specific paths within each one.

Intelligence: Path to Spillover

Spillover is the capstone at the top of this tree and everything below it builds toward it.

Optimization (3/3): Your foundation. +35% RAM recovery rate. Get this first.

From the Optimization branch:

  • Proximate Propagation: Reduces RAM cost the closer you are to the target, up to 35%. This perk rewards getting into position before hacking rather than firing from across the map.

  • Encryption: Reduces traceability for all quickhacks by 30%. Essential for staying off enemy radar while you work.

Embedded Exploit (2/2): Level 1 gives +10% RAM recovery. Level 2 gives +60% quickhack damage against enemies affected by Covert or Control quickhacks. Does not increase damage for Ultimate quickhacks.

From the Embedded Exploit branch:

  • Icepick: Reduces RAM cost by 1 for Combat quickhacks used on enemies affected by or targeted by Control quickhacks, Covert quickhacks, or the Distract Enemies quickhack.

  • Shadowrunner: Reduces trace progress by 100% after performing a takedown. One takedown wipes your trace entirely.

  • System Overwhelm: Adds 7% quickhack damage for each unique quickhack and damage over time effect affecting the target. The more status effects you stack, the harder everything hits.

  • Overclock (3/3): Level 1 gives +10% RAM recovery rate. Level 2 gives +10% quickhack damage. Level 3 unlocks Overclock mode. Press E to activate. You can use quickhacks even with insufficient RAM, but each RAM unit over your max costs 10 Health instead. Duration is 14 seconds with a 30 second cooldown.

From the Overclock branch:

Sublimation: When Overclocked, all RAM recovery effects also regenerate health. This turns your RAM recovery cyberware into a healing system during Overclock.

Spillover (capstone): When Overclock is active, quickhacks have a 50% chance to spread to an additional target. Combined with Contagion, this turns one upload into a room-wide event.

Intelligence: Queue Mastery Path

This is the first path within the Intelligence tree but isn’t your primary focus.

Eye in the Sky: Automatically highlights nearby access points and cameras. When uploaded through cameras, Control, Covert, and Distract Enemies quickhacks gain reduced RAM cost by 1 and increased duration by 50%.

From the Eye in the Sky branch:

  • Warning: Explosion Hazard: Adds +40% explosion damage from hacked devices and +80% additional explosion damage to enemies affected by quickhacks, excluding Distract Enemies.

  • Hack Queue (2/2): Level 1 gives +1 RAM. Level 2 unlocks quickhack queues, allowing 2 quickhacks on a single enemy, with +30% upload speed for the second quickhack in queue.

From the Hack Queue branch:

  • Counter-a-Hack: When you are the target of an enemy netrunner, you can quickhack them back through walls and obstacles.

  • Copy-Paste: When you are the target of an enemy netrunner, using a quickhack against them will also spread the quickhack effect to their allies.

  • Feedback Loop: Adds +25% RAM recovery rate for each quickhack currently in queue.

  • Data Recycler: After neutralizing an enemy, recovers 80% of the RAM cost from all quickhacks remaining in their queue.

Queue Acceleration (3/3): Level 1 gives +1 RAM. Level 2 reduces RAM cost for quickhacking devices and vehicles by 1. Level 3 adds +1 quickhack queue size and +60% upload speed for quickhacks third or later in the queue.

Queue Mastery (capstone): Adds +1 quickhack queue size. The last quickhack to fill a queue has a 50% reduced RAM cost and locks the queue until all quickhacks have uploaded. Adds +15% damage against enemies with a locked queue.

Tech Ability needed to open certain doors and entrances.

Technical Ability: Edgerunner Path and Chain Lightning Path

You should invest in these two paths: Edgrunner and Chain Lightning.

Edgerunner Path:

All Things Cyber (2/2): Level 1 gives +10% to all cyberware stat modifiers. Level 2 gives a 20% reduction in cyberware capacity cost for cyberware in the Integumentary System and Skeleton.

