TEXT: 30000
  30000
  PAUL “WIGGY” WADE-WILLIAMS
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, 
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, 
  PIOTR KORYS, SIMON LUCAS, SHANE MCLEAN
  PIOTR KORYS, SIMON LUCAS, SHANE MCLEAN
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  COVER ART: DANIEL RUDNICKI
  COVER ART: DANIEL RUDNICKI
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  CARTOGRAPHY: JORDAN PEACOCK
  CARTOGRAPHY: JORDAN PEACOCK
  LATIN TRANSLATIONS: UMBERTO PIGNATELLI
  LATIN TRANSLATIONS: UMBERTO PIGNATELLI
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: DR. J. M. KRIJGER, PHD. ASTROPHYSICS, FOR HIS FRIENDSHIP AND HIS TECHNICAL
  DEDICATION: DR. J. M. KRIJGER, PHD. ASTROPHYSICS, FOR HIS FRIENDSHIP AND HIS TECHNICAL
  ADVICE ON THE DYNAMICS OF A BLACK HOLE–STAR BINARY SYSTEM AND HIS PATIENCE IN EXPLAINING 
  ADVICE ON THE DYNAMICS OF A BLACK HOLE–STAR BINARY SYSTEM AND HIS PATIENCE IN EXPLAINING 
  THE PHYSICS TO ME (MOST OF WHICH WAS SUBSEQUENTLY IGNORED) AND THE SAVAGES WHO 
  THE PHYSICS TO ME (MOST OF WHICH WAS SUBSEQUENTLY IGNORED) AND THE SAVAGES WHO 
  BOUGHT THE ORIGINAL PDF AND SO MADE THIS PRINT COPY POSSIBLE.
  BOUGHT THE ORIGINAL PDF AND SO MADE THIS PRINT COPY POSSIBLE.
  SPECIAL THANKS TO: SHANE LACY HENSLEY
  SPECIAL THANKS TO: SHANE LACY HENSLEY
  ADDITIONAL THANKS TO: FRANK UCHMANOWICZ & JIM SEARCY
  ADDITIONAL THANKS TO: FRANK UCHMANOWICZ & JIM SEARCY
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  NECROPOLIS 2350
  NECROPOLIS 2350
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, 
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, 
  PIOTR KORYS, SIMON LUCAS, SHANE MCLEAN
  PIOTR KORYS, SIMON LUCAS, SHANE MCLEAN
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  COVER ART: DANIEL RUDNICKI
  COVER ART: DANIEL RUDNICKI
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  CARTOGRAPHY: JORDAN PEACOCK
  CARTOGRAPHY: JORDAN PEACOCK
  LATIN TRANSLATIONS: UMBERTO PIGNATELLI
  LATIN TRANSLATIONS: UMBERTO PIGNATELLI
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: DR. J. M. KRIJGER, PHD. ASTROPHYSICS, FOR HIS FRIENDSHIP AND HIS TECHNICAL
  DEDICATION: DR. J. M. KRIJGER, PHD. ASTROPHYSICS, FOR HIS FRIENDSHIP AND HIS TECHNICAL
  ADVICE ON THE DYNAMICS OF A BLACK HOLE–STAR BINARY SYSTEM AND HIS PATIENCE IN EXPLAINING 
  ADVICE ON THE DYNAMICS OF A BLACK HOLE–STAR BINARY SYSTEM AND HIS PATIENCE IN EXPLAINING 
  THE PHYSICS TO ME (MOST OF WHICH WAS SUBSEQUENTLY IGNORED) AND THE SAVAGES WHO 
  THE PHYSICS TO ME (MOST OF WHICH WAS SUBSEQUENTLY IGNORED) AND THE SAVAGES WHO 
  BOUGHT THE ORIGINAL PDF AND SO MADE THIS PRINT COPY POSSIBLE.
  BOUGHT THE ORIGINAL PDF AND SO MADE THIS PRINT COPY POSSIBLE.
  SPECIAL THANKS TO: SHANE LACY HENSLEY
  SPECIAL THANKS TO: SHANE LACY HENSLEY
  ADDITIONAL THANKS TO: FRANK UCHMANOWICZ & JIM SEARCY
  ADDITIONAL THANKS TO: FRANK UCHMANOWICZ & JIM SEARCY
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  NECROPOLIS 2350
  NECROPOLIS 2350
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  
  WELCOME TO HELL
  WELCOME TO HELL .............................................
   ............................................. 3
  Making Characters .............................9
  The Sacri Ordines ............................11
  Hindrances .......................................18
  Edges ................................................19
  New Litanies & Sins .........................24
  ARCHETYPES
  ARCHETYPES ....................................................
   .................................................... 2626
  CHURCH HARDWARE
  CHURCH HARDWARE .........................................
   ......................................... 33
  Vehicles .............................................38
  Armor ...............................................42
  Ranged Weapons ..............................43
  Special Weapons ...............................44
  Melee Weapons ................................45
  Generic Personal Equipment ...........45
  A Brief History ..................................46
  SETTING RULES
  SETTING RULES ................................................
   ................................................ 47
  Fire Support ..................................... 48
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS .....................................
   ..................................... 5151
  Gazetteer of Necropolis .................. 54
  MOTHER CHURCH
  MOTHER CHURCH ..............................................
   .............................................. 57
  Church Structure .............................. 57
  The Media ......................................... 61
  Calendar ............................................ 62
  Church Law ....................................... 62
  The Populace .................................... 65
  Other Military Forces ........................ 66
  WAR MASTER’S SECTION
  WAR MASTER’S SECTION ...................................
   ................................... 67
  The Corporations .............................. 68
  Corporate Overviews ........................ 69
  Corporate Gear ................................. 73
  Corporate Vehicles ............................ 74
  THE REPHAIM
  THE REPHAIM ...................................................
   ................................................... 79
  Origin................................................ 79
  Organization ..................................... 79
  Unhallowed Ground ........................ 82
  Dark Designs .................................... 84
  Rephaim Equipment ......................... 92
  Armor ................................................ 92
  Melee Weapons ................................. 92
  Personal Firearms ............................. 92
  Special Weapons ............................... 92
  DANGEROUS SECRETS
  DANGEROUS SECRETS .......................................
   ....................................... 93
  The Charnel House ........................... 93
  Heresies ........................................... 94
  The OSI Files .................................... 96
  The Union’s Black Ops .................... 97
  OPERATIONS
  OPERATIONS ....................................................
   .................................................... 99
  Adventure Generator ..................... 101
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST ............................
   ............................107
  Advance ......................................... 108
  Ambush ......................................... 110
  Gathering Intelligence .................. 112
  Storm the Suburbs ........................ 113
  Counterattack ................................ 115
  Rescue the Wounded ..................... 115
  Survivors ........................................ 116
  The Dark Temple ........................... 118
  Street by Street .............................. 119
  A Bridge Too Far ............................ 120
  Airborne Assault ............................ 122
  Back to the River ........................... 123
  Artillery .......................................... 124
  Surrounded ................................... 125
  Take the Cathedral ........................ 126
  Gateway to Hell ............................. 130
  Endings .......................................... 131
  SAVAGE TALES
  SAVAGE TALES ................................................
   ................................................133
  Riot Duty ........................................ 133
  Recruitment Drive .......................... 135
  Hold the Bridge.............................. 136
  A Clash of Cultures ......................... 138
  Fliegerkopf ..................................... 139
  Terror Tactics .................................. 141
  Red Dog Six is Down ...................... 142
  Testing, Testing ............................... 144
  Bad Gas .......................................... 145
  No Picnic ........................................ 146
  Church Wardens ............................. 148
  Death in the Fog ............................. 149
  Wall of Death .................................. 150
  The Circle of Flesh ......................... 152
  BESTIARY
  BESTIARY .......................................................
   .......................................................153
  Church Allies ................................... 153
  Corporate Forces ............................ 156
  Rephaim .......................................... 157
  Glossary of Terms ............................ 169
  Templates ................................. 170-171
  Character/Ally/Vehicle Sheets ... 172-174
  Index ........................................ 175-176
  CONTENTS
  CONTENTS
  WELCOME TO HELL
  WELCOME TO HELL .............................................
   ............................................. 3
  Making Characters .............................9
  The Sacri Ordines ............................11
  Hindrances .......................................18
  Edges ................................................19
  New Litanies & Sins .........................24
  ARCHETYPES
  ARCHETYPES ....................................................
   .................................................... 2626
  CHURCH HARDWARE
  CHURCH HARDWARE .........................................
   ......................................... 33
  Vehicles .............................................38
  Armor ...............................................42
  Ranged Weapons ..............................43
  Special Weapons ...............................44
  Melee Weapons ................................45
  Generic Personal Equipment ...........45
  A Brief History ..................................46
  SETTING RULES
  SETTING RULES ................................................
   ................................................ 47
  Fire Support ..................................... 48
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS .....................................
   ..................................... 5151
  Gazetteer of Necropolis .................. 54
  MOTHER CHURCH
  MOTHER CHURCH ..............................................
   .............................................. 57
  Church Structure .............................. 57
  The Media ......................................... 61
  Calendar ............................................ 62
  Church Law ....................................... 62
  The Populace .................................... 65
  Other Military Forces ........................ 66
  WAR MASTER’S SECTION
  WAR MASTER’S SECTION ...................................
   ................................... 67
  The Corporations .............................. 68
  Corporate Overviews ........................ 69
  Corporate Gear ................................. 73
  Corporate Vehicles ............................ 74
  THE REPHAIM
  THE REPHAIM ...................................................
   ................................................... 79
  Origin................................................ 79
  Organization ..................................... 79
  Unhallowed Ground ........................ 82
  Dark Designs .................................... 84
  Rephaim Equipment ......................... 92
  Armor ................................................ 92
  Melee Weapons ................................. 92
  Personal Firearms ............................. 92
  Special Weapons ............................... 92
  DANGEROUS SECRETS
  DANGEROUS SECRETS .......................................
   ....................................... 93
  The Charnel House ........................... 93
  Heresies ........................................... 94
  The OSI Files .................................... 96
  The Union’s Black Ops .................... 97
  OPERATIONS
  OPERATIONS ....................................................
   .................................................... 99
  Adventure Generator ..................... 101
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST ............................
   ............................107
  Advance ......................................... 108
  Ambush ......................................... 110
  Gathering Intelligence .................. 112
  Storm the Suburbs ........................ 113
  Counterattack ................................ 115
  Rescue the Wounded ..................... 115
  Survivors ........................................ 116
  The Dark Temple ........................... 118
  Street by Street .............................. 119
  A Bridge Too Far ............................ 120
  Airborne Assault ............................ 122
  Back to the River ........................... 123
  Artillery .......................................... 124
  Surrounded ................................... 125
  Take the Cathedral ........................ 126
  Gateway to Hell ............................. 130
  Endings .......................................... 131
  SAVAGE TALES
  SAVAGE TALES ................................................
   ................................................133
  Riot Duty ........................................ 133
  Recruitment Drive .......................... 135
  Hold the Bridge.............................. 136
  A Clash of Cultures ......................... 138
  Fliegerkopf ..................................... 139
  Terror Tactics .................................. 141
  Red Dog Six is Down ...................... 142
  Testing, Testing ............................... 144
  Bad Gas .......................................... 145
  No Picnic ........................................ 146
  Church Wardens ............................. 148
  Death in the Fog ............................. 149
  Wall of Death .................................. 150
  The Circle of Flesh ......................... 152
  BESTIARY
  BESTIARY .......................................................
   .......................................................153
  Church Allies ................................... 153
  Corporate Forces ............................ 156
  Rephaim .......................................... 157
  Glossary of Terms ............................ 169
  Templates ................................. 170-171
  Character/Ally/Vehicle Sheets ... 172-174
  Index ........................................ 175-176
  CONTENTS
  CONTENTS
  
  3
  WELCOME TO HELL
  WELCOME TO HELL
  The year is 2350.
  Knights of the militant Sacri Ordines of the 
  Third Reformation Church are locked in a bitter 
  crusade against the Rephaim (“the dead ones”), a 
  race of evil beings who wield necromantic powers 
  and possess a desire to exterminate all life.
  The place is Salus—more popularly called 
  Necropolis—the only habitable world left to 
  mankind since the destruction of Earth in 2319.
  Divided between the Third Reformation 
  Church, the Union of Corporations, and the 
  Rephaim, the inhabitants of Necropolis are locked 
  in a struggle for supremacy. Lives are not the only 
  thing at stake—humanity’s very existence hangs 
  in the balance.
  If the  Rephaim win, humanity’s light will 
  forever disappear from the universe. Should 
  humanity succeed in overcoming the tide of 
  darkness, it can begin to rebuild its former might, 
  perhaps again reaching out into the void to ﬁ nd 
  new worlds on which to prosper and multiply.
  The war against the supernatural in Necropo-
  lis is overt—the common people know about 
  the Rephaim, at least the more common variet-
  ies. Church media frequently portrays battles 
  between holy Knights and Rephaim, and images 
  of walking corpses are considered terrifying, but 
  not unusual. A popular poster shows a Knight 
  with sword raised standing atop a pile of Rephaim 
  corpses.
  Few citizens have ever encountered a Rephaim, 
  but the forces of darkness are encroaching further 
  into human territory each day.
  It’s strongly recommended players start by 
  reading the  Militia Dei section, then move on 
  to the background material starting on page 
  51 before making their characters. War Masters 
  (WM) should read through the War Master Sec-
  tion before play begins.
  SACRI ORDINES
  SACRI ORDINES
  I have fought a good ﬁ ght, I have ﬁ n-
  ished my course, I have kept the faith
  2 Timothy 4:7
  Since the Third Reformation, the Church has 
  again found itself relying on warrior–monks to 
  lead its holy crusade. Though military organiza-
  tions at heart, they have grown ﬁ nancially into 
  miniature superpowers within the framework of 
  the Church.
  Sacri Ordines (“Holy Orders”) are the elite 
  forces of humanity, dedicated to the destruc-
  tion of the Rephaim and rekindling the ﬂ ame of 
  hope.
   TRAINING A KNIGHT
  TRAINING A KNIGHT
  In the early days of chivalry, knights were 
  usually born to nobility. Joining a holy militant 
  order was often just a matter of donating all your 
  worldly wealth and taking monastic vows. Things 
  have changed since the Third Reformation.
  Although a Knight must still forsake all worldly 
  wealth and take his vows, the process of selection 
  is akin to that of the regular military. Prospective 
  members must be aged between 18 and 30 but 
  may come from any social background. Candi-
  dates must pass rigorous physical and mental 
  tests before being accepted into a training Pre-
  ceptory as a Squire.
  Here the Squire undergoes two months of 
  continuous assessment in physical exercise, 
  weapon handling, theological study, and basic 
  technological skills. Those who make the grade 
  are accepted for further training—those who fail 
  must return to their former occupation.
  3
  WELCOME TO HELL
  WELCOME TO HELL
  The year is 2350.
  Knights of the militant Sacri Ordines of the 
  Third Reformation Church are locked in a bitter 
  crusade against the Rephaim (“the dead ones”), a 
  race of evil beings who wield necromantic powers 
  and possess a desire to exterminate all life.
  The place is Salus—more popularly called 
  Necropolis—the only habitable world left to 
  mankind since the destruction of Earth in 2319.
  Divided between the Third Reformation 
  Church, the Union of Corporations, and the 
  Rephaim, the inhabitants of Necropolis are locked 
  in a struggle for supremacy. Lives are not the only 
  thing at stake—humanity’s very existence hangs 
  in the balance.
  If the  Rephaim win, humanity’s light will 
  forever disappear from the universe. Should 
  humanity succeed in overcoming the tide of 
  darkness, it can begin to rebuild its former might, 
  perhaps again reaching out into the void to ﬁ nd 
  new worlds on which to prosper and multiply.
  The war against the supernatural in Necropo-
  lis is overt—the common people know about 
  the Rephaim, at least the more common variet-
  ies. Church media frequently portrays battles 
  between holy Knights and Rephaim, and images 
  of walking corpses are considered terrifying, but 
  not unusual. A popular poster shows a Knight 
  with sword raised standing atop a pile of Rephaim 
  corpses.
  Few citizens have ever encountered a Rephaim, 
  but the forces of darkness are encroaching further 
  into human territory each day.
  It’s strongly recommended players start by 
  reading the  Militia Dei section, then move on 
  to the background material starting on page 
  51 before making their characters. War Masters 
  (WM) should read through the War Master Sec-
  tion before play begins.
  SACRI ORDINES
  SACRI ORDINES
  I have fought a good ﬁ ght, I have ﬁ n-
  ished my course, I have kept the faith
  2 Timothy 4:7
  Since the Third Reformation, the Church has 
  again found itself relying on warrior–monks to 
  lead its holy crusade. Though military organiza-
  tions at heart, they have grown ﬁ nancially into 
  miniature superpowers within the framework of 
  the Church.
  Sacri Ordines (“Holy Orders”) are the elite 
  forces of humanity, dedicated to the destruc-
  tion of the Rephaim and rekindling the ﬂ ame of 
  hope.
   TRAINING A KNIGHT
  TRAINING A KNIGHT
  In the early days of chivalry, knights were 
  usually born to nobility. Joining a holy militant 
  order was often just a matter of donating all your 
  worldly wealth and taking monastic vows. Things 
  have changed since the Third Reformation.
  Although a Knight must still forsake all worldly 
  wealth and take his vows, the process of selection 
  is akin to that of the regular military. Prospective 
  members must be aged between 18 and 30 but 
  may come from any social background. Candi-
  dates must pass rigorous physical and mental 
  tests before being accepted into a training Pre-
  ceptory as a Squire.
  Here the Squire undergoes two months of 
  continuous assessment in physical exercise, 
  weapon handling, theological study, and basic 
  technological skills. Those who make the grade 
  are accepted for further training—those who fail 
  must return to their former occupation.
  
