Microrotors
| Microrotors | |
|---|---|
| Class | Circulatory System |
| Tier | Tier 1 |
| Attribute | Reflexes |
| Capacity | 12 |
| Location | Northside |
Microrotors make every melee attack faster. Blades and blunt weapons swing more often, so V deals more damage in the same amount of time. Ripperdocs sell them from the start of the game. Microrotors suit any melee build, from a Reflexes blade user to a Body brawler. They also add a little Crit Chance for each point of Reflexes. Microrotors are an early game implant that ripperdocs sell from the start, and a cyberpsycho in Northside carries a copy.
Effect
Microrotors raise melee attack speed. The bonus is always on and applies to every melee weapon. More attacks per second mean more damage per second, and more chances to land a critical hit.
Melee attack speed is capped at two attacks per second. A weapon that already swings close to that speed gains only a small boost.
Microrotors are attuned to Reflexes. Each point of Reflexes adds a small amount of Crit Chance.
How to Get Microrotors Guide
- Visit any ripperdoc clinic and open a Circulatory System slot.
- Buy and install Microrotors.
- Or start the job Cyberpsycho Sighting: Six Feet Under in Northside, Watson.
- Defeat the cyberpsycho Lely Hein and loot Microrotors from the body.
Microrotors Map Location and Quest Guide
- Take Regina Jones's call about Cyberpsycho Sighting: Six Feet Under while driving through Northside in Watson.
- Go to the train tracks in Northside marked on the map.
- Move quietly along the tracks past the dead Maelstrom gangers.
- Find the cyberpsycho Lely Hein near the servers.
- Neutralize Lely Hein. A takedown from behind keeps him alive.
- Loot Microrotors from Lely's body.
Microrotors map location:
Map credit by Map Genie.
Upgrades
Ripperdocs sell Microrotors at Tier 1 at the start, Tier 2 from level 10, Tier 3 from level 20, Tier 4 from level 30 and Tier 5 from level 40. An installed copy can be raised a tier at a ripperdoc with the matching item components. Each tier raises the attack speed bonus. Each copy also carries small stat bonuses. The Driver Update perk adds one more. The Chipware Connoisseur perk offers a choice of bonuses when V upgrades the implant. V gains Cyberware Capacity with each level and from Cyberware Capacity Shards. The Edgerunner perk lets V go over the limit at the cost of some max Health.
The table shows what each tier step of Microrotors costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 1 to Tier 1+ | 20 Tier 1 components | - |
| Tier 1+ to Tier 2 | 15 Tier 2 components | - |
| Tier 2 to Tier 2+ | 20 Tier 2 components | - |
| Tier 2+ to Tier 3 | 15 Tier 3 components | - |
| Tier 3 to Tier 3+ | 20 Tier 3 components | - |
| Tier 3+ to Tier 4 | 15 Tier 4 components | - |
| Tier 4 to Tier 4+ | 20 Tier 4 components | - |
| Tier 4+ to Tier 5 | 15 Tier 5 components | - |
| Tier 5 to Tier 5+ | 20 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 50 Tier 5 components | Phantom Liberty |
Character Builds
Microrotors fit both melee trees. In Reflexes, Finisher: Bladerunner raises attack speed with blades and unlocks a Blade Finisher that restores Health. Flash Of Steel adds movement speed and attack speed after a Finisher. Slaughterhouse makes every blade attack apply Bleeding. Each extra swing from Microrotors is another chance to apply it.
In Body, Quake raises attack speed with blunt weapons and unlocks a ground slam. Wrecking Ball lowers the Stamina cost of blunt weapon attacks. Clapback raises Knockdown and Stun chances on defensive attacks and counterattacks.
The Circulatory System holds three implants. Microrotors can share it with Heal-On-Kill, which restores Health after each kill.
Select a Build
The Sandevistan goes on at the start of every fight to slow time. Blades close the gap on groups, and a revolver lands easy headshots while time is slowed. Kills extend the Sandevistan, so the character moves from one target to the next without stopping.
Attributes: Body 18, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Deadeye | Cool 15 | More headshot and weak spot damage | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Kerenzikov | Nervous System | Slows time when aiming during a slide or dodge | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Militech Falcon Sandevistan | Operating System | Slows time by 70% with damage and crit bonuses | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Attributes: Body 20, Reflexes 20, Technical Ability 18, Intelligence 3, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Accelerated Toxin Absorption | Cool 9 | Strong attacks and throws on Poisoned enemies deal the Poison damage at once | |
| Corrosion | Cool 9 | Poison works on drones, robots, mechs and turrets | |
| Neurotoxin | Cool 9 | Poisoned targets are blinded and cannot sprint | |
| Parasite | Cool 9 | Health back on thrown crits and headshots | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Finisher: Act Of Mercy | Cool 15 | Throwable weapon finisher that restores Health | |
| Juggler | Cool 15 | Thrown weapon cooldown resets on a headshot or crit kill | |
| Pay It Forward | Cool 15 | Big damage on the first melee hit after picking up a thrown blade | |
| Pounce | Cool 15 | Finishers from farther away after a throw | |
| Ninjutsu | Cool 15 | Crouch sprinting and more mitigation while crouched | |
| Style Over Substance | Cool 20 | Guaranteed thrown crits while dashing or sliding | |
| Bullet Deflect | Reflexes 9 | Blocked bullets fly back where the reticle points | |
| Bullet Time | Reflexes 9 | Free deflects that crit while time is slowed | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Seeing Double | Reflexes 9 | Stronger counterattacks | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Flash Of Steel | Reflexes 15 | Speed and attack speed after a finisher | |
| Going The Distance | Reflexes 15 | Double finisher range | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Reinforced Tendons | Legs | Double jump | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 9, Cool 12.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Seeing Double | Reflexes 9 | Stronger counterattacks | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Going The Distance | Reflexes 15 | Double finisher range | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Built Different | Technical Ability 15 | Unlocks the Cellular Adapter cyberware | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Self-ICE | Frontal Cortex | Blocks an enemy quickhack | |
| Chitin | Integumentary System | Extra Health regeneration | |
| Cellular Adapter | Integumentary System | Tech weapon damage and resistances from Technical Ability | |
| Revulsor | Nervous System | Slows time at low Health with full speed | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Epimorphic Skeleton | Skeleton | More max Health |
Cyberware Categories
All Circulatory System Cyberware
Every Circulatory System implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Electromag Recycler | Technical Ability | 40 | Dogtown | |
| Isometric Stabilizer | Reflexes | 40 | Dogtown |
Standard Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Adrenaline Booster | Reflexes | 14 | ||
| Biomonitor | Technical Ability | 14 | ||
| Black Mamba | Reflexes | 16 | ||
| Blood Pump | Technical Ability | 15 | ||
| Clutch Padding | Body | 12 | ||
| Feedback Circuit | Technical Ability | 14 | ||
| Heal-On-Kill | Intelligence | 10 | ||
| Microrotors | Reflexes | 12 | Northside | |
| Second Heart | Body | 30 | ||
| ThreatEvac | Intelligence | 5 |