From the All Things Cyber branch:

  • Driver Update: All cyberware gain an additional stat modifier.

  • Renaissance Punk: Adds 4 Cyberware Capacity for each attribute at 9 or higher. With Intelligence and Technical Ability both at 20, this adds significant capacity.

  • License to Chrome (3/3): Level 1 gives +10% to all cyberware stat modifiers. Level 2 gives +40 armor. Level 3 unlocks a new cyberware slot for the Skeleton, and all Skeleton cyberware have boosted stats.

From the License to Chrome branch:

  • Ambidextrous: Unlocks a new cyberware slot for Hands.

  • Extended Warranty: Adds 15% duration for all cyberware effects.

  • Built Different: Unlocks Cellular Adapter cyberware for the Integumentary System. Purchase and install at any ripperdoc.

  • Cyborg: Reduces cooldown for all cyberware by 15% if all available cyberware slots are filled.

Edgerunner (capstone): Allows you to exceed your Cyberware Capacity by up to 50 points at the cost of 0.5% Max Health per point. When you neutralize an enemy during combat, there is a 0.1% chance for each point you're over capacity that you will enter a Fury state. Fury gives +10% damage, +30% crit chance, and +50% crit damage for 12 seconds. Each neutralization while Fury is active adds 3 seconds.

Chain Lightning Path:

Bolt (3/3): Level 1 gives +20% charge speed for tech weapons. Level 2 gives +15% damage for charged shots. Level 3 unlocks Bolt shots. To fire a Bolt, release the trigger right before the weapon fully charges. It counts as a fully charged shot with +30% damage, but carries a +50% penalty for penetrating armor.

From the Bolt branch:

  • Shock Value: Bolt shots ignore enemy armor. This removes the penetration penalty entirely.

  • Lightning Storm: Adds +10% charge speed after firing a Bolt. Stacks 3 times.

  • In-Charge: Tech weapons no longer fire automatically when reaching full charge. Gives you full control over when to release.

Chain Lightning (capstone): Bolt shots now deal electrical damage and release an electric arc that can electrocute up to 3 additional enemies.

Cool: Quiet Movement Perks

Both Cool perks work together. Neither is worth having without the other.

Feline Footwork: When crouched, you gain +15% movement speed and +15% Mitigation Chance. Mitigation grants a chance to reduce incoming damage by your current Mitigation Strength, which defaults to 50%.

Blind Spot: When crouched, the higher your Mitigation Chance, the longer it takes for enemies to detect you. Since Feline Footwork raises your Mitigation Chance while crouched, Blind Spot benefits directly from it.

Body: Baseline Survivability

Painkiller: Unlocks slow Health Regen in combat. One point, meaningful quality of life. Body is at 10 here. Reaching 15 would unlock the Pro tier perks, but it isn't a priority for this build.

Relic Tree

In Update 2.3, you get enough Relic Points to unlock everything. However, your priority should be Jailbreak and Data Tunneling. Don’t know where to find Relic Points? Here’s the location of every Relic Point in Dogtown.

Jailbreak: Adds an extra quickhack slot to your Monowire that costs zero RAM to use.

Data Tunneling: Increases the damage of quickhacks uploaded via Monowire.

Operating System: Two Great Choices

This netrunner build works well with either Netwatch Netdriver MK.1 or the Tetratronic Rippler MK.5. Which one you choose depends on your playstyle priorities. I've run both and each has something I like.

Netwatch Netdriver MK.1, Tier 5++, Iconic

Becomes available at level 40 and can be found at any ripperdoc. Also drops randomly on missions. I found mine during Gig: Guinea Pigs, inside the bedroom. Only available as Iconic. There is no lower version.