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  Successful Squires receive a further year of 
  intensive training. They are also expected to be a 
  productive member of the rear echelon staff, pre-
  paring meals, handling logistics, digging graves, 
  and so on. Except for combat duties, life is as hard 
  for a Squire as it is for a fully trained Knight—the 
  Ordines accept only the toughest candidates.
  At the end of the training, the Squire is brought 
  before the Preceptory’s leaders and questioned 
  vigorously for many hours. His physical, mental, 
  and spiritual states are called into question, his 
  worth doubted, and his piety mocked.
  Only if he remains resolute in his desire to 
  become a Knight will he pass the test and be 
  offered a sword—the sign of a Knight—and take 
  his sacred vows. Those who fail must either accept 
  a position as a Sergeant or leave the Ordo.
  The Ordines accept candidates of either sex as 
  Knights and shared barracks are common. While 
  this does put a strain on the vow of celibacy, most 
  Knights treat their opposite sex colleagues as 
  “one of them.” Recently, hard-line bishops and 
  cardinals have called for women to be banned 
  from serving as Knights, but so long as the Grand 
  Master of the Lazarites is a woman, and has the ear 
  of the Pope, their cries fthe practice continues.
  KNIGHTLY VOWS
  KNIGHTLY VOWS
  Every Knight must take vows of poverty, chas-
  tity, obedience, and piety before he can claim 
  his title. Though every Ordo has its own unique 
  vows, these four are the core of any Knight’s duty 
  and those breaking them are severely punished.
   COMMAND STRUCTURE
  COMMAND STRUCTURE
  Each of the modern  Sacri Ordines has built 
  their organization around the greatest of their 
  medieval namesakes—the Knights Templar.
  At the top sits the Grand Master of the Ordo, 
  followed by the Deputy Master (who runs day–to-
  day affairs), Seneschal (in charge of the ﬁ nancial 
  and logistical status of the Ordo), and Marshal 
  (commander of the armies). These four dignitar-
  ies reside at the Ordo’s headquarters and answer 
  directly to the individual above them. The Grand 
  Master answers only to the Pope.
  Field Masters are responsible for oversee-
  ing an Ordo’s estates in a given geographical 
  area, known as a Commanderie. Below these 
  are the Preceptor Masters, who govern a single 
  Preceptory within that domain. The number of 
  Preceptories varies between ﬁ ve and ten in most 
  Commanderies.
  Knight Commanders aid the Preceptor Masters, 
  typically as senior unit commanders in battle. 
  Senior Knights are the NCOs of the Ordines 
  and answer to their Knight Commander. At the 
  bottom of the monastic ladder are the Knights. 
  Below them are the common soldiers—the Ser-
  geants (see page 18).
  Promotion as far as Preceptor Master requires 
  only the recommendation of the Field Master. 
  The Grand Master himself appoints Field Masters. 
  All four of the senior positions are responsible 
  for nominating their own successors, though the 
  Grand Master can appoint a person of his choos-
  ing to the post if one of the members dies without 
  clear succession.
  All Knights use a preﬁ x or sufﬁ x (they can be 
  used interchangeably) based on the type of unit 
  in which they serve. Thus, there are Knight Artil-
  lerists, Combat Engineer Knight Commanders, 
  and so on. 
  Within a Sacer Ordo, ranks are commonly used 
  to address superiors or underlings. Citizens refer 
  to all Knights as “Sir” out of respect for their posi-
  tion.
  Knightly Ordines are not democracies, nor 
  is free will expected. A Knight of any rank is 
  expected to obey his superiors without question. 
  There are no committees or forums for discuss-
  ing and planning a mission—the CO makes a 
  decision and his men follow his orders. Naturally, 
  this total obedience initially led to many costly 
  mistakes in terms of human life, and Field Mas-
  ters are now expected to be exceptional leaders 
  in combat situations—though familial bonds and 
  bribery still go a long way in the 24th Century.
  RECORDING TIME
  RECORDING TIME
  Throughout this book, time is recorded in 
  the following notation.
  A year equates to 384 days (one quarter of 
  the actual local solar year) and comprises 
  eight months. A month has 48 days broken 
  down into six weeks, each of eight days. 
  A day lasts 24 hours. More detail can be 
  found on pages 51-53.
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  Successful Squires receive a further year of 
  intensive training. They are also expected to be a 
  productive member of the rear echelon staff, pre-
  paring meals, handling logistics, digging graves, 
  and so on. Except for combat duties, life is as hard 
  for a Squire as it is for a fully trained Knight—the 
  Ordines accept only the toughest candidates.
  At the end of the training, the Squire is brought 
  before the Preceptory’s leaders and questioned 
  vigorously for many hours. His physical, mental, 
  and spiritual states are called into question, his 
  worth doubted, and his piety mocked.
  Only if he remains resolute in his desire to 
  become a Knight will he pass the test and be 
  offered a sword—the sign of a Knight—and take 
  his sacred vows. Those who fail must either accept 
  a position as a Sergeant or leave the Ordo.
  The Ordines accept candidates of either sex as 
  Knights and shared barracks are common. While 
  this does put a strain on the vow of celibacy, most 
  Knights treat their opposite sex colleagues as 
  “one of them.” Recently, hard-line bishops and 
  cardinals have called for women to be banned 
  from serving as Knights, but so long as the Grand 
  Master of the Lazarites is a woman, and has the ear 
  of the Pope, their cries fthe practice continues.
  KNIGHTLY VOWS
  KNIGHTLY VOWS
  Every Knight must take vows of poverty, chas-
  tity, obedience, and piety before he can claim 
  his title. Though every Ordo has its own unique 
  vows, these four are the core of any Knight’s duty 
  and those breaking them are severely punished.
   COMMAND STRUCTURE
  COMMAND STRUCTURE
  Each of the modern  Sacri Ordines has built 
  their organization around the greatest of their 
  medieval namesakes—the Knights Templar.
  At the top sits the Grand Master of the Ordo, 
  followed by the Deputy Master (who runs day–to-
  day affairs), Seneschal (in charge of the ﬁ nancial 
  and logistical status of the Ordo), and Marshal 
  (commander of the armies). These four dignitar-
  ies reside at the Ordo’s headquarters and answer 
  directly to the individual above them. The Grand 
  Master answers only to the Pope.
  Field Masters are responsible for oversee-
  ing an Ordo’s estates in a given geographical 
  area, known as a Commanderie. Below these 
  are the Preceptor Masters, who govern a single 
  Preceptory within that domain. The number of 
  Preceptories varies between ﬁ ve and ten in most 
  Commanderies.
  Knight Commanders aid the Preceptor Masters, 
  typically as senior unit commanders in battle. 
  Senior Knights are the NCOs of the Ordines 
  and answer to their Knight Commander. At the 
  bottom of the monastic ladder are the Knights. 
  Below them are the common soldiers—the Ser-
  geants (see page 18).
  Promotion as far as Preceptor Master requires 
  only the recommendation of the Field Master. 
  The Grand Master himself appoints Field Masters. 
  All four of the senior positions are responsible 
  for nominating their own successors, though the 
  Grand Master can appoint a person of his choos-
  ing to the post if one of the members dies without 
  clear succession.
  All Knights use a preﬁ x or sufﬁ x (they can be 
  used interchangeably) based on the type of unit 
  in which they serve. Thus, there are Knight Artil-
  lerists, Combat Engineer Knight Commanders, 
  and so on. 
  Within a Sacer Ordo, ranks are commonly used 
  to address superiors or underlings. Citizens refer 
  to all Knights as “Sir” out of respect for their posi-
  tion.
  Knightly Ordines are not democracies, nor 
  is free will expected. A Knight of any rank is 
  expected to obey his superiors without question. 
  There are no committees or forums for discuss-
  ing and planning a mission—the CO makes a 
  decision and his men follow his orders. Naturally, 
  this total obedience initially led to many costly 
  mistakes in terms of human life, and Field Mas-
  ters are now expected to be exceptional leaders 
  in combat situations—though familial bonds and 
  bribery still go a long way in the 24th Century.
  RECORDING TIME
  RECORDING TIME
  Throughout this book, time is recorded in 
  the following notation.
  A year equates to 384 days (one quarter of 
  the actual local solar year) and comprises 
  eight months. A month has 48 days broken 
  down into six weeks, each of eight days. 
  A day lasts 24 hours. More detail can be 
  found on pages 51-53.
  
  5
  WELCOME TO HELL
  WELCOME TO HELL
   MILITARY STRUCTURE
  MILITARY STRUCTURE
  The Sacri Ordines also modeled their basic 
  military structure around the old Templar cavalry 
  system. The basic infantry unit of 4–6 Knights led 
  by a Senior Knight is called a Lance. Standard 
  composition is one Infantry Support Knight, one 
  Combat Medic Knight, and 2–4 Knight Infantry-
  men. Each Lance is assigned an identiﬁ cation 
  number between one and twenty, which is pre-
  ﬁ xed by their Banner designation.
  Ten to twenty Lances form a Banner and are led 
  by a Knight Commander. Knight Commanders are 
  frontline ofﬁ cers and are expected to be capable 
  tacticians. Banners are assigned letters from A 
  through to T to distinguish between them.
  Ten to twenty Banners form a Squadron, led 
  by a Preceptor Master. This represents the entire 
  ﬁ ghting force of Knights in a single Preceptory. 
  Only frontline Preceptories are kept at full 
  strength—those in the rear often fail to raise ﬁ ve 
  Banners of Knights. Squadrons are named after 
  their Preceptory.
  The largest formation, a Battle, is formed from 
  between ﬁ ve and ten Squadrons and is broken 
  down into a vanguard, left ﬂ ank, center, right 
  ﬂ ank, and rear guard. A Field Master commands a 
  Battle. A Battle comprises a force of Knights any-
  where from 2000–24,000 strong and represents 
  every Knight within a Commanderie. Battles are 
  given unique names after one of the many popes 
  of history, such as Battle Celestine.
  When multiple battles are grouped together, 
  which is usually only during a major offensive, 
  the Marshal of the Ordo appoints one of the 
  Field Masters as “Field Marshal of the Battle”—an 
  honorary position rather than a permanent rank. 
  Being chosen to hold the title is often seen as 
  a sign of possible promotion to a high echelon 
  position when the current holder retires. The 
  Marshal only takes command when the entire 
  Ordo ﬁ ghts together, which is extremely rare.
  The above numbers include every branch 
  of the military, only about a third of which are 
  Knight Infantrymen. Artillery, tanks, engineers, 
  and air support are attached to an infantry force 
  as required and follow the same basic structure 
  (4–6 guns, tanks, or aircraft form a Lance, and so 
  on). Such units are rarely formed larger than a 
  Squadron.
   SERGEANTS
  SERGEANTS
  Sergeants follow the same structure but are not 
  included in the above ﬁ gures. Serving as infantry 
  and rear echelon support, Sergeants outnumber 
  Knights by almost ten-to-one.
  Lances of Sergeants attach to Knight Lances as 
  required. A Senior Knight may command as many 
  as ten Lances of Sergeants in the ﬁ eld. Sergeants 
  maintain their own ranking system (page 18) but 
  are always subservient to Knights.
   CHAPLAINS
  CHAPLAINS
  Chaplains sit outside the military command 
  structure but are still valued members of the 
  Ordo. While Knights ﬁ ght, it is the Chaplains’ 
  duty to tend for their physical, spiritual, and 
  mental injuries. They are part-priest, part-medic, 
  part-psychologist, and part-diplomat. Chaplains 
  receive considerably less military training than 
  Knights or Sergeants but may carry weapons. 
  Their role is no less important than a Knight’s 
  and their presence reminds the Knights their 
  cause is a holy one.
  INTER-ORDO POLITICS
  INTER-ORDO POLITICS
  Status is extremely important to the Sacri 
  Ordines. There is ﬁ erce competition among 
  them to prove themselves as the Church’s most 
  5
  WELCOME TO HELL
  WELCOME TO HELL
   MILITARY STRUCTURE
  MILITARY STRUCTURE
  The Sacri Ordines also modeled their basic 
  military structure around the old Templar cavalry 
  system. The basic infantry unit of 4–6 Knights led 
  by a Senior Knight is called a Lance. Standard 
  composition is one Infantry Support Knight, one 
  Combat Medic Knight, and 2–4 Knight Infantry-
  men. Each Lance is assigned an identiﬁ cation 
  number between one and twenty, which is pre-
  ﬁ xed by their Banner designation.
  Ten to twenty Lances form a Banner and are led 
  by a Knight Commander. Knight Commanders are 
  frontline ofﬁ cers and are expected to be capable 
  tacticians. Banners are assigned letters from A 
  through to T to distinguish between them.
  Ten to twenty Banners form a Squadron, led 
  by a Preceptor Master. This represents the entire 
  ﬁ ghting force of Knights in a single Preceptory. 
  Only frontline Preceptories are kept at full 
  strength—those in the rear often fail to raise ﬁ ve 
  Banners of Knights. Squadrons are named after 
  their Preceptory.
  The largest formation, a Battle, is formed from 
  between ﬁ ve and ten Squadrons and is broken 
  down into a vanguard, left ﬂ ank, center, right 
  ﬂ ank, and rear guard. A Field Master commands a 
  Battle. A Battle comprises a force of Knights any-
  where from 2000–24,000 strong and represents 
  every Knight within a Commanderie. Battles are 
  given unique names after one of the many popes 
  of history, such as Battle Celestine.
  When multiple battles are grouped together, 
  which is usually only during a major offensive, 
  the Marshal of the Ordo appoints one of the 
  Field Masters as “Field Marshal of the Battle”—an 
  honorary position rather than a permanent rank. 
  Being chosen to hold the title is often seen as 
  a sign of possible promotion to a high echelon 
  position when the current holder retires. The 
  Marshal only takes command when the entire 
  Ordo ﬁ ghts together, which is extremely rare.
  The above numbers include every branch 
  of the military, only about a third of which are 
  Knight Infantrymen. Artillery, tanks, engineers, 
  and air support are attached to an infantry force 
  as required and follow the same basic structure 
  (4–6 guns, tanks, or aircraft form a Lance, and so 
  on). Such units are rarely formed larger than a 
  Squadron.
   SERGEANTS
  SERGEANTS
  Sergeants follow the same structure but are not 
  included in the above ﬁ gures. Serving as infantry 
  and rear echelon support, Sergeants outnumber 
  Knights by almost ten-to-one.
  Lances of Sergeants attach to Knight Lances as 
  required. A Senior Knight may command as many 
  as ten Lances of Sergeants in the ﬁ eld. Sergeants 
  maintain their own ranking system (page 18) but 
  are always subservient to Knights.
   CHAPLAINS
  CHAPLAINS
  Chaplains sit outside the military command 
  structure but are still valued members of the 
  Ordo. While Knights ﬁ ght, it is the Chaplains’ 
  duty to tend for their physical, spiritual, and 
  mental injuries. They are part-priest, part-medic, 
  part-psychologist, and part-diplomat. Chaplains 
  receive considerably less military training than 
  Knights or Sergeants but may carry weapons. 
  Their role is no less important than a Knight’s 
  and their presence reminds the Knights their 
  cause is a holy one.
  INTER-ORDO POLITICS
  INTER-ORDO POLITICS
  Status is extremely important to the Sacri 
  Ordines. There is ﬁ erce competition among 
  them to prove themselves as the Church’s most 
  
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  efﬁ cient champion. Cooperation is tentative at 
  best and one-upmanship is rife among the lower 
  ranks. In the higher echelons, political maneuver-
  ing for favor is part of daily life. Every Ordo has 
  an ambassador to the Pope, each with his own 
  agenda, and his own network of informants.
  When forced to work together for a common 
  cause, senior ranking Knights try to curry favor 
  with the Pope for their own Ordo, usually by 
  making promises of wealth in return for being 
  able to lead the assault. Ordines failing to achieve 
  this have a habit of making their own rules of 
  engagement and are notorious for charging 
  recklessly into battle to prove their worth. Any 
  failure is attributed to serving under a poor com-
  mander.
  Being chosen to lead a major military campaign 
  is the highest honor the Pope can bestow on an 
  Ordo as a whole. Success guarantees Church 
  media coverage, better enlistment rates, sizeable 
  donations, and the promise of more campaigns 
  to follow. After the successful campaign to defend 
  the industrial town of Dainome in Tomaculum, 
  the Impalers saw their ﬁ nancial and manpower 
  assets rise by 2% in a single quarter.
  Knights can also ﬁ nd themselves battling against 
  rival Sacri Ordines, especially when a valued prize 
  is at stake. In 2340, elements of the Templars and 
  Incinerators fought a three–day running battle 
  in the ruins of Rhodes Town for the privilege 
  of being the ﬁ rst unit to reach the main church. 
  Casualties ran into hundreds before the Templars 
  hoisted their pennant on the church tower.
  LIFE IN AN ORDO
  LIFE IN AN ORDO
  The life of a Knight is not all combat and glory. 
  When a Knight is not on active combat duty, his 
  waking day, which runs from 5 a.m. through to 
  10 p.m., is spent exercising, praying, studying 
  scripture, or weapon handling. Don’t think being 
  a Sergeant is any easier—they work twice as hard 
  keeping the complex logistics running. 
  Meals are served three times a day. The regular 
  diet is one of gruel, vegetables, dairy products, 
  and bread, almost all of which are produced on 
  the Preceptory’s lands. Meat is only allowed every 
  third day for Knights and every four days for Ser-
  geants, even in combat situations. Troops in the 
  ﬁ eld eat dried rations, which are barely palatable 
  but serve their dietary requirements.
  Prayers are held six times a day in the Precep-
  tory church or cathedral. In times of war this rule 
  is waived, allowing a Knight to say his prayers 
  whenever the situation allows. Mass is always 
  held after a battle.
  Obedience is one of the Sacri Ordines’ watch-
  words and even minor breaches are severely 
  punished. A Knight is expected to comply without 
  question, hesitation, or individuality to an order 
  from a superior. Few citizens are cut out for such 
  discipline.
   TERM OF SERVICE
  TERM OF SERVICE
  Joining a Sacer Ordo, whether as a Chaplain, 
  Knight, or Sergeant, is not a decision taken 
  lightly. Service is for life. Resignation is possible, 
  but this usually coincides with a loss of faith and 
  is seen as a sign of cowardice by many. Even 
  Knights crippled in battle are found work in a 
  bureaucratic role.
  When a Knight reaches 50 years of age, he is 
  taken off frontline duties and assigned a rear-
  echelon position, either as an administrator or 
  a training instructor. Knights holding rank may 
  continue to serve as staff ofﬁ cers. At 70, a Knight 
  is withdrawn from active service and retires to 
  the Preceptory to live out his remaining days as 
  a monk. Extreme circumstances may see him 
  returned to active status, but most spend their 
  ﬁ nal years in quiet reﬂ ection. A retiring Knight is 
  allowed to join the Church as a priest.
   PRECEPTORIES
  PRECEPTORIES
  The center of a Knight’s life is his Precep-
  tory—also called a chapter house or monastery. 
  Individual Preceptories can vary in size from a 
  few dozen administrators in a backwater province 
  living in a farmhouse to a 200,000 strong military 
  garrison on the frontline covering hundreds of 
  square miles.
  Regardless of size or status, all Preceptories 
  contain common features—one or more chapels, 
  barracks, warehouses, armories, mess halls, and 
  administration ofﬁ ces, as well as the option of 
  tank parks and runways. Larger Preceptories 
  often have a cathedral at their heart.
  Preceptories in the war zone are extremely 
  well-defended, with razor wire perimeters, mine-
  ﬁ elds, automatic sentry cannons, and constant 
  guard patrols. Preceptories in safer areas may 
  have nothing more than a handful of Sergeants 
  with guard dogs providing security.
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  efﬁ cient champion. Cooperation is tentative at 
  best and one-upmanship is rife among the lower 
  ranks. In the higher echelons, political maneuver-
  ing for favor is part of daily life. Every Ordo has 
  an ambassador to the Pope, each with his own 
  agenda, and his own network of informants.
  When forced to work together for a common 
  cause, senior ranking Knights try to curry favor 
  with the Pope for their own Ordo, usually by 
  making promises of wealth in return for being 
  able to lead the assault. Ordines failing to achieve 
  this have a habit of making their own rules of 
  engagement and are notorious for charging 
  recklessly into battle to prove their worth. Any 
  failure is attributed to serving under a poor com-
  mander.
  Being chosen to lead a major military campaign 
  is the highest honor the Pope can bestow on an 
  Ordo as a whole. Success guarantees Church 
  media coverage, better enlistment rates, sizeable 
  donations, and the promise of more campaigns 
  to follow. After the successful campaign to defend 
  the industrial town of Dainome in Tomaculum, 
  the Impalers saw their ﬁ nancial and manpower 
  assets rise by 2% in a single quarter.
  Knights can also ﬁ nd themselves battling against 
  rival Sacri Ordines, especially when a valued prize 
  is at stake. In 2340, elements of the Templars and 
  Incinerators fought a three–day running battle 
  in the ruins of Rhodes Town for the privilege 
  of being the ﬁ rst unit to reach the main church. 
  Casualties ran into hundreds before the Templars 
  hoisted their pennant on the church tower.
  LIFE IN AN ORDO
  LIFE IN AN ORDO
  The life of a Knight is not all combat and glory. 
  When a Knight is not on active combat duty, his 
  waking day, which runs from 5 a.m. through to 
  10 p.m., is spent exercising, praying, studying 
  scripture, or weapon handling. Don’t think being 
  a Sergeant is any easier—they work twice as hard 
  keeping the complex logistics running. 
  Meals are served three times a day. The regular 
  diet is one of gruel, vegetables, dairy products, 
  and bread, almost all of which are produced on 
  the Preceptory’s lands. Meat is only allowed every 
  third day for Knights and every four days for Ser-
  geants, even in combat situations. Troops in the 
  ﬁ eld eat dried rations, which are barely palatable 
  but serve their dietary requirements.
  Prayers are held six times a day in the Precep-
  tory church or cathedral. In times of war this rule 
  is waived, allowing a Knight to say his prayers 
  whenever the situation allows. Mass is always 
  held after a battle.
  Obedience is one of the Sacri Ordines’ watch-
  words and even minor breaches are severely 
  punished. A Knight is expected to comply without 
  question, hesitation, or individuality to an order 
  from a superior. Few citizens are cut out for such 
  discipline.
   TERM OF SERVICE
  TERM OF SERVICE
  Joining a Sacer Ordo, whether as a Chaplain, 
  Knight, or Sergeant, is not a decision taken 
  lightly. Service is for life. Resignation is possible, 
  but this usually coincides with a loss of faith and 
  is seen as a sign of cowardice by many. Even 
  Knights crippled in battle are found work in a 
  bureaucratic role.
  When a Knight reaches 50 years of age, he is 
  taken off frontline duties and assigned a rear-
  echelon position, either as an administrator or 
  a training instructor. Knights holding rank may 
  continue to serve as staff ofﬁ cers. At 70, a Knight 
  is withdrawn from active service and retires to 
  the Preceptory to live out his remaining days as 
  a monk. Extreme circumstances may see him 
  returned to active status, but most spend their 
  ﬁ nal years in quiet reﬂ ection. A retiring Knight is 
  allowed to join the Church as a priest.
   PRECEPTORIES
  PRECEPTORIES
  The center of a Knight’s life is his Precep-
  tory—also called a chapter house or monastery. 
  Individual Preceptories can vary in size from a 
  few dozen administrators in a backwater province 
  living in a farmhouse to a 200,000 strong military 
  garrison on the frontline covering hundreds of 
  square miles.
  Regardless of size or status, all Preceptories 
  contain common features—one or more chapels, 
  barracks, warehouses, armories, mess halls, and 
  administration ofﬁ ces, as well as the option of 
  tank parks and runways. Larger Preceptories 
  often have a cathedral at their heart.
  Preceptories in the war zone are extremely 
  well-defended, with razor wire perimeters, mine-
  ﬁ elds, automatic sentry cannons, and constant 
  guard patrols. Preceptories in safer areas may 
  have nothing more than a handful of Sergeants 
  with guard dogs providing security.
  
