TEXT: The four Horsemen - A Cyberpunk 2020 Adventure 
  THE FOUR HORSEMEN 
  Author: unknown 
  Note: This adventure works best if one of the PCs has made friends with a nomad pack or 
  there is a nomad in the group. 
  As the group is licking their wounds from the last job, they will be approached By what 
  appears to be a humanoid dragon (exotic). The Nomad, or friend of nomads, will 
  recognize this person as Dragon, a member of the Totem Warriors and currently helping 
  the player’s nomad friends. After introductions, Dragon will get down to business. 
  Apparently, about two weeks ago, a group from the pack had disappeared from the camp. 
  For these four, leaving unanounced was not uncommon, but the length of time they’ve 
  been gone is. The leader of the pack wants to hire the PC to help Dragon find their 
  missing companions. They do not have much money, but they are willing to pay 200eb 
  per day and help with any minor medical problems. 
  If the PCs agree (Any nomads from that pack will automatically agree to help), Dragon 
  will take them to the nomad camp immediatly. 
  Background 
  About two weeks ago, as stated by Dragon, a group of four friends disappeared from the 
  (Nomad pack’s name) camp. This is not uncommon for these four because of their 
  troubled past. 
  Micheal Kowalski, Ray Werks, and Rob and Sara Jonis were all members of a platoon, 
  known as The Horsemen, during the SouthAm drug wars. After the war ended, the four 
  decided to stay together. Mainly because each of them was just a little cyberpsycho and 
  they knew how to keep each other calm. Unfortunatly, the return home was anything but 
  calm (gang voilence and the like), and the group was forced to leave their home before 
  someone got hurt. 
  It was later that they met up with a group of nomads and, after proving themselves, 
  became a part of the pack. They each pulled their own share and used their skills from the 
  military to defend their new found family. But periodically, a bit of stress would build up 
  and they would leave the pack for a few days to relieve this burdon. 
  However, about two weeks ago, they left for one of their trips and never came back. 
  The Clue 
  Upon arriving at the nomad camp, Dragon will introduce the group to the pack leader, 
  (Pack leader’s name). The leader will explain the situation to the group, including the 
  past of the four that disappeared. After questions are answered, Dragon will take the 
  group to the last known location of the nomads (about four miles north of the camp. 
  When the players arrive at what appears to be some sort of battlefield, Dragon will show 
  them the only clue he was able to find. There is a set of tire tracks leading north from this 
  site. Dragon believes the group was abducted for some unknown reason. He suggests 
  following the tracks cautiously. Anything could happen. 
  
  The tracks lead about three miles further north of the Horsemen’s stress relief site to an 
  abandoned set of warehouses. The tracks themeself lead right up to the doors of the 
  largest structure here (See map) The inside of this building is barren save for the 
  occational tumbleweeed. However a close inspection (Awareness roll - Diff:25) Will turn 
  up what appears to be a small elevator along the side of the wall. Where this leads can 
  only be discovered by using it. 
  The elevator leads to what appears to be some sort of underground complex. However, 
  this complex is not in the best shape. Small fires, live wires, a lot of corpses, and the total 
  lack of lights give this place an eiree atmosphere. The various corpses are strangely 
  twisted and deformed as if some disease ravaged them. Some are exsesively bloated. 
  Some have what appear to be large open sores covering their body. Some have no sign of 
  wounds but are definitly dead. And some have been blown away by some large gun. Alot 
  of Cool/Awareness checks (Diff:various) should keep the group on edge (A shadow here, 
  a noise there). The only possible clue as to what happened is found in the main laboratory 
  on the third floor. 
  This room appears to be some sort of genetic/robotics lab. however this room, like the 
  rest of them, is in ruins and filled with corpses. There are only two things left working in 
  this lab. One is a small computer terminal that has barely enough power to flicker. 
  Unfortunatly,it is frozen on ist current screen and cannot be changes. This is how it looks: 
  Ray Werks - War 
  Rob Jonis - Pestilence 
  Sara Jonis - Famine 
  Micheal Kowolski - Death 
  This currently has no meaning to the group. The names are those of the missing nomads 
  but it doesn’t help in decyphering where they are. The other device is apparently some 
  sort of radar device. It is currently tracking four blips heading in the direction of the 
  nomad camp. 
