Cyberpirates

1998 · Sourcebook (rules/options to enhance play)

Cyberpirates

In a 21st-century setting of cyberware, magic, and corporate power, pirates and smugglers operate across the world's waterways. Crews raid dockside warehouses, hijack cruise ships, transport weapons, and fight rival pirates for valuable cargo. The game expands urban shadowrunning into the Caribbean, the Philippines, West Africa, and other smuggling routes. It includes background on piracy and smuggling, along with rules for underwater exploration, ship operations, naval combat, and new equipment.

Players
0
Complexity
2.3 / 5
Attribute/Stat Based (STR, CON, PER, etc)Skill Based (buy or gain skills)Dice (Primarily d6)

Game facts (players, playing time, age, credits) from BoardGameGeek.