  7
  WELCOME TO HELL
  WELCOME TO HELL
  KNIGHTLY 
  KNIGHTLY  JUSTICE
  JUSTICE
  Much to the chagrin of the Curia—the Church 
  civil service—the Sacri Ordines are outside the 
  Church judicial system. While bishops dispense 
  justice to commoners, Knights are tried by their 
  peers. Within a Preceptory, the Preceptor Master, 
  the senior Chaplain, and a Knight Commander 
  agreed on by both former parties hear crimes 
  in the Preceptor Court. The accused is brought 
  before the council, whereupon his crimes are 
  read out to him. He then enters a plea. Should he 
  plead not guilty, a trial ensues.
  Unlike standard Church courts, there are no 
  lawyers. Witnesses present statements for and 
  against the defendant to the council, which then 
  reaches a verdict based on the evidence pro-
  vided. A simple majority verdict is required from 
  the council. The Preceptor Master, in accordance 
  with the Ordo’s speciﬁ c Rules, then sentences 
  the guilty party.
  Knights of higher rank are tried by different 
  courts. A Field Master and two other Preceptor 
  Masters judge Preceptor Masters in the Field 
  Court. The Supreme Court, comprising of the 
  Grand Master and two other senior ofﬁ cers, tries 
  Knight of Field Master rank and above.
  Should a Grand Master be indicted of a crime, 
  he answers solely to the Pope at a special Pontiﬁ -
  cal Court. Such an event has never occurred.
  Knights found guilty of a crime are given one of 
  three punishments, as best suits the offense. Flog-
  ging (anywhere from 5–500 lashes) is reserved 
  for minor crimes, such as swearing, speaking at 
  mealtime, missing prayers, disobedience, and 
  so on. Major crimes, which include stealing, 
  blasphemy, common murder, and gross disobe-
  dience can be dealt with by a higher number of 
  lashes (anywhere up to 2000 given over a period 
  of time) to a tour with the Ordo Penitentia (see 
  page 17). Murder of a brother Knight, heresy, and 
  disobedience in the face of the enemy (among 
  others) are called mortal crimes. A transfer to the 
  Penitents is the only punishment.
  Typical sentences with the Ordo Penitentia 
  range from six months to ﬁ ve years for a major 
  crime, up to 10 years for a mortal crime. Knights 
  found to be unrepentant after their sentence are 
  expelled from their Ordo, excommunicated, or 
  sentenced to death (depending on the severity of 
  the crime).
  The terms “crime” and “sin” mean the same 
  thing within the Sacri Ordines, and indeed the 
  Church as a whole.
  Despite being priests, Chaplains are treated 
  as members of the Ordines. They are tried by a 
  council of fellow Chaplains, one of whom is the 
  Preceptory’s senior Chaplain.
  FINANCIAL STATUS
  FINANCIAL STATUS
  For quasi–monastic brotherhoods that forbid 
  personal wealth, the Ordines are exceptionally 
  wealthy. Each Ordo is not just a ﬁ ghting force, 
  but a ﬁ nancial force as well. An army of accoun-
   REPHAIM 101
  REPHAIM 101
  After decades of war, the Sacri Ordines 
  know something about their more common 
  enemies.
  First, Rephaim come in several forms. The 
  most common types are skeletons and 
  zombies, basic soldiers in the Rephaim 
  armies. Vampires, while uncommon, are 
  known. Reports indicate things like walk-
  ing corpses that explode when they get 
  close, corpses that leap out the ground 
  then blow up, ones that can steal the form 
  of their victims, and many more besides, 
  await humanity’s ﬁ nest warriors.
  Second, the Church has invested heavily 
  in ﬂ echette weapons. Despite shredding 
  human ﬂ esh, they have little effect on most 
  Rephaim but they’re the best weapons 
  available. All Knights receive a sword—it’s 
  a rare mission it isn’t drawn.
  Third, players and WMs shouldn’t think 
  of Rephaim as creatures from some old 
  horror movie. Sure a stake in the heart will 
  kill a vampire, but so will a large explosion, 
  concentrated ﬂ echette ﬁ re, or hacking it 
  to pieces. Vampires don’t turn into bats or 
  mist, they don’t burn up in sunlight, and 
  they sure as Hell don’t wear formal dress 
  when leading troops in the ﬁ eld. They 
  have been known to dominate weak-willed 
  citizens. Their agents are called “puppets” 
  and they look just like any one of your 
  characters.
  Lastly, the Rephaim can use all human 
  technology. They’ve got ﬂ echette weapons, 
  grenades, even tanks. Rumor has it they 
  also use necromantic powers to create 
  technology from human corpses.
  7
  WELCOME TO HELL
  WELCOME TO HELL
  KNIGHTLY 
  KNIGHTLY  JUSTICE
  JUSTICE
  Much to the chagrin of the Curia—the Church 
  civil service—the Sacri Ordines are outside the 
  Church judicial system. While bishops dispense 
  justice to commoners, Knights are tried by their 
  peers. Within a Preceptory, the Preceptor Master, 
  the senior Chaplain, and a Knight Commander 
  agreed on by both former parties hear crimes 
  in the Preceptor Court. The accused is brought 
  before the council, whereupon his crimes are 
  read out to him. He then enters a plea. Should he 
  plead not guilty, a trial ensues.
  Unlike standard Church courts, there are no 
  lawyers. Witnesses present statements for and 
  against the defendant to the council, which then 
  reaches a verdict based on the evidence pro-
  vided. A simple majority verdict is required from 
  the council. The Preceptor Master, in accordance 
  with the Ordo’s speciﬁ c Rules, then sentences 
  the guilty party.
  Knights of higher rank are tried by different 
  courts. A Field Master and two other Preceptor 
  Masters judge Preceptor Masters in the Field 
  Court. The Supreme Court, comprising of the 
  Grand Master and two other senior ofﬁ cers, tries 
  Knight of Field Master rank and above.
  Should a Grand Master be indicted of a crime, 
  he answers solely to the Pope at a special Pontiﬁ -
  cal Court. Such an event has never occurred.
  Knights found guilty of a crime are given one of 
  three punishments, as best suits the offense. Flog-
  ging (anywhere from 5–500 lashes) is reserved 
  for minor crimes, such as swearing, speaking at 
  mealtime, missing prayers, disobedience, and 
  so on. Major crimes, which include stealing, 
  blasphemy, common murder, and gross disobe-
  dience can be dealt with by a higher number of 
  lashes (anywhere up to 2000 given over a period 
  of time) to a tour with the Ordo Penitentia (see 
  page 17). Murder of a brother Knight, heresy, and 
  disobedience in the face of the enemy (among 
  others) are called mortal crimes. A transfer to the 
  Penitents is the only punishment.
  Typical sentences with the Ordo Penitentia 
  range from six months to ﬁ ve years for a major 
  crime, up to 10 years for a mortal crime. Knights 
  found to be unrepentant after their sentence are 
  expelled from their Ordo, excommunicated, or 
  sentenced to death (depending on the severity of 
  the crime).
  The terms “crime” and “sin” mean the same 
  thing within the Sacri Ordines, and indeed the 
  Church as a whole.
  Despite being priests, Chaplains are treated 
  as members of the Ordines. They are tried by a 
  council of fellow Chaplains, one of whom is the 
  Preceptory’s senior Chaplain.
  FINANCIAL STATUS
  FINANCIAL STATUS
  For quasi–monastic brotherhoods that forbid 
  personal wealth, the Ordines are exceptionally 
  wealthy. Each Ordo is not just a ﬁ ghting force, 
  but a ﬁ nancial force as well. An army of accoun-
   REPHAIM 101
  REPHAIM 101
  After decades of war, the Sacri Ordines 
  know something about their more common 
  enemies.
  First, Rephaim come in several forms. The 
  most common types are skeletons and 
  zombies, basic soldiers in the Rephaim 
  armies. Vampires, while uncommon, are 
  known. Reports indicate things like walk-
  ing corpses that explode when they get 
  close, corpses that leap out the ground 
  then blow up, ones that can steal the form 
  of their victims, and many more besides, 
  await humanity’s ﬁ nest warriors.
  Second, the Church has invested heavily 
  in ﬂ echette weapons. Despite shredding 
  human ﬂ esh, they have little effect on most 
  Rephaim but they’re the best weapons 
  available. All Knights receive a sword—it’s 
  a rare mission it isn’t drawn.
  Third, players and WMs shouldn’t think 
  of Rephaim as creatures from some old 
  horror movie. Sure a stake in the heart will 
  kill a vampire, but so will a large explosion, 
  concentrated ﬂ echette ﬁ re, or hacking it 
  to pieces. Vampires don’t turn into bats or 
  mist, they don’t burn up in sunlight, and 
  they sure as Hell don’t wear formal dress 
  when leading troops in the ﬁ eld. They 
  have been known to dominate weak-willed 
  citizens. Their agents are called “puppets” 
  and they look just like any one of your 
  characters.
  Lastly, the Rephaim can use all human 
  technology. They’ve got ﬂ echette weapons, 
  grenades, even tanks. Rumor has it they 
  also use necromantic powers to create 
  technology from human corpses.
  
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  tants and administrators—typically Sergeants 
  or Knights whose injuries make them unﬁ t for 
  battle—work tirelessly behind the scenes to 
  keep each Ordo’s assets as healthy as possible. 
  Running a sizeable army is not cheap, and the 
  Ordines receive revenue through donations from 
  rich citizens and friendly companies, trading in 
  stocks and shares, raising its own taxes and rents, 
  and engaging in mercantile activities.
  Critics argue the Ordines are breaking their 
  own sacred vow of poverty—the Church sees 
  things differently. The ﬁ ve Ordines each have a 
  complex infrastructure and diverse needs. The 
  cash–strapped Church could never support a 
  single Ordo by itself let alone ﬁ ve, and so the 
  Pope exempted the Ordines from all forms of 
  taxation and allowed them to own land for the 
  purposes of “self sufﬁ ciency.”
  The Ordines took these rulings to heart and 
  began trading, able to undercut local merchants 
  because of their tax exempt status. Land, most 
  often donated by wealthy patrons, was rented 
  to Corporations, and new settlements built, the 
  citizens owing property rents to the Preceptory.
  The Ordines are now as ﬁ nancially powerful as 
  any of the smaller Corporations and richer than 
  many (some would say all) archbishops.
  CHARACTER TYPES
  CHARACTER TYPES
  Now you’ve decided to join the crusade against 
  the Rephaim you need a character. Here are some 
  of the more typical archetypes found within the 
  Sacri Ordines.
   Artillerist: Long-range and close support artil-
  lery gives the Church an advantage over the more 
  numerous Rephaim. Player character Artillerists 
  are assigned to infantry units to act as forward 
  observers for artillery ﬁ re, or a close support 
  mortar element.
   Assault: The bravest, and most often short-
  lived, Knights are the Assault Knights. Their 
  role is to tackle the enemy head on using heavy 
  ﬁ repower to drive their foes from the battleﬁ eld. 
  Few Knights ever make the grade. Church media 
  portrays Assault Knights as the best of the best.
   Chaplain: Every Ordo has its Chaplains—
  dedicated men and women responsible for the 
  physical, mental, and spiritual welfare of the men 
  with whom they serve. Many are noncombatants, 
  though taking up arms is not prohibited.
   Combat Engineer: When a bridge needs con-
  structing or a fortiﬁ cation destroying the Sacri 
  Ordines call on the Combat Engineers. Consid-
  ered by many to be rear-echelon troops, Combat 
  Engineers are frequently required to work at the 
  head of an army.
   Combat Medic: Unlike the Rephaim, the sol-
  diers of the Ordines have no special immunity to 
  physical injury. When a soldier goes down, it is 
  the responsibility of the medic to get him up and 
  ﬁ ghting as quickly as possible. Unlike Chaplains, 
  Combat Medics care only for the physical wellbe-
  ing of the troops and are expected to be efﬁ cient 
  soldiers themselves.
  Infantry: Church media portrays the Knightly 
  infantryman as the hero of the people. Images of 
  sword wielding Knights standing atop a moun-
  tain of corpses are commonplace and used as 
  propaganda to recruit new members.
   Infantry Support: Heavy support weapons 
  are the lynchpins of the infantry. When the going 
  gets tough, infantry support are there to lay 
  down withering ﬁ re with ﬂ echette machineguns 
  or cleanse emplacements with ﬂ amethrowers.
   Scout: A lonely and dangerous role, the 
  Scout is nonetheless a vital member of the army. 
  Accurate intelligence is vital to any military plan 
  and Scouts are often expected to operate behind 
  enemy lines. Most Scouts are cross-trained as 
  snipers.
   Senior Knight: Promotions within the Sacri 
  Ordines are rare and reaching the rank of Senior 
  Knight is often the pinnacle of a long and glori-
  ous career. Senior Knights regularly command a 
  GROUP STRUCTURE
  GROUP STRUCTURE
  Necropolis can be played with both single 
  Ordo or mixed-Ordo groups.
  In mixed Ordo groups, the characters are 
  assumed to serve the Ordo of the high-
  est-ranking player character. Characters 
  belonging to a different Ordo have been 
  seconded as part of a new program to foster 
  better inter-Ordo relationships. Seconded 
  characters are expected to obey their supe-
  riors, regardless of their Sacer Ordo, but 
  should strive to maintain their own Ordo’s 
  doctrines and goals. The conﬂ ict should 
  make for good roleplaying.
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  tants and administrators—typically Sergeants 
  or Knights whose injuries make them unﬁ t for 
  battle—work tirelessly behind the scenes to 
  keep each Ordo’s assets as healthy as possible. 
  Running a sizeable army is not cheap, and the 
  Ordines receive revenue through donations from 
  rich citizens and friendly companies, trading in 
  stocks and shares, raising its own taxes and rents, 
  and engaging in mercantile activities.
  Critics argue the Ordines are breaking their 
  own sacred vow of poverty—the Church sees 
  things differently. The ﬁ ve Ordines each have a 
  complex infrastructure and diverse needs. The 
  cash–strapped Church could never support a 
  single Ordo by itself let alone ﬁ ve, and so the 
  Pope exempted the Ordines from all forms of 
  taxation and allowed them to own land for the 
  purposes of “self sufﬁ ciency.”
  The Ordines took these rulings to heart and 
  began trading, able to undercut local merchants 
  because of their tax exempt status. Land, most 
  often donated by wealthy patrons, was rented 
  to Corporations, and new settlements built, the 
  citizens owing property rents to the Preceptory.
  The Ordines are now as ﬁ nancially powerful as 
  any of the smaller Corporations and richer than 
  many (some would say all) archbishops.
  CHARACTER TYPES
  CHARACTER TYPES
  Now you’ve decided to join the crusade against 
  the Rephaim you need a character. Here are some 
  of the more typical archetypes found within the 
  Sacri Ordines.
   Artillerist: Long-range and close support artil-
  lery gives the Church an advantage over the more 
  numerous Rephaim. Player character Artillerists 
  are assigned to infantry units to act as forward 
  observers for artillery ﬁ re, or a close support 
  mortar element.
   Assault: The bravest, and most often short-
  lived, Knights are the Assault Knights. Their 
  role is to tackle the enemy head on using heavy 
  ﬁ repower to drive their foes from the battleﬁ eld. 
  Few Knights ever make the grade. Church media 
  portrays Assault Knights as the best of the best.
   Chaplain: Every Ordo has its Chaplains—
  dedicated men and women responsible for the 
  physical, mental, and spiritual welfare of the men 
  with whom they serve. Many are noncombatants, 
  though taking up arms is not prohibited.
   Combat Engineer: When a bridge needs con-
  structing or a fortiﬁ cation destroying the Sacri 
  Ordines call on the Combat Engineers. Consid-
  ered by many to be rear-echelon troops, Combat 
  Engineers are frequently required to work at the 
  head of an army.
   Combat Medic: Unlike the Rephaim, the sol-
  diers of the Ordines have no special immunity to 
  physical injury. When a soldier goes down, it is 
  the responsibility of the medic to get him up and 
  ﬁ ghting as quickly as possible. Unlike Chaplains, 
  Combat Medics care only for the physical wellbe-
  ing of the troops and are expected to be efﬁ cient 
  soldiers themselves.
  Infantry: Church media portrays the Knightly 
  infantryman as the hero of the people. Images of 
  sword wielding Knights standing atop a moun-
  tain of corpses are commonplace and used as 
  propaganda to recruit new members.
   Infantry Support: Heavy support weapons 
  are the lynchpins of the infantry. When the going 
  gets tough, infantry support are there to lay 
  down withering ﬁ re with ﬂ echette machineguns 
  or cleanse emplacements with ﬂ amethrowers.
   Scout: A lonely and dangerous role, the 
  Scout is nonetheless a vital member of the army. 
  Accurate intelligence is vital to any military plan 
  and Scouts are often expected to operate behind 
  enemy lines. Most Scouts are cross-trained as 
  snipers.
   Senior Knight: Promotions within the Sacri 
  Ordines are rare and reaching the rank of Senior 
  Knight is often the pinnacle of a long and glori-
  ous career. Senior Knights regularly command a 
  GROUP STRUCTURE
  GROUP STRUCTURE
  Necropolis can be played with both single 
  Ordo or mixed-Ordo groups.
  In mixed Ordo groups, the characters are 
  assumed to serve the Ordo of the high-
  est-ranking player character. Characters 
  belonging to a different Ordo have been 
  seconded as part of a new program to foster 
  better inter-Ordo relationships. Seconded 
  characters are expected to obey their supe-
  riors, regardless of their Sacer Ordo, but 
  should strive to maintain their own Ordo’s 
  doctrines and goals. The conﬂ ict should 
  make for good roleplaying.
  