  More Background 
  As is obvious, the four nomads were abducted by Militech. The reason for this is a lethal 
  one. For some time Militech has been experimenting with new weapons for military 
  borgs. However the only way to test these were with actual borgs. So, they did a little 
  research for some possible subjects for the conversion and came accross the four nomads. 
  Being excelent soldiers, Militech figured that they would have the stamina to resist any 
  psychosis. Unfortunatly, they were unaware that the group was already psycho. After 
  weeks of hunting, Militech discovered the location of the four Horsemen and, following 
  them to their “retreat”, they abducted them and began their experaments. 
  The surgery itself went quickly and for a few days, the tests and examinations went 
  smoothly. The borgs were programed to follow orders and that is exactly what they did. 
  However, about 14 days after the initial testing, the psychosis set in and completely 
  destroyed the brains of the four subjects. They now beleived themselves to actually be the 
  Four Horsemen of the Apocolypse (Militech gave them the names of the original four 
  Horsemen as a bit of a joke.) Now they are running rampant, destroying anything in their 
  path. Including the nomad camp. 
  The Camp Attack 
  
  When the group finally arrives here, the scene that will be before them is greusome 
  beyond belief. They are also able to see those responsible for this attack. The Four 
  Horsemen of the Apocolypse. How the group tries to deal with the borgs is up to them. 
  However, Famine, Pestilence, and Death are busy with the nomads. War, however, has a 
  chance of spoting the PCs as they approach (Awareness check - Diff:15). If he spots the 
  group, he will engage them. 
  The outcome of this battle depends on the PCs actions. Should War become seriously 
  injured, he will call in for help. The first ones to come will be both Pestilence and Famine 
  on hovercycles. Death will hover in the back and observe the battle. He will join in if 
  things look bad, using his cloaking device to get close and then attack with his 
  Nervetoxin. 
  If the borgs escaped… 
  However, if the battle looks bad for the borgs, they will retreat to new territory. This 
  being Night City. Should this happen, things could get ugly. Just after they depart, or are 
  destroyed, some newcomers will arrive on the scene. These are troops from Militech. 
  They finally got the where abouts of the borgs and have sent a squad to help deal with 
  them. should the borgs have escaped, the commander of the squad, will want to know 
  what has happened. 
  Once an explanation has been given, the commander will chose to hire the PCs to help. 
  They have already fought the Horsemen once and know their tactics better than Militech 
  does. A price will be negotiated later due to the seriousness of the situation. The group 
  will be given a lift to the city in Militech’s AV and medical supplies will be sent to the 
  camp to help the nomads. They do not want to look like the villians here, even though 
  they were the ones to build the borgs. 
  If the borgs were destroyed… 
  After the borgs were destroyed, Militech will arrive on the scene. They will thank those 
  who stopped them and offer them a reward (about 2000eb each for compensation). They 
  will then proceed to clean up the remains of the Four Horsemen. Any response to 
  stopping them will not be tolerated. The borgs are property of Militech and legal, or 
  illegal, action will be taken to stop anyone who tries to take the borgs. Feel free to make 
  the Militech forces as powerful as you want. If no action was taken against them, 
  Militech will also call in medical supplies to treat survivors. 
  On to Night City 
  Now the group has a big problem. Cyberpsycho borgs loose in the city. This part I leave 
  open to you GMs. The outcome can vary greatly depending on how you, the GM, wants 
  it to end. 
