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|ÜBERSETZUNG={{Qde|cp!|de}}
|ÜBERSETZUNG={{Qde|cp!|de}}
|VERLAG=[[Meta:Shadowrun-Verlage#FASA Corporation|FASA Corporation]]
|VERLAG=[[Meta:Shadowrun-Verlage#FASA Corporation|FASA Corporation]]
|SEITEN=184
**Seitenanzahl: 184
|DATUM={{Rj|1997}}
|DATUM={{Rj|1997}}
**Veröffentlichung: {{Rj|1997}}
**Veröffentlichung: {{Rj|1997}}

Version vom 14. Juni 2013, 12:53 Uhr

Informationen

Cyberpirates! Cover (engl).jpg

® FASA
Verlag: FASA Corporation
    • Seitenanzahl: 184
Nummer: FAS7124
Edition: 2
Erschienen: 1997
    • Veröffentlichung: 1997
    • Ursprünglicher Preis: 45,00 DM
Sprache: Englisch
Übersetzung: de
ISBN:
ISBN-10: 8,95 EUR
Credits:

Cyberpirates! ist ein Quellenbuch für die Zweite Edition von Shadowrun.

Rückseitentext

Runners may rule the streets, but pirates rule the seas!

Forget those old stories of pirates swinging from the rigging with swords. In the 21st century, pirates have guns, cyberware and magic ... and they'll use them to take anything from anyone if it'll net them a profit. They'll cut you open to watch the sharks eat you, and film the whole thing just to make a couple more bucks on the black market. They know where to get the goods, where to sell them and where to get more. Hitting a dockside warehouse, jumping a cruise ship or going toe-to-toe with another pirate crew for a shipment of weapons - they'll do whatever it takes to survive and come out on top. On the high seas, it's win or die.

Take your shadowrunner out of the urban sprawl's mean streets and into the even meaner waterways of the world. Cyberpirates offers you a whole new realm to play in ... the world of smugglers and pirates. Become a swashbuckling, risk-taking Caribbean League pirate or earn big money helping the corps exploit Africa's Ivory Coast. Or team up with a dragon to help free the Phillippines from the grip of Imperial Japan. Cyberpirates offers colorful and detailed descriptsions of piracy and smuggling in the Caribbean, the Phillippines, and the West Coast of Africa, plus a portrait of the smuggling biz around the world. It also includes rules for underwater exploration, ship operations and combat, and loads of new toys. For use with Shadowrun.