  9
  WELCOME TO HELL
  WELCOME TO HELL
  Lance of Knights, but may be given control of a 
  large number of Sergeants and vehicle elements 
  in combat situations.
   Sergeant: Knights may be the elite forces of 
  the Church but the Sergeants make up the bulk of 
  the ﬁ ghting force of the militant Ordines. Though 
  they are members of a Sacer Ordo, Sergeants are 
  lower in status than Knights. Sergeants can be 
  infantry or technicians.
  Playing a Sergeant is not recommended but is 
  included for players wishing to take a backseat 
  role or who would rather roleplay their rise to 
  Knighthood. A player character Sergeant ranks 
  below all Knights and can expect to be treated 
  as a general dogs body. He is also likely to be the 
  one chosen to take point.
   Vehicle Crew: Although the Templars are con-
  sidered to command the elite armored units on 
  Necropolis, every Ordo maintains its own tanks 
  and self-propelled artillery (SPA). Despite what 
  the media portrays, tankers lead unglamorous 
  lives, and are usually called upon to spearhead 
  attacks. Against enemy tanks, the life expectancy 
  of a tanker is not much longer than an infantry-
  man.
  MAKING CHARACTERS
  MAKING CHARACTERS
  The Necropolis Savage Setting is designed 
  around the crusade to destroy the Rephaim, with 
  players taking on the roles of Knights and Chap-
  lains within the Sacri Ordines.
  1) RACE
  1) RACE
  All characters are human and therefore receive 
  a free Edge. They must meet all the requirements 
  of the Edge as normal.
  2) SACER ORDO
  2) SACER ORDO
  Every character should be either a Chaplain or 
  a Knight of a Sacer Ordo. Once a character has 
  joined an Ordo, whether as a Knight or a Chap-
  lain, he cannot change Ordo. The Sacri Ordines 
  are detailed individually starting on page 11.
  3) BRANCH AND RANK
  3) BRANCH AND RANK
  All characters ﬁ ll a speciﬁ c role within their 
  Lance. The branch you choose determines the 
  minimum requirements needed for the character. 
  These minimums represent the skills received 
  in basic training, and must be bought with the 
  character’s starting attribute and skill points. A 
  character who does not qualify for a Knight or 
  Chaplain role must become a Sergeant or be 
  reworked.
  Chaplain: Spirit d8, Guts d6, Healing d6
   Knight Artillerist: Strength d8, Vigor d6, 
  Fighting d4, Guts d4, Knowledge (Artillery) 
  d6, Shooting d6
  Knight Assault: Strength d8, Spirit d6, Vigor d8, 
  Fighting d8, Guts d8, Shooting d8
  Knight Combat Engineer: Smarts d6, Vigor 
  d6, Fighting d6, Guts d4, Knowledge (one 
  technical) d6, Repair d6, Shooting d4
  Knight Combat Medic: Smarts d6, Fighting d4, 
  Guts d6, Healing d6, Shooting d4
  Knight Infantry: Strength d6, Vigor d6, Fighting 
  d6, Guts d6, Shooting d6
  Knight Infantry Support: Strength d8, Vigor d6, 
  Fighting d4, Guts d6, Shooting d8
  Knight Scout: Agility d6, Smarts d6, Vigor d6, 
  Fighting d4, Guts d4, Notice d6, Shooting d6, 
  Stealth d8, Survival d6, Tracking d4
  Knight Vehicle Crew: Agility d6, Vigor d6, 
  Boating, Driving or Piloting d6, Fighting d4, 
  Guts d4, Repair d4, Shooting d6
  Senior Knight: Rank (Senior Knight) Edge
  Sergeant: Vigor d6, Fighting d4, Guts d4, 
  Shooting d4
  9
  WELCOME TO HELL
  WELCOME TO HELL
  Lance of Knights, but may be given control of a 
  large number of Sergeants and vehicle elements 
  in combat situations.
   Sergeant: Knights may be the elite forces of 
  the Church but the Sergeants make up the bulk of 
  the ﬁ ghting force of the militant Ordines. Though 
  they are members of a Sacer Ordo, Sergeants are 
  lower in status than Knights. Sergeants can be 
  infantry or technicians.
  Playing a Sergeant is not recommended but is 
  included for players wishing to take a backseat 
  role or who would rather roleplay their rise to 
  Knighthood. A player character Sergeant ranks 
  below all Knights and can expect to be treated 
  as a general dogs body. He is also likely to be the 
  one chosen to take point.
   Vehicle Crew: Although the Templars are con-
  sidered to command the elite armored units on 
  Necropolis, every Ordo maintains its own tanks 
  and self-propelled artillery (SPA). Despite what 
  the media portrays, tankers lead unglamorous 
  lives, and are usually called upon to spearhead 
  attacks. Against enemy tanks, the life expectancy 
  of a tanker is not much longer than an infantry-
  man.
  MAKING CHARACTERS
  MAKING CHARACTERS
  The Necropolis Savage Setting is designed 
  around the crusade to destroy the Rephaim, with 
  players taking on the roles of Knights and Chap-
  lains within the Sacri Ordines.
  1) RACE
  1) RACE
  All characters are human and therefore receive 
  a free Edge. They must meet all the requirements 
  of the Edge as normal.
  2) SACER ORDO
  2) SACER ORDO
  Every character should be either a Chaplain or 
  a Knight of a Sacer Ordo. Once a character has 
  joined an Ordo, whether as a Knight or a Chap-
  lain, he cannot change Ordo. The Sacri Ordines 
  are detailed individually starting on page 11.
  3) BRANCH AND RANK
  3) BRANCH AND RANK
  All characters ﬁ ll a speciﬁ c role within their 
  Lance. The branch you choose determines the 
  minimum requirements needed for the character. 
  These minimums represent the skills received 
  in basic training, and must be bought with the 
  character’s starting attribute and skill points. A 
  character who does not qualify for a Knight or 
  Chaplain role must become a Sergeant or be 
  reworked.
  Chaplain: Spirit d8, Guts d6, Healing d6
   Knight Artillerist: Strength d8, Vigor d6, 
  Fighting d4, Guts d4, Knowledge (Artillery) 
  d6, Shooting d6
  Knight Assault: Strength d8, Spirit d6, Vigor d8, 
  Fighting d8, Guts d8, Shooting d8
  Knight Combat Engineer: Smarts d6, Vigor 
  d6, Fighting d6, Guts d4, Knowledge (one 
  technical) d6, Repair d6, Shooting d4
  Knight Combat Medic: Smarts d6, Fighting d4, 
  Guts d6, Healing d6, Shooting d4
  Knight Infantry: Strength d6, Vigor d6, Fighting 
  d6, Guts d6, Shooting d6
  Knight Infantry Support: Strength d8, Vigor d6, 
  Fighting d4, Guts d6, Shooting d8
  Knight Scout: Agility d6, Smarts d6, Vigor d6, 
  Fighting d4, Guts d4, Notice d6, Shooting d6, 
  Stealth d8, Survival d6, Tracking d4
  Knight Vehicle Crew: Agility d6, Vigor d6, 
  Boating, Driving or Piloting d6, Fighting d4, 
  Guts d4, Repair d4, Shooting d6
  Senior Knight: Rank (Senior Knight) Edge
  Sergeant: Vigor d6, Fighting d4, Guts d4, 
  Shooting d4
  
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  4) TRAITS
  4) TRAITS
  Once you’ve decided what sort of character you 
  want to play, it’s time to determine your traits.
  ATTRIBUTES
  ATTRIBUTES
  Your character starts with a d4 in each of his 
  ﬁ ve attributes: Agility, Smarts, Spirit, Strength, 
  and Vigor. You then have 5 points to distribute 
  among them as you choose. Raising an attribute 
  a die type costs 1 point, and you may not raise an 
  attribute above d12.
  SKILLS
  SKILLS
  You also have 15 points to buy your skills. Rais-
  ing a skill by a die type costs 1 point as long as 
  it’s no higher than the attribute it’s linked to. It 
  costs 2 points per die type to raise a skill over its 
  linked attribute.
  All the standard skills are available in Necropo-
  lis. Characters with an Arcane Background also 
  have access to a special arcane skill. The only avail-
  able arcane skill is Faith. Knowledge (Artillery) is 
  used to ﬁ re indirect weapons, such as howitzers, 
  grenade launchers, and mortars, when the ﬁ rer 
  cannot see the target.
   LANGUAGES
  LANGUAGES
  Humanity retains many of the national lan-
  guages common in the 21st century before the 
  expansion into space. All citizens under Church 
  dominion receive schooling in Latin, the de 
  facto language of the Church. Learning different 
  languages requires the purchase of individual 
  Knowledge skills, with a d6 indicating basic ﬂ u-
  ency.
  The Rephaim’s language has been dubbed 
  Cryptspeak, though many common Rephaim lack 
  the ability to speak. All characters begin the game 
  with a d6 in their native language and Latin.
  SECONDARY STATISTICS
  SECONDARY STATISTICS
  Charisma is a measure of your hero’s likeability, 
  and is added to Persuasion and Streetwise rolls. 
  Your Charisma modiﬁ er is +0 unless changed by 
  Edges or Hindrances.
  Pace is equal to 6”, unless changed by Edges 
  or Hindrances.
  Parry is equal to 2 plus half your Fighting 
  die type. Edges, Hindrances, and some types of 
  equipment can modify your Parry score. Fighting 
  can, in some cases, go above a d12. In such cases, 
  all fractions are rounded down.
   LEADERSHIP
  LEADERSHIP
  Necropolis assumes your team is part of a 
  squad of around 4 to 6 Knights. The player 
  characters are of course the backbone of 
  the squad. They don’t work alone, how-
  ever, and are usually accompanied by at 
  least one Lance of Sergeants. These are 
  Extras. The Senior Knight needs a copy of 
  the Squad Sheet found at the back of this 
  book and on our website to record the 
  non-player characters’ names, statistics, 
  and basic personalities.
  The Senior Knight might sometimes ﬁ nd 
  himself commanding as many as ﬁ ve Lances 
  of Sergeants and maybe even an extra 
  Lance or two of Knights. These units must 
  be tracked as well, though it probably isn’t 
  important to create names and personali-
  ties for them unless they will be attached 
  for an extended period.
  Besides a bit of bookkeeping, the real chal-
  lenge in playing Necropolis is the role of 
  leaderships. Someone in the group needs 
  to play a Senior Knight. Yes, this means one 
  player is going to tell the others what to 
  do. Your hero might be ordered to charge 
  a machine gun nest or take point in an 
  almost certain ambush. That’s life in the 
  Sacri Ordines, and one of the really chal-
  lenging aspects of playing Necropolis.
  Leaders can enjoy the thrill of leading a 
  lightning strike raid against an enemy posi-
  tion with no casualties. Then deal with the 
  trauma of losing half their men in the next 
  ﬁ ght. Knights get to bitch and moan about 
  everything—which can make for great role-
  playing—but in the end have to do what 
  they’re told or face the consequences.
  Refuse to polish your armor and you’ll 
  likely pull extra KP (“kitchen police”—help-
  ing the cooks with chores) duty. Desert 
  your squad when they’re being overrun by 
  Rephaim and you’ll be lucky if you aren’t 
  put before a ﬁ ring squad.
  Like most Savage Worlds games, Necropolis 
  is designed for mature players who can 
  handle giving orders and taking them. Try 
  it and we think you’ll really come to like 
  this change of pace from the egalitarian 
  nature of most parties in fantasy and other 
  genres.
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  4) TRAITS
  4) TRAITS
  Once you’ve decided what sort of character you 
  want to play, it’s time to determine your traits.
  ATTRIBUTES
  ATTRIBUTES
  Your character starts with a d4 in each of his 
  ﬁ ve attributes: Agility, Smarts, Spirit, Strength, 
  and Vigor. You then have 5 points to distribute 
  among them as you choose. Raising an attribute 
  a die type costs 1 point, and you may not raise an 
  attribute above d12.
  SKILLS
  SKILLS
  You also have 15 points to buy your skills. Rais-
  ing a skill by a die type costs 1 point as long as 
  it’s no higher than the attribute it’s linked to. It 
  costs 2 points per die type to raise a skill over its 
  linked attribute.
  All the standard skills are available in Necropo-
  lis. Characters with an Arcane Background also 
  have access to a special arcane skill. The only avail-
  able arcane skill is Faith. Knowledge (Artillery) is 
  used to ﬁ re indirect weapons, such as howitzers, 
  grenade launchers, and mortars, when the ﬁ rer 
  cannot see the target.
   LANGUAGES
  LANGUAGES
  Humanity retains many of the national lan-
  guages common in the 21st century before the 
  expansion into space. All citizens under Church 
  dominion receive schooling in Latin, the de 
  facto language of the Church. Learning different 
  languages requires the purchase of individual 
  Knowledge skills, with a d6 indicating basic ﬂ u-
  ency.
  The Rephaim’s language has been dubbed 
  Cryptspeak, though many common Rephaim lack 
  the ability to speak. All characters begin the game 
  with a d6 in their native language and Latin.
  SECONDARY STATISTICS
  SECONDARY STATISTICS
  Charisma is a measure of your hero’s likeability, 
  and is added to Persuasion and Streetwise rolls. 
  Your Charisma modiﬁ er is +0 unless changed by 
  Edges or Hindrances.
  Pace is equal to 6”, unless changed by Edges 
  or Hindrances.
  Parry is equal to 2 plus half your Fighting 
  die type. Edges, Hindrances, and some types of 
  equipment can modify your Parry score. Fighting 
  can, in some cases, go above a d12. In such cases, 
  all fractions are rounded down.
   LEADERSHIP
  LEADERSHIP
  Necropolis assumes your team is part of a 
  squad of around 4 to 6 Knights. The player 
  characters are of course the backbone of 
  the squad. They don’t work alone, how-
  ever, and are usually accompanied by at 
  least one Lance of Sergeants. These are 
  Extras. The Senior Knight needs a copy of 
  the Squad Sheet found at the back of this 
  book and on our website to record the 
  non-player characters’ names, statistics, 
  and basic personalities.
  The Senior Knight might sometimes ﬁ nd 
  himself commanding as many as ﬁ ve Lances 
  of Sergeants and maybe even an extra 
  Lance or two of Knights. These units must 
  be tracked as well, though it probably isn’t 
  important to create names and personali-
  ties for them unless they will be attached 
  for an extended period.
  Besides a bit of bookkeeping, the real chal-
  lenge in playing Necropolis is the role of 
  leaderships. Someone in the group needs 
  to play a Senior Knight. Yes, this means one 
  player is going to tell the others what to 
  do. Your hero might be ordered to charge 
  a machine gun nest or take point in an 
  almost certain ambush. That’s life in the 
  Sacri Ordines, and one of the really chal-
  lenging aspects of playing Necropolis.
  Leaders can enjoy the thrill of leading a 
  lightning strike raid against an enemy posi-
  tion with no casualties. Then deal with the 
  trauma of losing half their men in the next 
  ﬁ ght. Knights get to bitch and moan about 
  everything—which can make for great role-
  playing—but in the end have to do what 
  they’re told or face the consequences.
  Refuse to polish your armor and you’ll 
  likely pull extra KP (“kitchen police”—help-
  ing the cooks with chores) duty. Desert 
  your squad when they’re being overrun by 
  Rephaim and you’ll be lucky if you aren’t 
  put before a ﬁ ring squad.
  Like most Savage Worlds games, Necropolis 
  is designed for mature players who can 
  handle giving orders and taking them. Try 
  it and we think you’ll really come to like 
  this change of pace from the egalitarian 
  nature of most parties in fantasy and other 
  genres.
  
  1111
  WELCOME TO HELL
  WELCOME TO HELL
  Toughness is equal to 2 plus half your Vigor 
  die type. Edges, Hindrances, and Armor can 
  modify your Toughness. Vigor can, in some cases, 
  go above a d12. In such cases, all fractions are 
  rounded down.
  5) SPECIAL ABILITIES
  5) SPECIAL ABILITIES
  All Knights and Chaplains receive the Vow 
  (Sacred Oaths) Major Hindrance at the start of the 
  game. These are the sacred oaths of chastity, obe-
  dience, poverty, and piety taken upon accepting 
  the cross. This “freebie” does not count toward a 
  character’s Hindrance limit.
  To compensate, Chaplains and Knights receive 
  special training, as detailed under each Sacer 
  Ordo. Sergeants take Minor Vows of obedience, 
  poverty, and piety only. In return, they receive 
  one extra skill point.
  Now decide if you want any extra Hindrances. 
  If so, you may now use the points from them to 
  gain one of the beneﬁ ts below. You may take up 
  to one Major Hindrance (worth 2 points), and up 
  to two Minor Hindrances (worth 1 point each).
  For 1 Hindrance point you can gain another 
  skill point. For 2 Hindrance points you can raise 
  an attribute by one die type or choose an Edge.
  6) 
  6)  GEAR
  GEAR
  Church characters’ vow of poverty extends to 
  personal belongings as well as money. Members 
  of an Ordo start with an equipment package based 
  on their role in the unit. Sergeants and members 
  of the Ordo Penitentia are forbidden from using 
  grenades and heavy weapons except in the direst 
  circumstances. The penalty for breaking this rule 
  is ﬂ ogging.
  Chaplain: Light armor, ﬂ echette pistol with 3 
  mags (optional), medikit, Book of Common 
  Prayers, ID tag.
  Knight Artillerist: Light armor, molecular sword, 
  ﬂ echette pistol with 3 mags, Levant 2.5” 
  mortar plus 5 HE shells, choice of 3 grenades, 
  binoculars, ID tag.
  Knight Assault Trooper: Infantry battle suit, 
  molecular sword, ﬂ echette riﬂ e with 3 mags, 
  choice of 5 grenades, Dove AT–1 launcher 
  with three warheads, sledgehammer, ID tag.
  Knight Combat Engineer: Medium armor, 
  molecular sword, ﬂ echette SMG with 3 
  mags, toolkit, choice of 4 mines with remote 
  detonators, choice of 3 grenades, ID tag.
  Knight Combat Medic: Light armor, molecular 
  sword, ﬂ echette SMG with 3 mags, choice of 3 
  grenades, medikit, ID tag.
  Knight Infantry: Medium armor, molecular 
  sword, ﬂ echette riﬂ e with 3 mags, choice of 5 
  grenades, ID tag. Impalers receive 3 spears or 
  heartbreakers (their choice).
  Knight Infantry Support: Medium armor, 
  molecular sword, ﬂ echette MG with 3 mags 
  (ﬂ amethrower with 2 fuel cylinders if Ordo 
  Sacrae Flamulae), choice of 3 grenades, ID 
  tag.
  Knight Ordo Penitentia: Molecular sword, ID 
  tag.
  Knight Scout: Light armor, molecular sword, 
  ﬂ echette sniper riﬂ e with 2 mags, ghillie suit, 
  ID tag.
  Knight Vehicle Crew: Light armor, molecular 
  sword, ﬂ echette pistol with 3 mags, ID tag.
  Senior Knight: Medium armor, molecular 
  sword, ﬂ echette SMG with 3 mags, choice of 
  3 grenades, ID scanner, binoculars, mobile 
  command center, ID tag.
  Sergeant: Light armor, molecular knife, ﬂ echette 
  SMG with 3 mags, ID tag.
  Common Equipment: All characters receive 
  the following basic equipment, which is stored 
  in their combat webbing: bedroll, canteen (full), 
  combat fatigues, mess kit, medpac, and one week 
  of basic trail rations. This equipment weighs 15 
  pounds and is generally removed before enter-
  ing combat. All Knights are issued with a shield, 
  though this is not normally carried in combat.
  7) BACKGROUND
  7) BACKGROUND
  Spend some time thinking about your char-
  acter’s background. Why did he join the Ordo? 
  Does he agree with Church politics? What are his 
  views on the Corporations? Does he sympathize 
  with any heresies? Who are his friends? Has he 
  lost family to the Rephaim?
  A few minutes spent ﬂ eshing out your charac-
  ter will add to the roleplaying experience.
  THE 
  THE  SACRI ORDINES
  SACRI ORDINES
  And the armies which were in Heaven 
  followed him upon white horses, Clothed 
  in ﬁ ne linen, White and clean.
  Revelation 19:14
  1111
  WELCOME TO HELL
  WELCOME TO HELL
  Toughness is equal to 2 plus half your Vigor 
  die type. Edges, Hindrances, and Armor can 
  modify your Toughness. Vigor can, in some cases, 
  go above a d12. In such cases, all fractions are 
  rounded down.
  5) SPECIAL ABILITIES
  5) SPECIAL ABILITIES
  All Knights and Chaplains receive the Vow 
  (Sacred Oaths) Major Hindrance at the start of the 
  game. These are the sacred oaths of chastity, obe-
  dience, poverty, and piety taken upon accepting 
  the cross. This “freebie” does not count toward a 
  character’s Hindrance limit.
  To compensate, Chaplains and Knights receive 
  special training, as detailed under each Sacer 
  Ordo. Sergeants take Minor Vows of obedience, 
  poverty, and piety only. In return, they receive 
  one extra skill point.
  Now decide if you want any extra Hindrances. 
  If so, you may now use the points from them to 
  gain one of the beneﬁ ts below. You may take up 
  to one Major Hindrance (worth 2 points), and up 
  to two Minor Hindrances (worth 1 point each).
  For 1 Hindrance point you can gain another 
  skill point. For 2 Hindrance points you can raise 
  an attribute by one die type or choose an Edge.
  6) 
  6)  GEAR
  GEAR
  Church characters’ vow of poverty extends to 
  personal belongings as well as money. Members 
  of an Ordo start with an equipment package based 
  on their role in the unit. Sergeants and members 
  of the Ordo Penitentia are forbidden from using 
  grenades and heavy weapons except in the direst 
  circumstances. The penalty for breaking this rule 
  is ﬂ ogging.
  Chaplain: Light armor, ﬂ echette pistol with 3 
  mags (optional), medikit, Book of Common 
  Prayers, ID tag.
  Knight Artillerist: Light armor, molecular sword, 
  ﬂ echette pistol with 3 mags, Levant 2.5” 
  mortar plus 5 HE shells, choice of 3 grenades, 
  binoculars, ID tag.
  Knight Assault Trooper: Infantry battle suit, 
  molecular sword, ﬂ echette riﬂ e with 3 mags, 
  choice of 5 grenades, Dove AT–1 launcher 
  with three warheads, sledgehammer, ID tag.
  Knight Combat Engineer: Medium armor, 
  molecular sword, ﬂ echette SMG with 3 
  mags, toolkit, choice of 4 mines with remote 
  detonators, choice of 3 grenades, ID tag.
  Knight Combat Medic: Light armor, molecular 
  sword, ﬂ echette SMG with 3 mags, choice of 3 
  grenades, medikit, ID tag.
  Knight Infantry: Medium armor, molecular 
  sword, ﬂ echette riﬂ e with 3 mags, choice of 5 
  grenades, ID tag. Impalers receive 3 spears or 
  heartbreakers (their choice).
  Knight Infantry Support: Medium armor, 
  molecular sword, ﬂ echette MG with 3 mags 
  (ﬂ amethrower with 2 fuel cylinders if Ordo 
  Sacrae Flamulae), choice of 3 grenades, ID 
  tag.
  Knight Ordo Penitentia: Molecular sword, ID 
  tag.
  Knight Scout: Light armor, molecular sword, 
  ﬂ echette sniper riﬂ e with 2 mags, ghillie suit, 
  ID tag.
  Knight Vehicle Crew: Light armor, molecular 
  sword, ﬂ echette pistol with 3 mags, ID tag.
  Senior Knight: Medium armor, molecular 
  sword, ﬂ echette SMG with 3 mags, choice of 
  3 grenades, ID scanner, binoculars, mobile 
  command center, ID tag.
  Sergeant: Light armor, molecular knife, ﬂ echette 
  SMG with 3 mags, ID tag.
  Common Equipment: All characters receive 
  the following basic equipment, which is stored 
  in their combat webbing: bedroll, canteen (full), 
  combat fatigues, mess kit, medpac, and one week 
  of basic trail rations. This equipment weighs 15 
  pounds and is generally removed before enter-
  ing combat. All Knights are issued with a shield, 
  though this is not normally carried in combat.
  7) BACKGROUND
  7) BACKGROUND
  Spend some time thinking about your char-
  acter’s background. Why did he join the Ordo? 
  Does he agree with Church politics? What are his 
  views on the Corporations? Does he sympathize 
  with any heresies? Who are his friends? Has he 
  lost family to the Rephaim?
  A few minutes spent ﬂ eshing out your charac-
  ter will add to the roleplaying experience.
  THE 
  THE  SACRI ORDINES
  SACRI ORDINES
  And the armies which were in Heaven 
  followed him upon white horses, Clothed 
  in ﬁ ne linen, White and clean.
  Revelation 19:14
  