Stats at Tier 5+: 34 Cyberdeck RAM (21 base, 13 cyberdeck bonus), 8 quickhack slots, 8 Access Point Buffer, 4 cyberware mod slots. Allows quickhacks on enemies and devices while scanning. Reduces traceability for quickhacks uploaded through cameras by 20%. Reduces RAM cost for Device and Vehicle quickhacks by 50%. Combat quickhacks uploaded through devices gain +30% damage and +20% effect duration.

Tetratronic Rippler MK.5, Tier 5

Available from any ripperdoc at any level.

Stats at Tier 5: 25 Cyberdeck RAM, 13 quickhack damage modifier, 8 quickhack slots, 4 cyberware mod slots. Allows quickhacks on enemies and devices while scanning. Gives +15% weapon damage against enemies affected by non-Combat quickhacks. Gives +40% damage with Combat quickhacks when immediately followed by a non-Combat quickhack in the queue. Adds +5 Max RAM. When activating Overclock, automatically uploads Reboot Optics and Weapon Glitch to all enemies within 8 meters.

Which one is better for this build?

Honestly, the Tetratronic Rippler MK.5 is the better option if you're leaning into tech weapons alongside your quickhacks. The +15% weapon damage against enemies affected by non-Combat quickhacks means every Ping, Memory Wipe, or Contagion upload is also buffing your Nekomata, Widowmaker, Raiju, and Apparition shots. The +40% Combat quickhack damage bonus rewards the Queue Mastery perk path directly. And the automatic Reboot Optics and Weapon Glitch upload on Overclock activation turns every Overclock into an area control event without spending a single RAM unit.

The Netwatch Netdriver MK.1 pulls ahead if you rely more heavily on cameras and devices for your hacking approach, since its device-based bonuses are stronger. It also has more base RAM at Tier 5+.

Run the Tetratronic Rippler until you hit level 40, then decide if the Netwatch is worth swapping in based on how you've been playing.

A Note on Ripperdocs

All ripperdocs in Update 2.3 carry every cyberware. You don't need to hunt specific vendors for specific implants. If something isn't showing up yet, it's gated behind your current Street Cred, level, or perk, not location. All cyberware can also be upgraded at any ripperdoc, provided you have the components.

Current cyberware.

Frontal Cortex

Ex-Disk, Tier 5: Gives +5 Max RAM and +30% upload speed for quickhacks. Intelligence Attuned adds +0.05% to all dealt damage per Attribute Point (current total +1%). Additional bonuses include +3.1% Headshot Damage Multiplier, +3.1 Health, and +2.2% Reload Speed.

Mechatronic Core, Tier 5: Gives +35% damage against drones, robots, mechs, and turrets, and +2 Max RAM. Technical Ability Attuned adds +0.5 Armor per Attribute Point (current total +10). Additional bonuses include +0.8% Explosion Damage Resistance, +3.1% Explosion Damage, and +3.1% Grenade Recharge Speed. This fills the gap that pure quickhack builds struggle with against mechanical enemies.

Camillo RAM Manager, Tier 5: Instantly recovers 23% Max RAM when available RAM falls to 20%. Also gives +2 Max RAM. Cooldown is 80 seconds, reduced by 2 seconds per Attribute Point via Intelligence Attuned (current total reduction: 40 seconds). Additional bonuses include +2.5% Quickhack Damage, +0.16 RAM Regen from neutralizing an enemy, and +3.1% Electrical Damage. Your RAM safety net in long fights.

Face

Kiroshi "The Oracle" Optics: When scanning, it highlights enemies within 17.5 meters including those behind cover, highlights turrets and cameras within 35 meters, and highlights explosive devices and traps near your crosshair and within 25 meters. Active for 60 seconds after scanning. Provides 10x optical zoom when scanning or aiming. Additional bonuses include +3.1 health, +0.16 RAM regen from neutralizing an enemy, and +3.1% bonus damage against enemies with full health.

Scan before every engagement. The Oracle tells you everything you need to know before you upload a single quickhack.