  Death 
  Full Body Conversion, Alpha Class Borg 
  Real Name: Micheal Kowolski 
  Vital Stats: 
  
  * REF:10 * BODY:12 * MA:10 * BTM:-5 * Meters/Turn:30 * MPH:20 
  * Jump (up):6 meters (broad): 8 meters 
  Armor Ratings: 
  * Head - SP:25 SDP:20/30 
  * Torso - SP:25 SDP:30/40 
  * Right Arm - SP:25 SDP:25/35 
  * Left Arm - SP:25 SDP:25/35 
  * Right Leg - SP:25 SDP:25/35 
  * Left Leg - SP:25 SDP:25/35 
  Skills to Note 
  Combat Sense:7, Stealth:7, Intimidation:7, Melee:9, Motorcycle:6, Awareness:7, Martial 
  Arts-Choi Li Fut:5 
  Gear to Note 
  Monosythe (coated w/ Nervetoxin*) MEL/+2/3D6AP+*/-/-/VR/- 
  *Note: Blade coated with Nervetoxin - +8D10 damage, Sucsessful save takes 1/2 damage 
  Cyberware 
  Cyberarm-Right and Left 
  * Reinforced Joints * Chromed * Drug Hypo (10 doses of Nervetoxin per) 
  Cyberleg-Right and Left 
  * Reinforced Joints * Chromed 
  Cyberoptics-Right/Left 
  * Infra-red / Lowlite * Ultra-Violet / Anti-Dazzle * Image Enhancement / Teleoptics 
  Cyberaudio-Both 
  * Amplified Hearing * Sound Editing 
  Miscellaneous 
  * EMP Sheilding * Head styled to look like a skull 
  Bonuses: +2 Visual Awareness, +3 Audio Awareness, +2 Strike/Kick/Block/Sweep, +1 
  Dodge/Throw, Punch Damage = 1D6+4, Kick Damage = 2D6+4 
  Pestilance 
  Full Body Conversion, Alpha Class Borg 
  Real Name: Rob Jonis 
  Vital Stats: 
  * REF:10 * BODY:12 * MA:10 * BTM:-5 * Meters/Turn:30 * MPH:20 
  * Jump (up):6 meters (broad): 8 meters 
  Armor Ratings: 
  * Head - SP:25 SDP:20/30 * Torso - SP:25 SDP:30/40 * Right Arm - SP:25 SDP:25/35 
  * Left Arm - SP:25 SDP:25/35 * Right Leg - SP:25 SDP:25/35 * Left Leg - SP:25 
  SDP:25/35 
  Skills to Note 
  Combat Sense:7, Stealth:7, Intimidation:6, Melee:7, Motorcycle:7, Awareness:7, Martial 
  Arts-Tae Kwan Do:8, Sub-Machinegun:6 
  Gear to Note 
  1. H&K MPK-2020 (SMG/+3/4D6+1(AP rounds)/60/30/ST/200m/2 spare clips) 
  2. Sword (MEL/+0/N/C/2D6+6/-/-/-) 
  Cyberware 
  Cyberarm-Right and Left 
  * Reinforced Joints * Drug Hypo Reload (20 Doses) * Drug Hypo (20 doses of Nanotech 
  
  per) 
  Cyberleg-Right and Left 
  * Reinforced Joints 
  Cyberoptics-Right/Left 
  * Infra-red / Lowlite * Ultra-Violet / Anti-Dazzle * Image Enhancement / Teleoptics 
  Cyberaudio-Both 
  * Amplified Hearing * Sound Editing 
  Miscellaneous 
  * EMP Sheilding * Real-Skin (Skin looks diseased (Boils and the like)) 
  *Note: The drug hypos are filled with a special Bioplague. With a successful punch, the 
  PC is injected with this toxin. -4 HP for 1D10 rounds. A saving throw is allowed every 
  round to take half the damage. 
