Factions are NPC groups in Cyberpunk 2077. These special associations have different interests and objectives, and the player may increase their Reputation and Street Credibility to rise in their ranks. During V's journey, he/she will meet various people, discover new areas, and learn more about Night City through the various groups. This page covers a list of the various Factions in Cyberpunk 2077.

General Information

  • Every gang in Cyberpunk 2077 has its own identity, goals, MOs, and territory.
  • Corporations control the city, with constant power struggles both internal and external.
  • Corporations rule the city, while gangs wreak chaos and seek their own forms .of power within
  • Much of the conflict in Night City comes from gangs vs. corporations; this can be physical gunfights, or information warfare raging on the Net.
  • V’s story will involve working with—and in direct opposition to—multiple gangs and corporations in order to achieve certain goals. Both are an inescapable part of life in Night City

 

Factions of Cyberpunk 2077

Corporations

Unlike the Megacorporations with massive amounts of power and wealth of resources, survive a cutthroat business environment by being the best as they are or at least be strong enough to resist becoming another subsidiary.

Megacorporations

Megacorporations are powerful conglomerates of corporations. Due to the failing U.S. Government, it had to rely on several megacorps to survive. This has given them the capability to operate as they will. This included the repeal of important anti-trust, worker/consumer protection, and environmental protection laws.

Gangs

From technology-obsessed fully cybered gangs, combat obsessive warrior "tribes," and even gangs centered around cults, there is a diverse array of Gangs in Night City in 2077. These ferocious beasts are not to be trifled with without impunity.

 

Megacorporations of Night City

 

 

Gangs of Night City

 

 

 

Scavengers

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Damage Type affinities

Each faction has a damage type affinity tied to their nature, choice of weaponry and even lore.

Faction

Can Deal

Resistances/weaknesses

Thermal

Chemical

Electrical

Hacking

6th Street

- Normal Weak Normal Very Weak

Aldecaldos

Thermal Normal Weak Normal Weak

Animals

- Weak Strong Weak Weak

Arasaka

Electrical Normal Normal Normal Normal*

Kang Tao

Electrical Normal Normal Very Strong Very Strong

Maelstrom

Electrical Normal Strong Weak Normal*

Militech

- Strong Normal Normal Normal

NCDP & MaxTac

- Weak Weak Weak Normal*

Scavengers

Chemical Very Weak Strong Weak Very Weak*

The Mox

- Normal Weak Normal Normal

Tyger Claws

Electrical Weak Strong Strong Normal*

Valentinos

Thermal Strong Normal Weak Weak*

Voodoo Boys

- Weak Strong Strong Very Strong

Wraiths

Chemical Weak Very Strong Normal Weak

 

 * Netrunners' resistance to hacking is always one rank higher than that of the other members of their respective faction.




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