Nervous System

Atomic Sensors: Increases movement speed proportional to the enemy's detection of you outside of combat, up to a maximum of +64% movement speed at 80% detection. The effect ends when you enter combat. Cool Attuned adds +0.2% headshot and weakspot damage per Attribute Point (current total +2%). Additional bonuses include +1.6% decreased enemy vision, +15.6 Carrying Capacity, and +6.2 bonus stealth damage.

Visual Cortex Support: Crit Chance increases the farther you are from the enemy, up to a maximum of +28% at 30 meters. Cool Attuned adds +0.2% headshot and weakspot damage per Attribute Point (current total +2%). Additional bonuses include +6.2 bonus stealth damage, +3.1% explosion damage, and +3.1% weapon handling.

Synaptic Accelerator: Slows time by 50% for 3.5 seconds when enemy detection reaches 50%. Cooldown is 60 seconds. Cool Attuned adds +0.2% headshot and weakspot damage per Attribute Point (current total +2%). Additional bonuses include +1.5% decreased enemy vision, +6.2 bonus stealth damage, and +2.5% quickhack damage.

Circulatory System

Feedback Circuit: Gives +3% health when you hit an enemy with a fully charged tech weapon. Technical Ability Attuned adds +0.1% tech weapon damage per attribute point. Additional bonuses include +3.1 health, +0.16 RAM regen from neutralizing an enemy, and +6.2% aim speed. Every fully charged shot heals you, so the more aggressively you use your tech weapons, the harder you are to kill.

Heal-on-Kill: Gives +7% health when you neutralize an enemy. Additional bonuses include +0.055 to all dealt damage per attribute, +1.6% ricochet damage, +2.2% reload speed, and +0.16% RAM regen from neutralizing an enemy. Stack this with Feedback Circuit and most fights end with more health than you started.

Threatvac: Gives +25% movement speed when health drops to 25%. Intelligence Attuned adds +0.05% damage dealt per attribute point. Additional bonuses include +1.5% decreased enemy vision, +3.1 health, and +1.6% health item effect. This is your emergency escape option when things go badly wrong.

Integumentary System

Shock-N-Awe: Whenever you take damage, there is a 10% chance to release a large electroshock that deals 500 damage to nearby enemies. Technical Ability Attuned adds +0.1% tech weapon damage per attribute point. Additional bonuses include +4.7 armor, +0.8% explosion damage resistance, and +3.1% explosion damage. This punishes enemies who get close enough to hit you.

Optical Camo: Reduces visibility to enemies by 90% for 7 seconds, making it more difficult for them to detect you outside of combat and hit you during combat. Assign it to your quickslot and activate it as needed. Cooldown is 50 seconds. Cool Attuned adds +0.1 seconds of duration per Attribute Point (current total +1 sec). Additional bonuses include +1.6% decreased enemy vision, +6.2 bonus stealth damage, and +3.1% damage over time. Use it to reposition when cover breaks or to slip past enemies you'd rather not engage.

Cellular Adapter: Unlocked via the Built Different perk in the Technical Ability tree. Purchase and install at any ripperdoc. Technical Ability Attuned adds +0.5% tech weapon damage per attribute point (current total +10%), +1% explosion resistance per attribute point (current total +20%), +0.5% health item recharge speed per attribute point (current total +10%), and +0.5% grenade recharge speed per attribute point (current total +10%). Additional bonuses include +1.6% Health Regen Bonus, +15.6 Carrying Capacity, and +3.1 Health. The tech weapon damage bonus stacks with everything else in this build that buffs your weapons, and the health regen bonus layers on top of Feedback Circuit, Heal-on-Kill, and Painkiller.

Skeleton

RAM Recoup: Receiving damage restores RAM equal to 3% of damage received, for example 3 RAM per 100 Health lost. Also gives +2 Max RAM. Intelligence Attuned adds +0.05% to all dealt damage per Attribute Point (current total +1%). Additional bonuses include +4.7 Armor, +2.5% Quickhack Damage, and +0.16 RAM Regen from neutralizing an enemy.