  Bonuses: +2 Visual Awareness, +3 Audio Awareness, +2 Block/Sweep, +3 Strike/Kick, 
  Punch Damage = 1D6+4, Kick Damage = 2D6+4 
  Famine 
  Full Body Conversion, Alpha Class Borg 
  Real Name: Sara Jonis 
  Vital Stats: 
  * REF:10 * BODY:12 * MA:10 * BTM:-5 * Meters/Turn:30 * MPH:20 
  * Jump (up):6 meters (broad): 8 meters 
  Armor Ratings: 
  * Head - SP:25 SDP:20/30 * Torso - SP:25 SDP:30/40 * Right Arm - SP:25 SDP:25/35 
  * Left Arm - SP:25 SDP:25/35 * Right Leg - SP:25 SDP:25/35 * Left Leg - SP:25 
  SDP:25/35 
  Skills to Note 
  Combat Sense:7, Stealth:7, Intimidation:6, Melee:6, Motorcycle:6, Awareness:7, Martial 
  Arts-Karate:6, Sub-Machinegun:5 
  Gear to Note 
  1. H&K MPK-2020 (SMG/+3/4D6+1(AP rounds)/60/30/ST/200m/2 spare clips) 
  2. Sword (MEL/+0/N/C/2D6+6/-/-/-) 
  Cyberware 
  Cyberarm-Right and Left 
  * Reinforced Joints * Drug Hypo Reload (20 Doses) * Drug Hypo (20 doses of Nanotech 
  per) 
  Cyberleg-Right and Left 
  * Reinforced Joints 
  Cyberoptics-Right/Left 
  * Infra-red / Lowlite * Ultra-Violet / Anti-Dazzle * Image Enhancement / Teleoptics 
  Cyberaudio-Both 
  * Amplified Hearing 
  Miscellaneous 
  * EMP Sheilding * Microwave Sheilding * Real-Skin (Skin is pulled tightly around the 
  body) 
  *Note: Upon successful punch, PC is injected with special nanites that travel straight to 
  the stomach. Once there, the nanites relase a powder that hardens when in contact with 
  digestive juices. The PC must make a save roll (-2 to roll) or die from the equivilent of 
  starvation. This save is allowed for 1D6 rounds before death occurs (no pun intended). 
  
  Bonuses: +2 Visual Awareness, +2 Strike/Kick/Block Punch Damage = 1D6+4, Kick 
  Damage = 2D6+4 
  War 
  Full Body Conversion, Dragoon Class Borg Real Name: Ray Werks 
  Vital Stats: 
  * REF:5 * BODY:20 * MA:25 * BTM:-5 * Meters/Turn:75 * MPH:50 
  * Jump (up):6 meters (broad): 19 meters 
  Armor Ratings: 
  * Head - SP:40 SDP:40/50 * Torso - SP:40 SDP:50/60 * Right Arm - SP:40 SDP:45/55 
  * Left Arm - SP:40 SDP:45/55 * Right Leg - SP:40 SDP:45/55 * Left Leg - SP:40 
  SDP:45/55 
  Skills to Note 
  Combat Sense:7, Heavy Weapons:7, Intimidation:8, Melee:6, Awareness:6, Brawling:8, 
  Sub-Machinegun:5 
  Gear to Note 
  1. Kinetic Energy Railgun (HVY/+3/N/R/5D10+10*/5/1 per 2 rounds/ST/1500m/2 spare 
  clips) *Armor Piercing - 1/4 SP, 1/2 dmg 
  2. Militech AM-3 (HVY/+0,+1*/N/R/6D10+12*/5/1/ST/1600m/1 spare clip) *0-160m = 
  1/3 dmg,+0 WA / 161-800m = 1/2 dmg, +1 WA / 800+m = full damage, +0 WA 
  3. Arasaka Light 20mm Cannon (HVY/+3/N/R/4D10AP/10/1/VR/450m) 
  Cyberware 
  Cyberarm-Right 
  * Reinforced Joints * Thickened Myomar * Ammo Hopper (2400 rounds*) * Militech 
  Mini-Gat (SMG/+0/1D6/*/40/ST/150m) 
  Cyberarm-Left 
  * Reinforced Joints * Thickened Myomar * Ammo Hopper (2400 rounds*) * Retractable 
  Heavy Blade(MEL/+1/4D6+8AP/VR) 
  Cyberleg-Right and Left 
  * Reinforced Joints * Thickened Myomar 
  Cyberoptics-Right/Left 
  * Front Mount with Optics Package* * *For Package details see Chromebook 2 Pg. 82-
  83 
  Cyberaudio-Right/Left 
  * Audio Package* * *For Package details see Chromebook 2 Pg. 82-83 
  Miscellaneous 
  * EMP Sheilding * Environmental Assimilation System * IR Thermal Dam 
  Bonuses: +2 Audio/Visual Awareness, Punch Damage=1D6+8*2, Kick 
  Damage=2D6+8*2 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Adventure - The Four Horsemen by Unknown.pdf