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  CHAPLAINS
  CHAPLAINS
  Every Ordo maintains a cadre of Chaplains 
  whose task is to cater for the physical, mental, 
  and spiritual needs of the Knights and Sergeants, 
  both on and off the battleﬁ eld. Chaplains belong 
  to a Sacer Ordo in the same manner as Knights 
  and Sergeants but with two key differences—they 
  do not undergo the same training as Knights and 
  are not expected to carry weapons—though there 
  is no speciﬁ c rule prohibiting this.
  Chaplains ﬁ t uneasily into the rigid military 
  structure. Technically they have no rank, nor 
  can they ever hold one, but their vocation places 
  them on an equal footing with Senior Knights in 
  terms of the respect due them.
  According to the Rules of the Ordines, Chap-
  lains are not required to perform guard duty, 
  cannot be made to do physical labor, and have the 
  right to question their commander’s judgment. 
  The one exception to the latter is in combat, 
  when the senior ranking Knight has total control 
  of his unit.
  Chaplains and Combat Medics fulﬁ ll a similar 
  role on the battleﬁ eld, though Chaplains are also 
  required to perform last rites, act as psycholo-
  gists and spiritual guides, and function as morale 
  ofﬁ cers. The horrors of Necropolis are many and 
  even the toughest Knights occasionally crack 
  under the strain.
  The correct term of address for a Chaplain is 
  “padre.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Chaplains wear black armor emblazoned with 
  a gold cross on the breastplate. Shoulder plates 
  are colored to match the Knights’ tabards of the 
  Ordo they serve. Chaplains wear black fatigues 
  with appropriately colored cuffs instead of a 
  tabard.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Blessed: Chaplains can buy the Holy Warrior 
  Edge without meeting the Arcane Background 
  (Miracles) and Faith requirements. They receive 
  Power Points equal to half their Spirit die and use 
  Spirit in place of Faith.
  Church Knowledge: As members of the 
  clergy, they receive +2 to Common Knowledge 
  involving the Church or the Sacri Ordines.
  Healers: Chaplains are trained to heal physi-
  cal, mental, and spiritual wounds. They begin the 
  game with a d6 in Healing.
   ORDO HASTAE SANCTAE (
  ORDO HASTAE SANCTAE ( IMPALERS)
  IMPALERS)
  HISTORY
  HISTORY
  Founded in March 2325, the Order of the 
  Sacred Lance took its name from the spear used 
  to pierce Christ while on the cross. Known as the 
  Spear of Longinus—also the Holy Lance and the 
  Spear of Destiny—the ancient relic was brought 
  to Salus a matter of months before the Earth 
  was destroyed. It was kept in the Pope’s private 
  museum, revered as a holy artifact possessing 
  great but unknown powers. Pilgrims across Salus 
  would ﬂ ock to see it when it was brought into 
  public view at Easter.
  When the Ordo was founded it was granted 
  custodial guardianship of the Spear, which is 
  now housed in the Ordo’s headquarters. Knights 
  swear their oaths on the Spear and replicas hang 
  in every Impaler Preceptory. The media originally 
  called the Ordo the Lancers, but changed the 
  name to its more current one after witnessing 
  their ﬁ rst engagement with the Rephaim.
  As with their Templar and Incinerator counter-
  parts, the Knights and Sergeants of the Ordo have 
  chosen a combat specialty—in this case melee 
  combat. For the most part this stems from their 
  guardianship of the Spear of Destiny and their 
  belief it possesses power over evil. However, 
  there are many who believe Vlad the Impaler was 
  the ﬁ rst vampire and it is with a certain irony they 
  impale Rephaim on spears in the manner of this 
  infamous Romanian warlord.
  Rephaim defeated in battle are left impaled on 
  long spears as a warning to others of their kind. 
  Spears are also effective at keeping a Rephaim at 
  arms’ length while colleagues hack it pieces, and, 
  traditionally, for dispatching vampires.
  All Knights carry a sword as part of their ofﬁ ce, 
  but most are also equipped with at least three 
  spears, some of which have been modiﬁ ed into 
  weapons known as heartbreakers (page 34). Their 
  propensity for ﬁ ghting Rephaim face-to-face has 
  earned them a reputation as being some of the 
  toughest warriors serving the Church.
  The Impalers have few quarrels with the other 
  Ordines, content with leaving them to their petty 
  arguments while they get on with their work.
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  CHAPLAINS
  CHAPLAINS
  Every Ordo maintains a cadre of Chaplains 
  whose task is to cater for the physical, mental, 
  and spiritual needs of the Knights and Sergeants, 
  both on and off the battleﬁ eld. Chaplains belong 
  to a Sacer Ordo in the same manner as Knights 
  and Sergeants but with two key differences—they 
  do not undergo the same training as Knights and 
  are not expected to carry weapons—though there 
  is no speciﬁ c rule prohibiting this.
  Chaplains ﬁ t uneasily into the rigid military 
  structure. Technically they have no rank, nor 
  can they ever hold one, but their vocation places 
  them on an equal footing with Senior Knights in 
  terms of the respect due them.
  According to the Rules of the Ordines, Chap-
  lains are not required to perform guard duty, 
  cannot be made to do physical labor, and have the 
  right to question their commander’s judgment. 
  The one exception to the latter is in combat, 
  when the senior ranking Knight has total control 
  of his unit.
  Chaplains and Combat Medics fulﬁ ll a similar 
  role on the battleﬁ eld, though Chaplains are also 
  required to perform last rites, act as psycholo-
  gists and spiritual guides, and function as morale 
  ofﬁ cers. The horrors of Necropolis are many and 
  even the toughest Knights occasionally crack 
  under the strain.
  The correct term of address for a Chaplain is 
  “padre.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Chaplains wear black armor emblazoned with 
  a gold cross on the breastplate. Shoulder plates 
  are colored to match the Knights’ tabards of the 
  Ordo they serve. Chaplains wear black fatigues 
  with appropriately colored cuffs instead of a 
  tabard.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Blessed: Chaplains can buy the Holy Warrior 
  Edge without meeting the Arcane Background 
  (Miracles) and Faith requirements. They receive 
  Power Points equal to half their Spirit die and use 
  Spirit in place of Faith.
  Church Knowledge: As members of the 
  clergy, they receive +2 to Common Knowledge 
  involving the Church or the Sacri Ordines.
  Healers: Chaplains are trained to heal physi-
  cal, mental, and spiritual wounds. They begin the 
  game with a d6 in Healing.
   ORDO HASTAE SANCTAE (
  ORDO HASTAE SANCTAE ( IMPALERS)
  IMPALERS)
  HISTORY
  HISTORY
  Founded in March 2325, the Order of the 
  Sacred Lance took its name from the spear used 
  to pierce Christ while on the cross. Known as the 
  Spear of Longinus—also the Holy Lance and the 
  Spear of Destiny—the ancient relic was brought 
  to Salus a matter of months before the Earth 
  was destroyed. It was kept in the Pope’s private 
  museum, revered as a holy artifact possessing 
  great but unknown powers. Pilgrims across Salus 
  would ﬂ ock to see it when it was brought into 
  public view at Easter.
  When the Ordo was founded it was granted 
  custodial guardianship of the Spear, which is 
  now housed in the Ordo’s headquarters. Knights 
  swear their oaths on the Spear and replicas hang 
  in every Impaler Preceptory. The media originally 
  called the Ordo the Lancers, but changed the 
  name to its more current one after witnessing 
  their ﬁ rst engagement with the Rephaim.
  As with their Templar and Incinerator counter-
  parts, the Knights and Sergeants of the Ordo have 
  chosen a combat specialty—in this case melee 
  combat. For the most part this stems from their 
  guardianship of the Spear of Destiny and their 
  belief it possesses power over evil. However, 
  there are many who believe Vlad the Impaler was 
  the ﬁ rst vampire and it is with a certain irony they 
  impale Rephaim on spears in the manner of this 
  infamous Romanian warlord.
  Rephaim defeated in battle are left impaled on 
  long spears as a warning to others of their kind. 
  Spears are also effective at keeping a Rephaim at 
  arms’ length while colleagues hack it pieces, and, 
  traditionally, for dispatching vampires.
  All Knights carry a sword as part of their ofﬁ ce, 
  but most are also equipped with at least three 
  spears, some of which have been modiﬁ ed into 
  weapons known as heartbreakers (page 34). Their 
  propensity for ﬁ ghting Rephaim face-to-face has 
  earned them a reputation as being some of the 
  toughest warriors serving the Church.
  The Impalers have few quarrels with the other 
  Ordines, content with leaving them to their petty 
  arguments while they get on with their work.
  
  1313
  WELCOME TO HELL
  WELCOME TO HELL
  GRAND MASTERS
  GRAND MASTERS
  Only one Grand Master has led the Ordo, 
  though his deputy, Simon LeNoir, has effectively 
  ruled for the last two years. Ivan Dmitrovich 
  (Grand Master. 2325–present) was actually a 
  colonel in the Swiss Guard before accepting the 
  post of Grand Master of the new Ordo. He is a 
  close friend of the Pope, having served him loy-
  ally for 20 years before taking his holy vows.
  However, since 2344 he has been suffering 
  from a progressive wasting disease and, in the last 
  few years especially, has taken a less active role in 
  Ordo’s running. Many suspect he will soon step 
  down from ofﬁ ce.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights and Sergeants both wear white tab-
  ards—Knights sport a black cross and Sergeants 
  a red one. Unlike regular crosses, the top of the 
  cross is pointed, resembling the spear they wield 
  in combat. Armor is camouﬂ aged and the cross is 
  worn on the shoulder.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Face-to-Face: Impalers prefer to impale their 
  foes. They add +2 to Fighting rolls when using 
  spears and heartbreakers.
  Total Faith: Their bravery, total belief in their 
  cause, and outright aggression give these Knights 
  +2 to Guts.
   ORDO LAZARI SANCTI (
  ORDO LAZARI SANCTI ( LAZARITES)
  LAZARITES)
  HISTORY
  HISTORY
  Originally formed circa 1130, its original 
  members were leper Knights ﬁ ghting in the Holy 
  Land, who went on to found many leper hospi-
  tals. They were ofﬁ cially suppressed in 1790.
  Papal authority reformed the Ordo in secret on 
  11 January 2314 in direct response to the growing 
  rumors of “demons” plaguing Salus. The Ordo’s 
  Rule decreed the Knights were to capture as many 
  demons as possible and transport them back to 
  Earth for Church theologians and trusted scien-
  tists to study. Covert teams were dispatched and 
  on 12 January 2315 the ﬁ rst specimens arrived 
  on Earth. Specimens were tortured, subjected to 
  batteries of tests, and dissected in order to dis-
  cover their biological functions and how best to 
  combat their supernatural abilities.
  In 2321, the pope publicly proclaimed the 
  existence of the Lazarites and expanded their 
  mandate, transferring to them the exclusive rights 
  to study the Rephaim, as the creatures were now 
  known. Scientists and theologians joined the 
  Ordo in droves to assist with the experiments.
  The formation of the other Ordines brought 
  the Lazarites into political internecine conﬂ ict. 
  Only the Lazarites took Rephaim prisoners, and 
  the zealousness of the other Ordines meant fewer 
  and fewer were available. The Grand Master peti-
  tioned the Pope and in 2323 the Lazarites were 
  given papal authority to halt any military opera-
  tion if the “capturing of specimens is deemed 
  necessary”—a loose phrase and one open to 
  interpretation. It became a major sin to interfere 
  in Lazarite operations or to refuse to cooperate 
  with their requests. Protests from the other Grand 
  Masters have fallen on deaf ears.
  No one outside of the ruling ofﬁ cers knows 
  where every research laboratory is located or 
  what experiments are being performed. Critics 
  within the Church speak of a veil of secrecy, of 
  dabbling in dark forces, and even of being in col-
  lusion with the Rephaim.
  The Grand Master has responded to these 
  claims with the Ordo’s need to maintain secrecy 
  to stop Rephaim attacks aimed at halting the vital 
  1313
  WELCOME TO HELL
  WELCOME TO HELL
  GRAND MASTERS
  GRAND MASTERS
  Only one Grand Master has led the Ordo, 
  though his deputy, Simon LeNoir, has effectively 
  ruled for the last two years. Ivan Dmitrovich 
  (Grand Master. 2325–present) was actually a 
  colonel in the Swiss Guard before accepting the 
  post of Grand Master of the new Ordo. He is a 
  close friend of the Pope, having served him loy-
  ally for 20 years before taking his holy vows.
  However, since 2344 he has been suffering 
  from a progressive wasting disease and, in the last 
  few years especially, has taken a less active role in 
  Ordo’s running. Many suspect he will soon step 
  down from ofﬁ ce.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights and Sergeants both wear white tab-
  ards—Knights sport a black cross and Sergeants 
  a red one. Unlike regular crosses, the top of the 
  cross is pointed, resembling the spear they wield 
  in combat. Armor is camouﬂ aged and the cross is 
  worn on the shoulder.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Face-to-Face: Impalers prefer to impale their 
  foes. They add +2 to Fighting rolls when using 
  spears and heartbreakers.
  Total Faith: Their bravery, total belief in their 
  cause, and outright aggression give these Knights 
  +2 to Guts.
   ORDO LAZARI SANCTI (
  ORDO LAZARI SANCTI ( LAZARITES)
  LAZARITES)
  HISTORY
  HISTORY
  Originally formed circa 1130, its original 
  members were leper Knights ﬁ ghting in the Holy 
  Land, who went on to found many leper hospi-
  tals. They were ofﬁ cially suppressed in 1790.
  Papal authority reformed the Ordo in secret on 
  11 January 2314 in direct response to the growing 
  rumors of “demons” plaguing Salus. The Ordo’s 
  Rule decreed the Knights were to capture as many 
  demons as possible and transport them back to 
  Earth for Church theologians and trusted scien-
  tists to study. Covert teams were dispatched and 
  on 12 January 2315 the ﬁ rst specimens arrived 
  on Earth. Specimens were tortured, subjected to 
  batteries of tests, and dissected in order to dis-
  cover their biological functions and how best to 
  combat their supernatural abilities.
  In 2321, the pope publicly proclaimed the 
  existence of the Lazarites and expanded their 
  mandate, transferring to them the exclusive rights 
  to study the Rephaim, as the creatures were now 
  known. Scientists and theologians joined the 
  Ordo in droves to assist with the experiments.
  The formation of the other Ordines brought 
  the Lazarites into political internecine conﬂ ict. 
  Only the Lazarites took Rephaim prisoners, and 
  the zealousness of the other Ordines meant fewer 
  and fewer were available. The Grand Master peti-
  tioned the Pope and in 2323 the Lazarites were 
  given papal authority to halt any military opera-
  tion if the “capturing of specimens is deemed 
  necessary”—a loose phrase and one open to 
  interpretation. It became a major sin to interfere 
  in Lazarite operations or to refuse to cooperate 
  with their requests. Protests from the other Grand 
  Masters have fallen on deaf ears.
  No one outside of the ruling ofﬁ cers knows 
  where every research laboratory is located or 
  what experiments are being performed. Critics 
  within the Church speak of a veil of secrecy, of 
  dabbling in dark forces, and even of being in col-
  lusion with the Rephaim.
  The Grand Master has responded to these 
  claims with the Ordo’s need to maintain secrecy 
  to stop Rephaim attacks aimed at halting the vital 
  