Universal Booster: Health Items now also give +5% Armor for 5 seconds and reduce all Stamina costs by 18% for 5 seconds. These effects can stack. Technical Ability Attuned adds +0.5 Armor per Attribute Point (current total +10). Additional bonuses include +2.1% Melee Damage Resistance, +1.3% Health Item Effect, and +1.6% Health Item Recharge Speed.

Feen-X: Gives +250% RAM Regen Rate when available RAM is below 7. Intelligence Attuned adds +0.1% damage reduction per Attribute Point (current total +2%). Additional bonuses include +4.7 Armor, +2.5% Quickhack Damage, and +0.16 RAM Regen from neutralizing an enemy.

Arms

Monowire: Arm replacement cyberware that allows you to whip multiple enemies at once from a distance. Attack Speed 2.1, Damage Per Hit 93, Stamina Cost 6.4. Deals Physical damage with a 20% Bleeding chance. Intelligence Attuned adds +0.5% damage with this cyberware per Attribute Point (current total +10%). Additional bonuses include +6.2 Bonus Stealth Damage, +2.5% Quickhack Damage, and +0.16 RAM Regen from neutralizing an enemy. Has one Empty Quickhack Slot, which Jailbreak from the Relic tree fills with a free quickhack on every strike.

Hands

The second Hand slot is unlocked via the Ambidextrous perk in the Technical Ability tree.

Ballistic Coprocessor, Tier 5+: Increases ricochet chance with Power weapons and adds +33% ricochet damage. Links the user's weapon and optics, offering real-time data-tracking of the weapon's status and a preview of ricochet trajectory. Technical Ability Attuned adds +0.1% ricochet damage per Attribute Point (current total +2%). Additional bonuses include +15.6 Carrying Capacity, +2.2% Reload Speed, and +6.2% Aim Speed.

Microgenerator, Tier 5: Reloading an empty weapon causes the next shot to release an electroshock that deals up to 200 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded, up to a maximum of 5 bullets. Intelligence Attuned adds +0.05% to all dealt damage per Attribute Point (current total +1%). Additional bonuses include +3.1% Explosion Damage, +2.2% Reload Speed, and +3.1% Grenade Recharge Speed. This pairs naturally with the Chain Lightning perk tree, adding another layer of electrical damage to your weapon attacks.

Legs

Lynx Paws: Gives +50% quieter movement, +12% crouched movement speed, and reduces fall damage by 20%. Cool Attuned adds +0.2% headshot and weakspot damage per attribute point. Additional bonuses include +20% fall damage resistance, +6.2 bonus stealth damage, +2.5% quickhack damage, and +3.1% melee damage. The quieter movement stacks naturally with Feline Footwork and Blind Spot. Together, they make crouching feel genuinely different from walking upright.

Quickhacks

Eight slots, eight purposes. Here is my full loadout and when to use each one.

Bait, Tier 5, Covert Quickhack: Untraceable. Duration 15 seconds, Upload Time 0.3 seconds. Lures an enemy to your current position without putting them in an Alerted state. Can be used during combat, forcing the affected enemy out of cover. When uploaded through a camera, the enemy is lured to the camera instead of you. When uploaded a second time to the same enemy outside of combat, they will stop their approach and turn back. Use it to pull isolated enemies away from groups, reposition enemies into your line of fire, or clear a camera's line of sight without alerting anyone.

Memory Wipe: Upload this before any combat quickhack. It prevents enemies from tracing you after you start hacking. Without it, every hack starts a timer that ends your quiet approach.

Contagion: Spreads to nearby enemies on the same network. One upload, multiple casualties. Pairs especially well with Spillover when Overclock is active.

Short Circuit: Deals electrical damage to a single target. Particularly effective against mechs, drones, and cyberware-heavy enemies. Pairs with Mechatronic Core for additional damage against mechanical targets.

