The Cyberpunks

Story
They surfed the internet before it existed, when it was called Cyberspace.

This faction of anarchist technocrats is obsessed with the use of electronic devices, better if improvised, and they will fight to assimilate every form of life, grafting it with rough transistors.

Their ideal is a 90s cell phone converted into a black and white night vision device, sticked in the optic nerve.

Coat of Arms
Black and Green

Strategy
Cyberpunks' strategy reflects the ideals of this faction. Their ascetic tech-confidence makes their items among the best of the game. It also limits the faction to the point of not having any supply. Therefore, Cyberpunks are the only faction that can't be played alone in any circumstance.

Otherwise, Cyberpunks are a strong faction all-around. They can rely on excellent items, good vehicles and strong punks. They only lack a large amount of traps.

With the Cyberpunks an aggressive strategy and a defensive one are both viable. However, there's a tendency in this faction to camp and improve their warriors before launching any massive assault.

Synergy
Cyberpunks are the perfet complementary faction for any 2-faction deck. They work particulary well with Urbanjunglers and Kekistaners, though they sometimes conflict with the latter. Kekistaners and Cyberpunks both have strong items, so sometimes is hard to choose.

Retrowavers also have strong options in terms of items and vehicles, so they can be awesome to improve the Cyberpunk's strategy of tech up heroes and punks for the first few turns.

Deploy the Cyberpunks with the Creepiers only can be a risky strategy. The Creepiers lack large amounts of supplies, therefore a Creepiers-Cyberpunks deck can be stuck for several phases before it works properly.