  1414
  NECROPOLIS 2350
  NECROPOLIS 2350
  research and of the consequences of cultists trying 
  to inﬁ ltrate the laboratories to free the specimens. 
  Such rhetoric does little to appease the critics.
  After nearly 40 years of study, the Lazarites have 
  provided intriguing information to the Curia, but 
  they still have a very long way to go to fully under-
  standing the diverse “races” of the Rephaim.
  GRAND MASTERS
  GRAND MASTERS
  The ﬁ rst Grand Master of the Lazarites, 
  Bishop Augusta di Roma (GM. 2314–2319), had 
  long preached against the dangers of believing 
  in demons, preferring that mankind accepted 
  responsibility for his own sins. When the results of 
  the early studies were brought to his attention he 
  committed suicide rather than face an existence 
  where, it seemed, Hell has opened its doors.
  Sandra O’Flaherty is the current Grand Master 
  (GM. 2320–present). She joined the Ordo as 
  a Field Master at its inception, having previ-
  ously served as an ofﬁ cer with the Nagahima 
  Corporation’s mercenary force. She is a skilled 
  politician and has persuaded the pope to increase 
  her Ordo’s inﬂ uence. To her own Knights she is 
  known as “Reverend Mother”—to her rivals she is 
  commonly referred to as “the pope’s whore.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights of the Ordo wear a plain black tabard—
  Sergeants wear a black tabard with a white cross. All 
  soldiers in the Ordo wear unadorned black armor, 
  regardless of the environmental conditions.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Rephaim Knowledge: Lazarites start the game 
  with Knowledge (Rephaim) d6 and add +2 to any 
  Common Knowledge involving these creatures.
  Specimen Collection: Lazarites gain +2 to 
  Fighting rolls when using a corpse catcher and 
  +2 to Shooting rolls when using a tangle gun 
  against Rephaim targets.
   ORDO SACRAE FLAMULAE (
  ORDO SACRAE FLAMULAE ( INCINERATORS)
  INCINERATORS)
  HISTORY
  HISTORY
  The Order of the Holy Flame had no prede-
  cessors upon which to base its Ordo, though 
  cynics openly remark at their similarity to the 
  witch–burning Inquisition of Earth’s Renaissance 
  period.
  Founded on 16th June 2320, the Incinerators 
  were the second militant Ordo dedicated purely 
  to combat. At ﬁ rst the Ordo was little more than 
  another Templar organization—a force of Knights 
  and Sergeants prepared to lay down their lives 
  in just cause. Men and women who found the 
  Templar credo too rigid turned to the new Ordo 
  and its ranks quickly grew.
  The Grand Master soon realized that part of 
  the problem with ﬁ ghting the Rephaim was their 
  tendency to multiply quickly. A zombie cut in half 
  could be stitched back together and reanimated 
  to ﬁ ght again, and the corpse of a fallen foe could 
  be used as a zombie or a skeleton. The Ordo had 
  taken its name from the belief God manifested 
  himself, at least in Old Testament times, as ﬁ re, 
  and that ﬁ re is a purifying force. If the Rephaim 
  were to be beaten their evil bodies must be puri-
  ﬁ ed.
  By early 2322 the Ordo had taken to its new 
  creed like a duck to water. Any Rephaim the Ordo 
  discovered were put to the ﬁ re. Any settlement 
  thought to be housing cultists was razed to the 
  ground. Flamethrowers became the Ordo’s infan-
  try support weapon of choice.
  Their overzealous use of ﬁ re was unpopular 
  with innocent townsfolk and members were 
  feared as witch–burning fanatics. Priests of burnt 
  villages complained to bishops, who complained 
  to archbishops. Even the Lazarite Grand Master 
  lodged formal complaints that the Incinerators 
  were leaving no Rephaim for study.
  In 2323 the Pope called the Grand Master to 
  heel and forbade the burning of settlements unless 
  they were proven strongholds of the Rephaim—
  villagers accused of collaboration were to be 
  tried before an ecclesiastical court rather than 
  summarily executed and the use of ﬂ amethrow-
  ers in inhabited areas was to be curbed. Above 
  all, the Lazarites were to be given the opportunity 
  to retrieve corpses for experimentation.
  The Grand Master, having no wish to be 
  removed from his ofﬁ ce, has in turn brought the 
  Ordo to heel and their reputation with the public 
  is slowly improving. Their ﬂ amethrowers may 
  ignite less often but the ﬁ re within their hearts 
  has not been dampened.
  GRAND MASTERS
  GRAND MASTERS
  Two Grand Masters have led the Incinerators 
  since their founding.
  1414
  NECROPOLIS 2350
  NECROPOLIS 2350
  research and of the consequences of cultists trying 
  to inﬁ ltrate the laboratories to free the specimens. 
  Such rhetoric does little to appease the critics.
  After nearly 40 years of study, the Lazarites have 
  provided intriguing information to the Curia, but 
  they still have a very long way to go to fully under-
  standing the diverse “races” of the Rephaim.
  GRAND MASTERS
  GRAND MASTERS
  The ﬁ rst Grand Master of the Lazarites, 
  Bishop Augusta di Roma (GM. 2314–2319), had 
  long preached against the dangers of believing 
  in demons, preferring that mankind accepted 
  responsibility for his own sins. When the results of 
  the early studies were brought to his attention he 
  committed suicide rather than face an existence 
  where, it seemed, Hell has opened its doors.
  Sandra O’Flaherty is the current Grand Master 
  (GM. 2320–present). She joined the Ordo as 
  a Field Master at its inception, having previ-
  ously served as an ofﬁ cer with the Nagahima 
  Corporation’s mercenary force. She is a skilled 
  politician and has persuaded the pope to increase 
  her Ordo’s inﬂ uence. To her own Knights she is 
  known as “Reverend Mother”—to her rivals she is 
  commonly referred to as “the pope’s whore.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights of the Ordo wear a plain black tabard—
  Sergeants wear a black tabard with a white cross. All 
  soldiers in the Ordo wear unadorned black armor, 
  regardless of the environmental conditions.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Rephaim Knowledge: Lazarites start the game 
  with Knowledge (Rephaim) d6 and add +2 to any 
  Common Knowledge involving these creatures.
  Specimen Collection: Lazarites gain +2 to 
  Fighting rolls when using a corpse catcher and 
  +2 to Shooting rolls when using a tangle gun 
  against Rephaim targets.
   ORDO SACRAE FLAMULAE (
  ORDO SACRAE FLAMULAE ( INCINERATORS)
  INCINERATORS)
  HISTORY
  HISTORY
  The Order of the Holy Flame had no prede-
  cessors upon which to base its Ordo, though 
  cynics openly remark at their similarity to the 
  witch–burning Inquisition of Earth’s Renaissance 
  period.
  Founded on 16th June 2320, the Incinerators 
  were the second militant Ordo dedicated purely 
  to combat. At ﬁ rst the Ordo was little more than 
  another Templar organization—a force of Knights 
  and Sergeants prepared to lay down their lives 
  in just cause. Men and women who found the 
  Templar credo too rigid turned to the new Ordo 
  and its ranks quickly grew.
  The Grand Master soon realized that part of 
  the problem with ﬁ ghting the Rephaim was their 
  tendency to multiply quickly. A zombie cut in half 
  could be stitched back together and reanimated 
  to ﬁ ght again, and the corpse of a fallen foe could 
  be used as a zombie or a skeleton. The Ordo had 
  taken its name from the belief God manifested 
  himself, at least in Old Testament times, as ﬁ re, 
  and that ﬁ re is a purifying force. If the Rephaim 
  were to be beaten their evil bodies must be puri-
  ﬁ ed.
  By early 2322 the Ordo had taken to its new 
  creed like a duck to water. Any Rephaim the Ordo 
  discovered were put to the ﬁ re. Any settlement 
  thought to be housing cultists was razed to the 
  ground. Flamethrowers became the Ordo’s infan-
  try support weapon of choice.
  Their overzealous use of ﬁ re was unpopular 
  with innocent townsfolk and members were 
  feared as witch–burning fanatics. Priests of burnt 
  villages complained to bishops, who complained 
  to archbishops. Even the Lazarite Grand Master 
  lodged formal complaints that the Incinerators 
  were leaving no Rephaim for study.
  In 2323 the Pope called the Grand Master to 
  heel and forbade the burning of settlements unless 
  they were proven strongholds of the Rephaim—
  villagers accused of collaboration were to be 
  tried before an ecclesiastical court rather than 
  summarily executed and the use of ﬂ amethrow-
  ers in inhabited areas was to be curbed. Above 
  all, the Lazarites were to be given the opportunity 
  to retrieve corpses for experimentation.
  The Grand Master, having no wish to be 
  removed from his ofﬁ ce, has in turn brought the 
  Ordo to heel and their reputation with the public 
  is slowly improving. Their ﬂ amethrowers may 
  ignite less often but the ﬁ re within their hearts 
  has not been dampened.
  GRAND MASTERS
  GRAND MASTERS
  Two Grand Masters have led the Incinerators 
  since their founding.
  
  1515
  WELCOME TO HELL
  WELCOME TO HELL
  Henry Dalgleish (GM. 2320–2337) was an 
  Inquisitor–Bishop before taking on the mantle. It 
  was he who ﬁ rst promoted the use of ﬁ re as the 
  most effective weapon against the Rephaim. He 
  died in an automobile accident. 
  Claude de Bussey (GM. 2337–present) was 
  Deputy of the Ordo when Dalgleish died. Like 
  his predecessor, he continued the Ordo’s tradi-
  tion of ﬁ ghting evil with ﬁ re. He sees the Lazarite 
  Grand Master’s interference in his Ordo’s work as 
  paramount to a personal challenge of honor. It is 
  well known he despises Grand Master O’Flaherty 
  and tensions between the two have carried down 
  to their troops.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights and Sergeants both wear a red tabard 
  with a black cross on the chest. Knights wear 
  an additional cross on their shoulders. Their 
  scorched armor always has a red chest plate 
  emblazoned with a black cross—the remainder is 
  camouﬂ aged.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Brave: Their willingness to go into the heart 
  of a Rephaim lair to deliver “puriﬁ cation” grants 
  them a +2 bonus to Guts rolls.
  Cleanse by Fire: Members of the Ordo gain 
  +2 to Shooting rolls when using ﬂ amethrowers, 
  microﬂ are guns, or ﬁ ring incendiary grenades. In 
  addition, they gain +2 to Throwing rolls when 
  chucking incendiary grenades.
   ORDO TEMPLI NOVI (
  ORDO TEMPLI NOVI ( TEMPLARS)
  TEMPLARS)
  HISTORY
  HISTORY
  In the last years of the 20th century, stories sur-
  rounding the original Poor Knights of Christ and 
  of the Temple of Solomon (1118–1314) placed 
  them at the heart of an international conspiracy to 
  control the fate of Europe. Their foundation was 
  linked by some to ancient Egyptian beliefs, their 
  continued existence attributed to Freemasonry, 
  and their goal to preserve the bloodline of Jesus 
  Christ. Scholarly research showed them to be an 
  order of warrior–monks dedicated to defending 
  pilgrims in the Holy Land who fell from grace 
  because of greed by the French king and Pope. 
  Whatever their true purpose, the original Tem-
  plars were charged with heresy and disbanded by 
  Pope Clement V and the last Grand Master burnt 
  at the stake.
  The Order of the New Temple was established 
  on 13th October 2319 by papal decree. Whereas 
  the Lazarites were to be the Church’s scientiﬁ c 
  arm, the Templar Rule granted them status as a 
  military Ordo of warriors ﬁ ghting a holy cause. 
  The initial intake was selected from military 
  personnel of strong faith, and the Templars 
  immediately set about founding Preceptories 
  near the frontlines.
  Battle against the Rephaim was ﬁ rst joined in 
  2320, a year in which winter came early to Salus, 
  when a force of 15 Knights and 300 Sergeants 
  landed near the city of Satura (now Augustus). In 
  a show of faith and might, the Templars launched 
  straight into battle without waiting for Lazarite 
  scientists to brief them on their foe. None sur-
  vived the week. Though the media reported the 
  Knights battling against “an unending hoard of 
  darkness” and “ceaseless attacks,” the Templars’ 
  eagerness had simply got the better of them—a 
  lesson they still have to learn.
  The Templar motto, non receptus non con-
  cedere (no retreat no surrender), reﬂ ects their 
  unswerving loyalty to the cause. Knights entering 
  the Ordo must take an additional vow never to 
  leave the ﬁ eld of battle unless they are the last 
  man alive—an attitude that has caused thousands 
  of needless deaths. Despite the heavy losses, 
  Templars still hold true to their motto. 
  Since 2326 the Templars have organized 
  themselves around mechanized support and 
  are without doubt the best in the galaxy. Their 
  Calvary and Golgotha tanks and assorted aircraft 
  are welcomed on the ﬁ eld of battle by any allied 
  force and their reputation for turning the tide 
  of battle on numerous occasions has won them 
  many papal citations.
  Though other militant Ordines have since been 
  founded, the Templars take pride in their being 
  founded ﬁ rst, a fact they never forget to mention 
  to the later Ordines.
  GRAND MASTERS
  GRAND MASTERS
  Since their inception the Templars have had 
  only a single Grand Master, Simon Monterrey 
  (GM. 2319–present). Monterrey had trained as 
  a priest but fought with papal forces during the 
  Third Reformation, earning his Knighthood the 
  old fashioned way. Although a competent strat-
  egist he follows the spirit of his Ordo’s motto. 
  Some say that when he is not planning the next 
  Templar offensive he ﬂ agellates himself for the 
  countless souls he has sent to the Creator.
  1515
  WELCOME TO HELL
  WELCOME TO HELL
  Henry Dalgleish (GM. 2320–2337) was an 
  Inquisitor–Bishop before taking on the mantle. It 
  was he who ﬁ rst promoted the use of ﬁ re as the 
  most effective weapon against the Rephaim. He 
  died in an automobile accident. 
  Claude de Bussey (GM. 2337–present) was 
  Deputy of the Ordo when Dalgleish died. Like 
  his predecessor, he continued the Ordo’s tradi-
  tion of ﬁ ghting evil with ﬁ re. He sees the Lazarite 
  Grand Master’s interference in his Ordo’s work as 
  paramount to a personal challenge of honor. It is 
  well known he despises Grand Master O’Flaherty 
  and tensions between the two have carried down 
  to their troops.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights and Sergeants both wear a red tabard 
  with a black cross on the chest. Knights wear 
  an additional cross on their shoulders. Their 
  scorched armor always has a red chest plate 
  emblazoned with a black cross—the remainder is 
  camouﬂ aged.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Brave: Their willingness to go into the heart 
  of a Rephaim lair to deliver “puriﬁ cation” grants 
  them a +2 bonus to Guts rolls.
  Cleanse by Fire: Members of the Ordo gain 
  +2 to Shooting rolls when using ﬂ amethrowers, 
  microﬂ are guns, or ﬁ ring incendiary grenades. In 
  addition, they gain +2 to Throwing rolls when 
  chucking incendiary grenades.
   ORDO TEMPLI NOVI (
  ORDO TEMPLI NOVI ( TEMPLARS)
  TEMPLARS)
  HISTORY
  HISTORY
  In the last years of the 20th century, stories sur-
  rounding the original Poor Knights of Christ and 
  of the Temple of Solomon (1118–1314) placed 
  them at the heart of an international conspiracy to 
  control the fate of Europe. Their foundation was 
  linked by some to ancient Egyptian beliefs, their 
  continued existence attributed to Freemasonry, 
  and their goal to preserve the bloodline of Jesus 
  Christ. Scholarly research showed them to be an 
  order of warrior–monks dedicated to defending 
  pilgrims in the Holy Land who fell from grace 
  because of greed by the French king and Pope. 
  Whatever their true purpose, the original Tem-
  plars were charged with heresy and disbanded by 
  Pope Clement V and the last Grand Master burnt 
  at the stake.
  The Order of the New Temple was established 
  on 13th October 2319 by papal decree. Whereas 
  the Lazarites were to be the Church’s scientiﬁ c 
  arm, the Templar Rule granted them status as a 
  military Ordo of warriors ﬁ ghting a holy cause. 
  The initial intake was selected from military 
  personnel of strong faith, and the Templars 
  immediately set about founding Preceptories 
  near the frontlines.
  Battle against the Rephaim was ﬁ rst joined in 
  2320, a year in which winter came early to Salus, 
  when a force of 15 Knights and 300 Sergeants 
  landed near the city of Satura (now Augustus). In 
  a show of faith and might, the Templars launched 
  straight into battle without waiting for Lazarite 
  scientists to brief them on their foe. None sur-
  vived the week. Though the media reported the 
  Knights battling against “an unending hoard of 
  darkness” and “ceaseless attacks,” the Templars’ 
  eagerness had simply got the better of them—a 
  lesson they still have to learn.
  The Templar motto, non receptus non con-
  cedere (no retreat no surrender), reﬂ ects their 
  unswerving loyalty to the cause. Knights entering 
  the Ordo must take an additional vow never to 
  leave the ﬁ eld of battle unless they are the last 
  man alive—an attitude that has caused thousands 
  of needless deaths. Despite the heavy losses, 
  Templars still hold true to their motto. 
  Since 2326 the Templars have organized 
  themselves around mechanized support and 
  are without doubt the best in the galaxy. Their 
  Calvary and Golgotha tanks and assorted aircraft 
  are welcomed on the ﬁ eld of battle by any allied 
  force and their reputation for turning the tide 
  of battle on numerous occasions has won them 
  many papal citations.
  Though other militant Ordines have since been 
  founded, the Templars take pride in their being 
  founded ﬁ rst, a fact they never forget to mention 
  to the later Ordines.
  GRAND MASTERS
  GRAND MASTERS
  Since their inception the Templars have had 
  only a single Grand Master, Simon Monterrey 
  (GM. 2319–present). Monterrey had trained as 
  a priest but fought with papal forces during the 
  Third Reformation, earning his Knighthood the 
  old fashioned way. Although a competent strat-
  egist he follows the spirit of his Ordo’s motto. 
  Some say that when he is not planning the next 
  Templar offensive he ﬂ agellates himself for the 
  countless souls he has sent to the Creator.
  