Synapse Burnout: High single-target damage. Save it for Cyberpsychos, bosses, and heavily armored enemies that resist Contagion.

Cyberpsychosis: Makes an enemy turn on their allies for a short duration. Exceptional in crowded rooms. Let them thin the numbers for you.

Reboot Optics: Blinds enemies temporarily. Use it to reposition when your cover breaks, before popping Optical Camo.

System Collapse: Untraceable. Knocks out the enemy without making a noise. Reduces RAM cost by 12 after reducing trace progress, and stacks twice. Neutralizing an enemy with this quickhack reduces trace progress by 20%. Neutralizing an enemy netrunner this way removes all trace progress entirely. This is your cleanest option in rooms where you want zero noise and zero trace.

Weapons

For my fun netrunner build, I’m using Tech weapons. Tech weapons charge up for a shot that penetrates cover and deals significantly increased damage on full charge. The Bolt perk tree from Technical Ability pushes this further with Bolt shots that deal electrical damage and chain to nearby enemies. My current weapons are:

(Starter Weapon) Nekomata - Tech Sniper Rifle: Your long-range option. It charges up for a shot that penetrates cover and walls. Scan with the Oracle first, identify your priority target, and fire before they know you're there. It drops randomly from enemies and loot, so keep looting and it will turn up.

(Currently Equipped): Breakthrough - Tech Sniper Rifle: Crafted from a specification at an NCPD Crime Scene in Rancho Coronado in Santo Domingo, dropped by Olga Elisabeth Longmead in Santo Domingo. It elevates the baseline Nekomata chassis by allowing full weapon charging directly from hip-fire. Its custom modifications allow uncharged rounds to cut cleanly through solid walls, after which they can ricochet off hard surfaces multiple times to tag hidden targets.

Map Location of Where to Get Breathrough Iconic Tech Sniper Rifle Crafting Spec

6th Street Gang Leader Olga Elisabeth Longmead drops Breakthrough Crafting Spec

Widow Maker - Tech Precision Rifle: Panam's iconic rifle, acquired during the Ghost Town story mission. It’s a decent, mid-range option. It bridges the gap between the Nekomata and the Apparition when targets are too close for sniping but too far for a pistol.

(Currently Equipped) Militech Achilles x-MOD2: Upgraded from Widow Maker to this boosted Achilles Tech Precision Rifle you can only find in Dogtown. Here’s a quick guide to getting to the Militech Achilles x-MOD2.

Apparition - Tech Pistol: Corpo life path exclusive. Looted from Frank's body during the War Pigs side job, which unlocks after completing Transmission. It monitors your vitals and when health is critical, fire rate, reload speed, and damage all increase. Charged shots deal double damage. If you're not on the Corpo path, substitute a well-rolled tech pistol from vendor stock or mission drops.

(Alternate Weapon) Her Majesty: Since there are no silenced Tech pistols, this works so well for manual stealth. I use it to cleanly eliminate isolated guards before touching a camera. It triggers perfect crit hits while optical camo is active, allowing me to clear rooms without spending any RAM.

(Currently Equipped) Pariah - Tech Pistol: I had to betray my love, Idris Elba Reed to loot this beautiful tech pistol from him. The low damage stats on the weapon are deceptive, much like Reed and the FIA. It is completely silenced, and its fully charged shots discharge 3 rounds simultaneously at full damage, while precise headshots actively shorten future charge times and speed up your reloads.

What’s does your Netrunner build look like? Need help or have questions about this build? Ask in the comments or on my Ko-Fi.

Kiesha Richardson

Kiesha Richardson is a Black American Editor-in-Chief and the founder of GNL Magazine, a culture-forward gaming and tech publication examining games through identity, storytelling, and lived experience. She has been gaming since the Atari era and covers RPGs, MMOs, character customization, and immersive world design. She also runs Blerd Travels and writes fiction, including the ongoing xianxia web novel Death Blooms for You.

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