Inhaltsverzeichnis

  • INTRODUCION
    • The Developers say
  • NOT A SHADOW IN SIGHT
  • A WORLD OF PIRACY
    • Living the Life
      • Quit taking Orders
      • What makes a Pirate
      • Supply and Demand
      • Contacts and Allies
    • Who you'll find
      • Types of Teams
      • Types of Pirates
    • How to Host a Raid
      • Tactics
      • Hideouts and Harbours
      • Buyers and Payment
    • Dodging the Law
      • The Apporach
      • Getting Away With It
      • Taking Hostages
  • THE SWASHBUCKLERS OF THE CARIBBEAN
  • THE REBELL PIRATES OF THE PHILIPPINES
    • My Declaration
    • Joining the Revolution
      • Becoming a Pirate
      • The Huk
      • Major Factions
      • The Network
      • Joining the Huk
      • Training
      • Infighting
    • A History of the Republika ng Pilipinas
      • The Imbalance of Power
      • The Coming of the Hapon
      • Ursuping the Republic
      • Condemning the Changed
      • The Police State
      • The Japanese Lie
    • Targets of Piracy
      • Mitsuhama Computer Technologies
      • Shiawase's Power
      • Renraku's Projects
      • Fuchi's Takeovers
      • Yamatetsu's Subsidiaries
      • Smaller and Local Corps
    • Modus Operandi
      • Getting in Gear
      • Beating the Security
      • Working Together
      • Your Enemy
    • Financing the Struggle
      • Corporate Raiding
      • Selling to the Huk
      • Moving Out
      • Foreign Markets
    • Players in the Philippines
      • The Hukbo ng Bayan Laban sa Hapon's Forces
      • Japanese Imperial Forces
      • Yakuza Operations
      • Bahay ng Isda
      • Corporations
  • THE SMUGGLERS OF THE GOLD AND IVORY COASTS
    • The Lure of Money
    • The History of Gold and Ivory Coasts
      • The Resource Rush
      • VITAS
      • The Awakening
      • Normalization and the Asante Nation
    • Coastal Magic
      • African Shamanism
      • Paranormal Animal Life
    • Border Lines
      • The Asante Nation
      • The Fanti Territories
      • Sekondi
      • Asamando
      • The Baule Empire and Anyi Lands
    • Modus Operandi
      • Finding the Job
      • Getting Hired
      • Up the River
      • Pulling the Raid
      • Aftermath
      • Ocean Pirates
    • Cashing in
      • Extractions and Slavery
      • Gold and Minerals
      • Usual Markets
      • Magic Markets
    • Players in Coastal Africa
      • Anyi Territory
      • Ares Arms, Africa
      • Asamando
      • The Asante Nation
      • Aztechnology, West Africa
      • The Church of the Whole Earth, inc.
      • DeBeers-Omnitech
      • The Fanti Pirates
      • The Final Message
      • The Guiding Hand
      • The Illuminates of the New Dawn
      • Phoenix Biotechnologies
      • Saeder-Krupp, Africa
      • The Independent City of Sekondi
      • Tan Tien, inc.
      • Yakashima, Africa
  • LONG HAUL PIRACY AND THE PIRATE ISLAND
    • Piracy Worldwide
      • The Arctic
      • Australia
      • The Mediterranean
      • South East Asia
      • Southern Africa
    • Madagascar
      • The Pirate Haven
      • The Haunted Forrest
  • THE COAST OF LIVING ON THE SEA
  • GAME INFORMATION
    • From Shadowrunning to Piracy
      • Finding Work
      • Pirates and Money
    • Creating a Pirate Character
      • Aviability
      • Edges and Flaws
      • Skills
      • Decking and Piracy
    • Ship Designations
    • Piracy in the Caribbean
      • Setting the Mood
      • Magic and the Voodoo Wars
      • Caribbean Critters
    • Piracy in the Philippines
      • Setting the Mood
      • Magic in the Philippines
      • Philippine Critters
    • Piracy in West Africa
      • Setting the Mood
      • Schistosomiasis
      • Magic in West Africa
      • West African Critters
  • UNDERWATER ADVENTURING
    • Swimming, Treading Water and Floating
      • Swimming
      • Treading Water
      • Floating
    • Diving in the Sixth World
      • Shallow Water Diving
      • Scuba Diving
      • Deep Water Diving
      • Diving Time
      • Ascent, Descent and Buoyancy
      • Movement
      • Diving Hazards
    • Perceptions Under Water
      • Vision
      • Hearing
    • Combat
      • Surface-to-Surface Combat
      • Surface to Underwater Combat
      • Underwater Combat
    • Magic Underwater
      • Sorcery
      • Conjuring
      • Astral Space
    • Damage and Death in the Sea
      • Drowning
      • Exploding Scuba Tanks
      • Keel-hauling and Dragging
  • SHIP RULES
    • Ship Atributes
      • Speed and Cavitation Rating
      • Hull Rating
      • Bulwark Rating
      • Signature Rating
      • Sonar Rating
      • Depth Rating
      • Accommodation Rating
      • Load Rating
      • Ship Sensors and Flux Rating
    • Ship Operations
      • Crews
    • Terrain
    • Ship Combat
      • Ramming
      • Boarding
    • Ship Weapon Systems
      • Missile Combat
      • Missile Defense
    • Ship Damage
      • Ships and Normal Damage
      • Antiship Weapons and Normal Damage
    • Damage Control
      • Taking on Water
    • Ship Repair
    • Underwater Operations
      • Depth
      • Underwater Terrain
      • Underwater Drones
      • Sensors and Sonar
      • Cavitation
      • Termoclines
      • Underwater Vehicle Combat
  • EQUIPMENT
    • Weapons
      • Melee Weapons
      • Projectile Weapons
      • Firearms
      • Explosives
    • Diving Equipment
      • Standard Diving Gear
      • Drysuit
      • Diving Armour
      • Dual Tank Manifold Assembly
      • Full Face Mask
      • Enclosed Breathing Helmet
      • OXSYS Artificial Gill
      • JIM Diving Exoskeleton
      • Liquid Breathing Apparatus (LBA)
    • Cyberware
      • OXSYS Cybergill
      • Cyberfins
      • Nitrogen Monitor
      • Peg Legs and Hook Hands
    • Vehicles
      • Motorboats
      • Rotor Craft
      • Ships
      • Submarines
      • Ship Weapons
    • Vehicle Accessoires
      • Torpedo Probe
      • Noise Maker
      • Decoy
  • INDEX

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