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights wear a white tabard with a red Maltese 
  cross on the chest—Sergeants a black tabard with 
  a red cross. In battle, their armor is camouﬂ aged 
  to suit the local terrain, but a white (or black) 
  square and cross can always be found on their 
  left breasts.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Vehicle Expertise: Templars receive +1 to 
  Boating, Driving, or Piloting (pick one). This 
  bonus stacks with the Ace Edge. They also gain 
  +1 to Shooting when using the vehicle mounted 
  weapons of the same vehicle type and +1 to 
  Repair such vehicles.
  For example, a Templar choosing +1 Driving 
  would receive the bonus for any land vehicle, 
  from a sports car to a grav tank. He also gains a 
  +1 to Shooting when using weapons mounted on 
  these vehicles and a +1 to Repair such vehicles. 
  He gains no bonuses for watercraft or aircraft, 
  even if they have weapon systems similar to 
  those on land vehicles.
   ORDO VERBI BAENEDICTI (
  ORDO VERBI BAENEDICTI ( PREACHERS)
  PREACHERS)
  HISTORY
  HISTORY
  The last ofﬁ cial Sacer Ordo was created in Janu-
  ary 2328 and is the least militant. The Pope had 
  already created an Ordo to study the Rephaim and 
  three Ordines to combat them, but he needed an 
  Ordo to protect the common people. This is the 
  ofﬁ cial role of the Order of the Blessed Word.
  The Pope gave the Preachers four main goals. 
  First, they were to spread the Word of God to 
  remote settlements beyond the sphere of the 
  Church’s direct inﬂ uence and in Corporate 
  enclaves. Second, they were to protect these 
  areas from Rephaim incursion—a mandate that 
  includes the ferreting out of collaborators. Third, 
  they were to act as hospitallers, bringing medical 
  aid to remote areas and caring for the hearts and 
  minds of the sick. Fourth, they were to train set-
  tlers to defend themselves against the Rephaim. 
  In short, they were to win hearts and minds.
  The Corporate media often portrays the 
  Preachers as missionaries converting colonists by 
  the sword. In fact, nothing could be further from 
  the truth. Their Preceptories are built among 
  rural communities, where heavily armed rein-
  forcements are few and far between. Yet they are 
  charged with defending these settlements and do 
  so with great bravery. Often a mere handful of 
  Knights are left to defend a village against odds 
  numbering dozens–to–one.
  Their work with the common people has won 
  them many supporters. Of all the Ordines, their 
  intelligence network is the most widespread. 
  Many folk see the other Ordines as set upon 
  pedestals, but the Preachers are widely trusted 
  and information reaches their Preceptories from 
  a variety of sources. From village priests whose 
  settlements were saved, to cattle farmers whose 
  child they delivered, to the Corporate wage–slave 
  whose ears were opened to a new hope, rumors 
  of Rephaim activity and heresy ﬁ lter slowly back 
  to the nearest Preacher Preceptory.
  GRAND MASTERS
  GRAND MASTERS
  The Preachers are unusual in that their Grand 
  Masters are often found operating in the ﬁ eld. 
  As humanitarian as this may be, ambushes and 
  attacks have resulted in a disproportionately 
  high number of Grand Masters given their short 
  existence.
  The ﬁ rst Grand Master was Cardinal Luigi Salva-
  tore (GM. 2328–2335), former head of the Vatican 
  Relief Agency. He was killed by a vampire’s puppet 
  on a visit to a Preceptory in New Carpathia.
  Next came Montalban Gregory (GM. 2335–
  2339). Gregory was a missionary serving in New 
  Carpathia when he was named as successor. 
  Although an outsider, the Ordo prospered under 
  his short rule and he founded many new Precep-
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights wear a white tabard with a red Maltese 
  cross on the chest—Sergeants a black tabard with 
  a red cross. In battle, their armor is camouﬂ aged 
  to suit the local terrain, but a white (or black) 
  square and cross can always be found on their 
  left breasts.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Vehicle Expertise: Templars receive +1 to 
  Boating, Driving, or Piloting (pick one). This 
  bonus stacks with the Ace Edge. They also gain 
  +1 to Shooting when using the vehicle mounted 
  weapons of the same vehicle type and +1 to 
  Repair such vehicles.
  For example, a Templar choosing +1 Driving 
  would receive the bonus for any land vehicle, 
  from a sports car to a grav tank. He also gains a 
  +1 to Shooting when using weapons mounted on 
  these vehicles and a +1 to Repair such vehicles. 
  He gains no bonuses for watercraft or aircraft, 
  even if they have weapon systems similar to 
  those on land vehicles.
   ORDO VERBI BAENEDICTI (
  ORDO VERBI BAENEDICTI ( PREACHERS)
  PREACHERS)
  HISTORY
  HISTORY
  The last ofﬁ cial Sacer Ordo was created in Janu-
  ary 2328 and is the least militant. The Pope had 
  already created an Ordo to study the Rephaim and 
  three Ordines to combat them, but he needed an 
  Ordo to protect the common people. This is the 
  ofﬁ cial role of the Order of the Blessed Word.
  The Pope gave the Preachers four main goals. 
  First, they were to spread the Word of God to 
  remote settlements beyond the sphere of the 
  Church’s direct inﬂ uence and in Corporate 
  enclaves. Second, they were to protect these 
  areas from Rephaim incursion—a mandate that 
  includes the ferreting out of collaborators. Third, 
  they were to act as hospitallers, bringing medical 
  aid to remote areas and caring for the hearts and 
  minds of the sick. Fourth, they were to train set-
  tlers to defend themselves against the Rephaim. 
  In short, they were to win hearts and minds.
  The Corporate media often portrays the 
  Preachers as missionaries converting colonists by 
  the sword. In fact, nothing could be further from 
  the truth. Their Preceptories are built among 
  rural communities, where heavily armed rein-
  forcements are few and far between. Yet they are 
  charged with defending these settlements and do 
  so with great bravery. Often a mere handful of 
  Knights are left to defend a village against odds 
  numbering dozens–to–one.
  Their work with the common people has won 
  them many supporters. Of all the Ordines, their 
  intelligence network is the most widespread. 
  Many folk see the other Ordines as set upon 
  pedestals, but the Preachers are widely trusted 
  and information reaches their Preceptories from 
  a variety of sources. From village priests whose 
  settlements were saved, to cattle farmers whose 
  child they delivered, to the Corporate wage–slave 
  whose ears were opened to a new hope, rumors 
  of Rephaim activity and heresy ﬁ lter slowly back 
  to the nearest Preacher Preceptory.
  GRAND MASTERS
  GRAND MASTERS
  The Preachers are unusual in that their Grand 
  Masters are often found operating in the ﬁ eld. 
  As humanitarian as this may be, ambushes and 
  attacks have resulted in a disproportionately 
  high number of Grand Masters given their short 
  existence.
  The ﬁ rst Grand Master was Cardinal Luigi Salva-
  tore (GM. 2328–2335), former head of the Vatican 
  Relief Agency. He was killed by a vampire’s puppet 
  on a visit to a Preceptory in New Carpathia.
  Next came Montalban Gregory (GM. 2335–
  2339). Gregory was a missionary serving in New 
  Carpathia when he was named as successor. 
  Although an outsider, the Ordo prospered under 
  his short rule and he founded many new Precep-
  
  1717
  WELCOME TO HELL
  WELCOME TO HELL
  tories and hospitals. Gregory was killed when 
  Corporate forces shot down the troop ship in 
  which he was traveling.
  Patricia Pryce (GM. 2339–2344) was promoted 
  from Seneschal when Gregory was killed. Her 
  tough stance on providing free medical care to 
  the poor alienated many in the Curate. She died 
  of typhus while treating plague victims.
  The current Grand Master is Nicholas Boyle 
  (GM. 2344–present). Former Marshal of the Ordo, 
  he has increased the number of Preceptories and 
  stepped up the training of colonists. Many see 
  him as a radical and accuse him of moving toward 
  a more militant stance. In which direction the 
  Ordo will turn under his rule is widely debated.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights wear a green tabard with a white cross 
  and Sergeants a black cross. Regardless of camou-
  ﬂ age, colored squares are worn over their hearts 
  on their armor.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Hearts & Minds: Preachers are trained to win 
  hearts and minds and have +2 Charisma.
  Training Cadre: Preachers are responsible for 
  training local militias to combat the Rephaim. 
  The Preacher acts as if he has the Command Edge 
  when leading citizen or militia allies. A character 
  who already possesses the Edge increases his 
  command radius to 10” (or 15” if he also has 
  Command Presence) with regard to citizens and 
  militia.
   ORDO PENITENTIA (
  ORDO PENITENTIA ( PENITENTS)
  PENITENTS)
  The Penitents are not a true Knightly Ordo in 
  the manner of those above. They are an Ordo 
  whose membership is quite exclusive—they only 
  accept criminals from the other Sacri Ordines.
  Starting characters may only join this Ordo as 
  a result of purchasing the Penitent Hindrance 
  (page 19).
  HISTORY
  HISTORY
  Founded in 2333 by joint agreement of the 
  ﬁ ve Grand Masters, the Ordo serves as a way for 
  Knights and Chaplains who have fallen from grace 
  to redeem themselves. Only the most serious of 
  crimes results in transfer to the Penitents, though 
  persistent minor offenders are sometimes given a 
  short tour to straighten them out.
  Serving in a regular military prison, where 
  Sergeants are sent, is considered an easy option 
  compared to life as a penitent Knight. Physi-
  cal punishment is common, training is twice as 
  brutal, and theological lessons dwell on the sins 
  of man and eternal life in Hell.
  Fallen Knights are shipped into combat zones 
  with few luxuries, including armor and ballistic 
  weapons. Even grenades are forbidden to them 
  while they serve within the Ordo. Many scrounge 
  weapons and armor on the battleﬁ eld, but being 
  caught with them can result in a longer sen-
  tence.
  The only way a Penitent can redeem himself 
  is through combat, cleansing his own soul by 
  dispatching those of the Rephaim. Some com-
  manders like to think of Penitents under their 
  control as suicide troops, but the Ordo does not 
  exist to waste lives unnecessarily.
  A dead Knight cannot repent his sins and is 
  useless to the Church. They battle against great 
  odds, but they are always given at least a ﬁ ghting 
  chance to succeed.
  GRAND MASTERS
  GRAND MASTERS
  The Ordo has no Grand Master. The highest 
  rank is Field Master. Although a senior ofﬁ cial of 
  any Ordo may in theory overrule him, the Field 
  Master is generally given free reign to act as he 
  sees ﬁ t while in ofﬁ ce. At his disposal are Knights 
  of lesser rank and Sergeants (both known as war-
  dens), as is normal within an Ordo.
  Wardens are drawn by random lot from the 
  ﬁ ve main Ordines and serve with the Penitents 
  for one year. There is no shame attached to this 
  duty. Many Knights the see chance to redeem a 
  fellow Knight as a sacred task.
  Those sentenced to serve with the Penitents 
  are stripped of all rank, whether one was a Ser-
  geant or a Field Master beforehand. As the Ordo’s 
  motto says, “all sinners are equal in the eyes of 
  the Lord.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Penitents wear a gray tabard with a yellow cross. 
  Their armor, on the rare occasion it is issued, has 
  a large yellow cross on the chest plate. Wardens 
  retain their normal tabards but wear a yellow 
  cross on their left shoulder.
  1717
  WELCOME TO HELL
  WELCOME TO HELL
  tories and hospitals. Gregory was killed when 
  Corporate forces shot down the troop ship in 
  which he was traveling.
  Patricia Pryce (GM. 2339–2344) was promoted 
  from Seneschal when Gregory was killed. Her 
  tough stance on providing free medical care to 
  the poor alienated many in the Curate. She died 
  of typhus while treating plague victims.
  The current Grand Master is Nicholas Boyle 
  (GM. 2344–present). Former Marshal of the Ordo, 
  he has increased the number of Preceptories and 
  stepped up the training of colonists. Many see 
  him as a radical and accuse him of moving toward 
  a more militant stance. In which direction the 
  Ordo will turn under his rule is widely debated.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Knights wear a green tabard with a white cross 
  and Sergeants a black cross. Regardless of camou-
  ﬂ age, colored squares are worn over their hearts 
  on their armor.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Hearts & Minds: Preachers are trained to win 
  hearts and minds and have +2 Charisma.
  Training Cadre: Preachers are responsible for 
  training local militias to combat the Rephaim. 
  The Preacher acts as if he has the Command Edge 
  when leading citizen or militia allies. A character 
  who already possesses the Edge increases his 
  command radius to 10” (or 15” if he also has 
  Command Presence) with regard to citizens and 
  militia.
   ORDO PENITENTIA (
  ORDO PENITENTIA ( PENITENTS)
  PENITENTS)
  The Penitents are not a true Knightly Ordo in 
  the manner of those above. They are an Ordo 
  whose membership is quite exclusive—they only 
  accept criminals from the other Sacri Ordines.
  Starting characters may only join this Ordo as 
  a result of purchasing the Penitent Hindrance 
  (page 19).
  HISTORY
  HISTORY
  Founded in 2333 by joint agreement of the 
  ﬁ ve Grand Masters, the Ordo serves as a way for 
  Knights and Chaplains who have fallen from grace 
  to redeem themselves. Only the most serious of 
  crimes results in transfer to the Penitents, though 
  persistent minor offenders are sometimes given a 
  short tour to straighten them out.
  Serving in a regular military prison, where 
  Sergeants are sent, is considered an easy option 
  compared to life as a penitent Knight. Physi-
  cal punishment is common, training is twice as 
  brutal, and theological lessons dwell on the sins 
  of man and eternal life in Hell.
  Fallen Knights are shipped into combat zones 
  with few luxuries, including armor and ballistic 
  weapons. Even grenades are forbidden to them 
  while they serve within the Ordo. Many scrounge 
  weapons and armor on the battleﬁ eld, but being 
  caught with them can result in a longer sen-
  tence.
  The only way a Penitent can redeem himself 
  is through combat, cleansing his own soul by 
  dispatching those of the Rephaim. Some com-
  manders like to think of Penitents under their 
  control as suicide troops, but the Ordo does not 
  exist to waste lives unnecessarily.
  A dead Knight cannot repent his sins and is 
  useless to the Church. They battle against great 
  odds, but they are always given at least a ﬁ ghting 
  chance to succeed.
  GRAND MASTERS
  GRAND MASTERS
  The Ordo has no Grand Master. The highest 
  rank is Field Master. Although a senior ofﬁ cial of 
  any Ordo may in theory overrule him, the Field 
  Master is generally given free reign to act as he 
  sees ﬁ t while in ofﬁ ce. At his disposal are Knights 
  of lesser rank and Sergeants (both known as war-
  dens), as is normal within an Ordo.
  Wardens are drawn by random lot from the 
  ﬁ ve main Ordines and serve with the Penitents 
  for one year. There is no shame attached to this 
  duty. Many Knights the see chance to redeem a 
  fellow Knight as a sacred task.
  Those sentenced to serve with the Penitents 
  are stripped of all rank, whether one was a Ser-
  geant or a Field Master beforehand. As the Ordo’s 
  motto says, “all sinners are equal in the eyes of 
  the Lord.”
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Penitents wear a gray tabard with a yellow cross. 
  Their armor, on the rare occasion it is issued, has 
  a large yellow cross on the chest plate. Wardens 
  retain their normal tabards but wear a yellow 
  cross on their left shoulder.
  
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  SPECIAL TRAINING
  SPECIAL TRAINING
  Edge Restrictions: Penitents begin the game as 
  Knights but cannot purchase the Rank Edge until 
  they return to their unit. Likewise, Church media 
  never gives these fallen Knights coverage—they 
  may not purchase the Media Star Edge.
  Seen It All: Penitents do not actually receive 
  any formal training, but their frequent use as 
  shock troops against Rephaim has hardened them 
  to the terrors of their foes. Penitents receive +2 
  to Guts rolls.
   SERGEANTS
  SERGEANTS
  The image of heavily armored Knights standing 
  atop a mountain of Rephaim corpses is common 
  enough on the news channels, but in truth the 
  bulk of the Ordines’ ﬁ ghting force is made up of 
  Sergeants. To most citizens the differences are 
  simple—Sergeants are not as heroic and wear a 
  different tabard. As with most things within the 
  Church, there is more to it than meets the eye.
  Sergeants are a combination of Squires who 
  failed to make the grade of Knighthood and ordi-
  nary citizens who have chosen to join the Ordo 
  as a way out of the long unemployment lines. 
  Both see serving as a Sergeant as a step toward 
  Knighthood. As with Knights, Sergeants take vows 
  of poverty, piety, and obedience, but may marry 
  (casual sex is still frowned upon). Sergeants are 
  forbidden to carry swords as these are the mark 
  of a Knight.
  In return for this dedication, Sergeants receive 
  a pardon for any minor sins they committed 
  before joining the Ordo, free room and board, 
  the chance to become a Knight, and a guaranteed 
  seat in Heaven if they die ﬁ ghting for the Ordo.
  Sergeants have their own ranks, but are always 
  subservient to Knights. A Sergeant does not 
  hold the rank of that name as used by Corporate 
  armies.
  The lowest rank is that of Sergeant itself, 
  equivalent to a private in Corporate armies. Next 
  are the Sergeant Commanders, seasoned war-
  riors with many years good service who act as the 
  NCOs of the Sergeant corps. Topping the ladder 
  are Sergeant-Knights. Hardened veterans who 
  have proven their value to the Ordo, a Sergeant-
  Knight can generally expect to be ordained as a 
  Knight after ﬁ ve to ten years’ service in this role.
  Sergeants hold combat positions as infantry-
  men and technicians, and administrative posts as 
  merchants and estate supervisors, though often 
  with a Knight in overall charge. The Templars are 
  unusual in that they allow Sergeants to operate 
  as combat vehicle crew as well as technicians and 
  supply drivers.
  Sergeants willing to ﬁ ght side by side with the 
  Knights greatly swell infantry numbers. Without 
  the Sergeants the Sacri Ordines would be a 
  shadow of their current status.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Sergeants wear the colors and emblems of the 
  Knightly Ordo they serve, having no separate 
  organization of their own.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Sergeants are the “grunts” of the Ordines, and 
  receive no special training.
  HINDRANCES
  HINDRANCES
  The following Hindrances are not available to 
  Church characters: Doubting Thomas, Illiterate, 
  One Arm, One Leg, Outsider, Poverty, Wanted, 
  and Young.
   ALL THUMBS (MAJOR)
  ALL THUMBS (MAJOR)
  Technology plays as much a part in the success 
  of the Sacri Ordines as the spirit of its men. As such, 
  All Thumbs is a Major Hindrance in Necropolis. 
  The penalty applies to modern ranged weapons, 
  vehicles, and heavy ordnance.
   BULLET MAGNET (MAJOR)
  BULLET MAGNET (MAJOR)
  The character has the unfortunate tendency 
  to be in the wrong place at the wrong time. The 
  character is hit by adjacent ﬁ re (using Innocent 
  Bystander rules) on a 1–2 for single shot weap-
  ons and 1–3 for shotguns or full-auto ﬁ re. He also 
  suffers a hit by suppressive ﬁ re on a roll of 1–2.
   F-ING NEW GUY (MINOR)
  F-ING NEW GUY (MINOR)
  Fresh from Squires’ training and very wet 
  behind the ears, the FNG is the runt of the squad. 
  He has few friends among his peers, is often the 
  brunt of jokes, and receives the worst duties.
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  SPECIAL TRAINING
  SPECIAL TRAINING
  Edge Restrictions: Penitents begin the game as 
  Knights but cannot purchase the Rank Edge until 
  they return to their unit. Likewise, Church media 
  never gives these fallen Knights coverage—they 
  may not purchase the Media Star Edge.
  Seen It All: Penitents do not actually receive 
  any formal training, but their frequent use as 
  shock troops against Rephaim has hardened them 
  to the terrors of their foes. Penitents receive +2 
  to Guts rolls.
   SERGEANTS
  SERGEANTS
  The image of heavily armored Knights standing 
  atop a mountain of Rephaim corpses is common 
  enough on the news channels, but in truth the 
  bulk of the Ordines’ ﬁ ghting force is made up of 
  Sergeants. To most citizens the differences are 
  simple—Sergeants are not as heroic and wear a 
  different tabard. As with most things within the 
  Church, there is more to it than meets the eye.
  Sergeants are a combination of Squires who 
  failed to make the grade of Knighthood and ordi-
  nary citizens who have chosen to join the Ordo 
  as a way out of the long unemployment lines. 
  Both see serving as a Sergeant as a step toward 
  Knighthood. As with Knights, Sergeants take vows 
  of poverty, piety, and obedience, but may marry 
  (casual sex is still frowned upon). Sergeants are 
  forbidden to carry swords as these are the mark 
  of a Knight.
  In return for this dedication, Sergeants receive 
  a pardon for any minor sins they committed 
  before joining the Ordo, free room and board, 
  the chance to become a Knight, and a guaranteed 
  seat in Heaven if they die ﬁ ghting for the Ordo.
  Sergeants have their own ranks, but are always 
  subservient to Knights. A Sergeant does not 
  hold the rank of that name as used by Corporate 
  armies.
  The lowest rank is that of Sergeant itself, 
  equivalent to a private in Corporate armies. Next 
  are the Sergeant Commanders, seasoned war-
  riors with many years good service who act as the 
  NCOs of the Sergeant corps. Topping the ladder 
  are Sergeant-Knights. Hardened veterans who 
  have proven their value to the Ordo, a Sergeant-
  Knight can generally expect to be ordained as a 
  Knight after ﬁ ve to ten years’ service in this role.
  Sergeants hold combat positions as infantry-
  men and technicians, and administrative posts as 
  merchants and estate supervisors, though often 
  with a Knight in overall charge. The Templars are 
  unusual in that they allow Sergeants to operate 
  as combat vehicle crew as well as technicians and 
  supply drivers.
  Sergeants willing to ﬁ ght side by side with the 
  Knights greatly swell infantry numbers. Without 
  the Sergeants the Sacri Ordines would be a 
  shadow of their current status.
  TABARD AND EMBLEM
  TABARD AND EMBLEM
  Sergeants wear the colors and emblems of the 
  Knightly Ordo they serve, having no separate 
  organization of their own.
  SPECIAL TRAINING
  SPECIAL TRAINING
  Sergeants are the “grunts” of the Ordines, and 
  receive no special training.
  HINDRANCES
  HINDRANCES
  The following Hindrances are not available to 
  Church characters: Doubting Thomas, Illiterate, 
  One Arm, One Leg, Outsider, Poverty, Wanted, 
  and Young.
   ALL THUMBS (MAJOR)
  ALL THUMBS (MAJOR)
  Technology plays as much a part in the success 
  of the Sacri Ordines as the spirit of its men. As such, 
  All Thumbs is a Major Hindrance in Necropolis. 
  The penalty applies to modern ranged weapons, 
  vehicles, and heavy ordnance.
   BULLET MAGNET (MAJOR)
  BULLET MAGNET (MAJOR)
  The character has the unfortunate tendency 
  to be in the wrong place at the wrong time. The 
  character is hit by adjacent ﬁ re (using Innocent 
  Bystander rules) on a 1–2 for single shot weap-
  ons and 1–3 for shotguns or full-auto ﬁ re. He also 
  suffers a hit by suppressive ﬁ re on a roll of 1–2.
   F-ING NEW GUY (MINOR)
  F-ING NEW GUY (MINOR)
  Fresh from Squires’ training and very wet 
  behind the ears, the FNG is the runt of the squad. 
  He has few friends among his peers, is often the 
  brunt of jokes, and receives the worst duties.
  
  1919
  WELCOME TO HELL
  WELCOME TO HELL
  The newbie is never dealt cards on the ﬁ rst 
  round of any combat (he’s always “surprised”). 
  In addition, he subtracts 2 from Guts rolls when 
  facing Rephaim as well as most Common Knowl-
  edge rolls involving the military and the Rephaim. 
  An FNG cannot begin the game with the Rank 
  (Senior Knight) Edge.
  Of course, an FNG doesn’t stay new forever. 
  The reason such an awful Hindrance is Minor is 
  because it can be bought off.
  After each relatively active month (48 days), the 
  hero makes a Smarts roll at –2. If the roll is suc-
  cessful, he drops one group of penalties—either 
  the action card penalty or the –2 to Guts and 
  Common Knowledge rolls. He may roll again 
  after another month to rid himself of the other 
  penalty, at which point he is no longer the FNG.
   PENITENT (MINOR)
  PENITENT (MINOR)
  The character has been sentenced to the Ordo 
  Penitentia. The character must decide to which 
  Ordo he belonged and his occupation before 
  becoming a Penitent. His transfer was approved 
  before he advanced to special training—the char-
  acter gains only the “special training” of Ordo 
  Penitentia. In addition, the character cannot 
  purchase the Rank Edge.
  Under the Penitents’ Rule, the character is 
  forbidden from wearing armor or using any 
  weapon other than his molecular sword. He can 
  also expect to be put on point and used to set 
  off enemy ambushes every time he goes into the 
  ﬁ eld.
  A character returned to his old unit (typically 
  this should be after 1d4+4 months) is allowed 
  to arm himself appropriate to his position and 
  assumes the rank of Knight. He may acquire all 
  his order’s Special Training bonuses when he 
  reaches the next character Rank, but must spend 
  a single advancement to do so. Guts bonuses 
  from Special Training do not stack. Having served 
  his time, he is no longer considered a Penitent.
   SLOW (MAJOR)
  SLOW (MAJOR)
  The character draws two cards in combat and 
  acts on the worst. If he draws a Joker as his ﬁ rst 
  card, he uses it normally and ignores this Hin-
  drance for the round.
  Slow characters cannot take the Quick Edge, 
  but they can improve their reaction time by taking 
  the Level Headed Edges (but not during charac-
  ter generation). For this soldier, Level Headed 
  allows them to draw one card and act normally. 
  Improved Level Headed grants them two cards 
  and they act on the best of the two.
   WEAK WILLED (MINOR)
  WEAK WILLED (MINOR)
  The character is more a sheep than a shepherd 
  and lacks willpower. The character suffers a –2 
  penalty to Tests of Will (both to perform them 
  and resist them), as well as any opposed use of 
  arcane powers requiring a Spirit roll. A weak 
  willed individual cannot have the Strong Willed 
  Edge.
  EDGES
  EDGES
  The following Edges may not be taken by 
  Church characters: Arcane Background (Magic, 
  Psionics, Superpowers, and Weird Science), 
  Noble, and Rich. Any Edges requiring these are 
  likewise disallowed.
  BACKGROUND EDGES
  BACKGROUND EDGES
   HOLY FIRE
  HOLY FIRE
  Requirements: Novice, Spirit d8+
  When the going gets tough this character grits 
  his teeth and pushes forward. When spending a 
  benny, the character receives a +1 bonus to the 
  reroll.
   NEPOTISM
  NEPOTISM
  Requirements: Novice
  Nepotism, the act of favoring family members 
  (or close friends), is rife in the Church. The char-
  acter has a family member or close friend placed 
  high within his Sacer Ordo.
  The character may join any branch of the 
  Sacri Ordines without needing to meet the 
  minimum trait requirements. The character may 
  also purchase the Rank (Senior Knight) Edge 
  without meeting any of the requirements. If the 
  Wm allows it, he may also take the Rank (Knight 
  Commander) Edge ignoring all requirements. 
  Such ofﬁ cers usually prove disastrous in the ﬁ eld 
  as they lack the experience required to hold the 
  position.
  1919
  WELCOME TO HELL
  WELCOME TO HELL
  The newbie is never dealt cards on the ﬁ rst 
  round of any combat (he’s always “surprised”). 
  In addition, he subtracts 2 from Guts rolls when 
  facing Rephaim as well as most Common Knowl-
  edge rolls involving the military and the Rephaim. 
  An FNG cannot begin the game with the Rank 
  (Senior Knight) Edge.
  Of course, an FNG doesn’t stay new forever. 
  The reason such an awful Hindrance is Minor is 
  because it can be bought off.
  After each relatively active month (48 days), the 
  hero makes a Smarts roll at –2. If the roll is suc-
  cessful, he drops one group of penalties—either 
  the action card penalty or the –2 to Guts and 
  Common Knowledge rolls. He may roll again 
  after another month to rid himself of the other 
  penalty, at which point he is no longer the FNG.
   PENITENT (MINOR)
  PENITENT (MINOR)
  The character has been sentenced to the Ordo 
  Penitentia. The character must decide to which 
  Ordo he belonged and his occupation before 
  becoming a Penitent. His transfer was approved 
  before he advanced to special training—the char-
  acter gains only the “special training” of Ordo 
  Penitentia. In addition, the character cannot 
  purchase the Rank Edge.
  Under the Penitents’ Rule, the character is 
  forbidden from wearing armor or using any 
  weapon other than his molecular sword. He can 
  also expect to be put on point and used to set 
  off enemy ambushes every time he goes into the 
  ﬁ eld.
  A character returned to his old unit (typically 
  this should be after 1d4+4 months) is allowed 
  to arm himself appropriate to his position and 
  assumes the rank of Knight. He may acquire all 
  his order’s Special Training bonuses when he 
  reaches the next character Rank, but must spend 
  a single advancement to do so. Guts bonuses 
  from Special Training do not stack. Having served 
  his time, he is no longer considered a Penitent.
   SLOW (MAJOR)
  SLOW (MAJOR)
  The character draws two cards in combat and 
  acts on the worst. If he draws a Joker as his ﬁ rst 
  card, he uses it normally and ignores this Hin-
  drance for the round.
  Slow characters cannot take the Quick Edge, 
  but they can improve their reaction time by taking 
  the Level Headed Edges (but not during charac-
  ter generation). For this soldier, Level Headed 
  allows them to draw one card and act normally. 
  Improved Level Headed grants them two cards 
  and they act on the best of the two.
   WEAK WILLED (MINOR)
  WEAK WILLED (MINOR)
  The character is more a sheep than a shepherd 
  and lacks willpower. The character suffers a –2 
  penalty to Tests of Will (both to perform them 
  and resist them), as well as any opposed use of 
  arcane powers requiring a Spirit roll. A weak 
  willed individual cannot have the Strong Willed 
  Edge.
  EDGES
  EDGES
  The following Edges may not be taken by 
  Church characters: Arcane Background (Magic, 
  Psionics, Superpowers, and Weird Science), 
  Noble, and Rich. Any Edges requiring these are 
  likewise disallowed.
  BACKGROUND EDGES
  BACKGROUND EDGES
   HOLY FIRE
  HOLY FIRE
  Requirements: Novice, Spirit d8+
  When the going gets tough this character grits 
  his teeth and pushes forward. When spending a 
  benny, the character receives a +1 bonus to the 
  reroll.
   NEPOTISM
  NEPOTISM
  Requirements: Novice
  Nepotism, the act of favoring family members 
  (or close friends), is rife in the Church. The char-
  acter has a family member or close friend placed 
  high within his Sacer Ordo.
  The character may join any branch of the 
  Sacri Ordines without needing to meet the 
  minimum trait requirements. The character may 
  also purchase the Rank (Senior Knight) Edge 
  without meeting any of the requirements. If the 
  Wm allows it, he may also take the Rank (Knight 
  Commander) Edge ignoring all requirements. 
  Such ofﬁ cers usually prove disastrous in the ﬁ eld 
  as they lack the experience required to hold the 
  position.
  
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  Unfortunately, such favoritism leads to ani-
  mosity among his comrades, and the character 
  subtracts 2 from Charisma when dealing with 
  Knights or Chaplains.
   VALHALLA GRADUATE
  VALHALLA GRADUATE
  Requirements: Novice, Wild Card, Smarts 
  d6+, Spirit d6+, Intimidation d6+, Knowledge 
  (Battle) d8+, Shooting d6+, Command
  The character is a graduate of Asgard’s Valhalla 
  Military Academy. Like all graduates, he served 
  a minimum of ﬁ ve years with Asgard’s security 
  forces after graduating. Since Knights are not 
  accepted at Valhalla, this means the character 
  graduated and served his time before joining an 
  Ordo, hence this is a Background Edge.
  The character gains +1” to his “command 
  radius” per character Rank, starting at Novice. He 
  gains +1 to all Knowledge (Battle) rolls. In addi-
  tion, he may ignore the Rank requirements when 
  taking Leadership Edges.
  COMBAT EDGES
  COMBAT EDGES
   ASSAULT
  ASSAULT
  Requirements: Seasoned, Rock and Roll
  Assaulting an enemy position often means a 
  full frontal charge, and being able to lay down 
  a hail of ﬁ re on the approach can mean the dif-
  ference between life and death. The character 
  may ignore the recoil penalty for ﬁ ring a weapon 
  on fully automatic when moving, even if he runs 
  (though for the latter he still suffers a multi action 
  penalty).
   BLOOD AND GUTS
  BLOOD AND GUTS
  Requirements: Veteran, Fighting or Shooting 
  d10+
  The character has seen his share of battle. The 
  hero halves the difference between tokens when 
  making a Fighting or Shooting roll in a Mass 
  Battle if it is negative (round down).
   CLIPPING THE GRASS
  CLIPPING THE GRASS
  Requirements: Seasoned, Rock and Roll
  This machine-gunner can provide true graz-
  ing ﬁ re—just a few inches off the ground. The 
  weapon may be either a ﬂ echette or laser MG but 
  must be braced on a grounded bipod, window, or 
  other solid surface.
  When using suppressive ﬁ re, those caught in 
  the area of effect suffer damage on a Spirit roll 
  of a 1 or 2 instead of just 1 (1–3 against Bullet 
  Magnets).
   DEFENSIVE DRIVER
  DEFENSIVE DRIVER
  Requirements: Seasoned, Boating, Driving or 
  Piloting d8+, Notice d6+
  A sudden turn or a quick dive behind cover 
  can save a vehicle from destruction.
  Unless caught by a surprise attack and taken 
  completely unawares, attackers must subtract 1 
  from any attack roll against a vehicle driven by 
  a character with this Edge. Drivers may make a 
  Boating, Driving, or Piloting roll (as appropriate 
  to the vehicle) at +1 to evade area effect attacks 
  when allowed.
   IMPROVED DEFENSIVE DRIVER
   IMPROVED DEFENSIVE DRIVER
  Requirements: Veteran, Defensive Driver
  As above but attackers subtract 2 from their 
  attack rolls, and the character adds +2 to evade 
  area effect weapons when allowed.
   DIG IN!
  DIG IN!
  Requirements: Novice, Smarts d6+
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  Unfortunately, such favoritism leads to ani-
  mosity among his comrades, and the character 
  subtracts 2 from Charisma when dealing with 
  Knights or Chaplains.
   VALHALLA GRADUATE
  VALHALLA GRADUATE
  Requirements: Novice, Wild Card, Smarts 
  d6+, Spirit d6+, Intimidation d6+, Knowledge 
  (Battle) d8+, Shooting d6+, Command
  The character is a graduate of Asgard’s Valhalla 
  Military Academy. Like all graduates, he served 
  a minimum of ﬁ ve years with Asgard’s security 
  forces after graduating. Since Knights are not 
  accepted at Valhalla, this means the character 
  graduated and served his time before joining an 
  Ordo, hence this is a Background Edge.
  The character gains +1” to his “command 
  radius” per character Rank, starting at Novice. He 
  gains +1 to all Knowledge (Battle) rolls. In addi-
  tion, he may ignore the Rank requirements when 
  taking Leadership Edges.
  COMBAT EDGES
  COMBAT EDGES
   ASSAULT
  ASSAULT
  Requirements: Seasoned, Rock and Roll
  Assaulting an enemy position often means a 
  full frontal charge, and being able to lay down 
  a hail of ﬁ re on the approach can mean the dif-
  ference between life and death. The character 
  may ignore the recoil penalty for ﬁ ring a weapon 
  on fully automatic when moving, even if he runs 
  (though for the latter he still suffers a multi action 
  penalty).
   BLOOD AND GUTS
  BLOOD AND GUTS
  Requirements: Veteran, Fighting or Shooting 
  d10+
  The character has seen his share of battle. The 
  hero halves the difference between tokens when 
  making a Fighting or Shooting roll in a Mass 
  Battle if it is negative (round down).
   CLIPPING THE GRASS
  CLIPPING THE GRASS
  Requirements: Seasoned, Rock and Roll
  This machine-gunner can provide true graz-
  ing ﬁ re—just a few inches off the ground. The 
  weapon may be either a ﬂ echette or laser MG but 
  must be braced on a grounded bipod, window, or 
  other solid surface.
  When using suppressive ﬁ re, those caught in 
  the area of effect suffer damage on a Spirit roll 
  of a 1 or 2 instead of just 1 (1–3 against Bullet 
  Magnets).
   DEFENSIVE DRIVER
  DEFENSIVE DRIVER
  Requirements: Seasoned, Boating, Driving or 
  Piloting d8+, Notice d6+
  A sudden turn or a quick dive behind cover 
  can save a vehicle from destruction.
  Unless caught by a surprise attack and taken 
  completely unawares, attackers must subtract 1 
  from any attack roll against a vehicle driven by 
  a character with this Edge. Drivers may make a 
  Boating, Driving, or Piloting roll (as appropriate 
  to the vehicle) at +1 to evade area effect attacks 
  when allowed.
   IMPROVED DEFENSIVE DRIVER
   IMPROVED DEFENSIVE DRIVER
  Requirements: Veteran, Defensive Driver
  As above but attackers subtract 2 from their 
  attack rolls, and the character adds +2 to evade 
  area effect weapons when allowed.
   DIG IN!
  DIG IN!
  Requirements: Novice, Smarts d6+
  
  2121
  WELCOME TO HELL
  WELCOME TO HELL
  This character is good at making himself small 
  and getting the most out of any cover he is in. 
  The Cover level of the character’s position (Light, 
  Medium, Heavy) is increased by one category, to a 
  maximum of “near total,” which grants a –6 Cover 
  modiﬁ er. This beneﬁ t applies only to the charac-
  ter with the Dig In Edge—other characters in the 
  same position use the normal Cover level—and 
  there must be cover available. A character in a 
  ﬂ at, open ﬁ eld can’t beneﬁ t from Light Cover just 
  because he has this Edge.
    IMPROVED DIG IN
  IMPROVED DIG IN
  Requirements: Wild Card, Seasoned, Dig In!
  This soldier seems to be able to blend into the 
  ground when under ﬁ re. He can ﬁ nd the most 
  advantageous fold or nook to ﬁ t his body into 
  to avoid incoming ﬁ re. When prone, this soldier 
  receives –4 protection instead of the usual –2. 
  He is also only hit by Suppressive Fire if both his 
  Spirit die and his Wild Die come up ones. 
  While this Edge is negated if the attacker moves 
  within 3”, the character still receives this Edge’s 
  beneﬁ ts if attacked from the side.
   ÉLAN
  ÉLAN
  Requirements: Seasoned, Spirit d8+
  Your character has a distinctive and vigorous 
  ﬁ ghting spirit. He has conﬁ dence in his abilities 
  and the determination to overcome all obstacles. 
  Where others just want to get the job done, a 
  character with the Élan Edge goes about it with 
  ﬂ air and dash.
  Characters with the Élan Edge who spend a 
  benny to reroll a trait roll and score a raise on the 
  reroll have their benny returned to them.
   EYE FOR TERRAIN
  EYE FOR TERRAIN
  Requirements: Novice, Notice d6+
  If you have a good eye for terrain you can 
  quickly ﬁ gure the best places to set an ambush, 
  or the best routes to take that will avoid likely 
  ambush locations. Your character has a talent for 
  picking good defensive terrain as well.
  This Edge gives your character a +2 on Notice 
  rolls to spot an ambush (but not mineﬁ elds). 
  When setting an ambush, you and all the soldiers 
  under your command have a +2 on their Stealth 
  rolls to remain hidden.
   GRENADE LAUNCHER KING
  GRENADE LAUNCHER KING
  Requirements: Novice, Shooting d8+
  A soldier with this Edge has an uncanny knack 
  with grenade launchers and can lob his shots 
  with startling accuracy. Halve all deviation rolls 
  for grenades launched by this soldier.
    GRENADE LAUNCHER GOD
  GRENADE LAUNCHER GOD
  Requirements: Seasoned, Marksman, Gre-
  nade Launcher King
  These veteran soldiers really know how to 
  reach out and thump someone and take great 
  pride in the accuracy and destructive effect of 
  their ﬁ re. The Grenade Launcher God knows how 
  to angle the shot so that it does the most damage 
  to the targets beneath it. He halves deviation rolls 
  as above, and adds +2 to his grenade’s damage 
  rolls.
   HOSE ’EM DOWN
  HOSE ’EM DOWN
  Requirements: Novice, Shooting d8+
  With this Edge a machine-gunner can suppress 
  an area more effectively than a regular gunner.
  When using a braced ﬂ echette or laser machine-
  gun, this hero can suppress an area equal to two 
  Medium Burst Templates. The second template 
  must be adjacent to the ﬁ rst in any direction, 
  and the weapon burns through double its usual 
  amount of ammunition.
    IMPROVED HOSE ‘EM DOWN
  IMPROVED HOSE ‘EM DOWN
  Requirements: Seasoned, Hose ‘Em Down
  This edge allows an MG gunner to suppress 
  an area equal to three Medium Burst Templates, 
  at triple the usual amount of ammo spent. Each 
  template must be adjacent to the ﬁ rst.
   INCOMING
  INCOMING
  Requirements: Novice, Smarts d6+, Notice 
  d6+
  On the battleﬁ eld, soldiers quickly learn to 
  identify threats and respond without hesitation. 
  For ground troops, enemy artillery ﬁ re is one of 
  the greatest threats. After a while, many vets are 
  able to distinguish the sounds of different kinds 
  of artillery ﬁ re, both friendly and enemy, and 
  determine if it is outgoing or incoming.
  2121
  WELCOME TO HELL
  WELCOME TO HELL
  This character is good at making himself small 
  and getting the most out of any cover he is in. 
  The Cover level of the character’s position (Light, 
  Medium, Heavy) is increased by one category, to a 
  maximum of “near total,” which grants a –6 Cover 
  modiﬁ er. This beneﬁ t applies only to the charac-
  ter with the Dig In Edge—other characters in the 
  same position use the normal Cover level—and 
  there must be cover available. A character in a 
  ﬂ at, open ﬁ eld can’t beneﬁ t from Light Cover just 
  because he has this Edge.
    IMPROVED DIG IN
  IMPROVED DIG IN
  Requirements: Wild Card, Seasoned, Dig In!
  This soldier seems to be able to blend into the 
  ground when under ﬁ re. He can ﬁ nd the most 
  advantageous fold or nook to ﬁ t his body into 
  to avoid incoming ﬁ re. When prone, this soldier 
  receives –4 protection instead of the usual –2. 
  He is also only hit by Suppressive Fire if both his 
  Spirit die and his Wild Die come up ones. 
  While this Edge is negated if the attacker moves 
  within 3”, the character still receives this Edge’s 
  beneﬁ ts if attacked from the side.
   ÉLAN
  ÉLAN
  Requirements: Seasoned, Spirit d8+
  Your character has a distinctive and vigorous 
  ﬁ ghting spirit. He has conﬁ dence in his abilities 
  and the determination to overcome all obstacles. 
  Where others just want to get the job done, a 
  character with the Élan Edge goes about it with 
  ﬂ air and dash.
  Characters with the Élan Edge who spend a 
  benny to reroll a trait roll and score a raise on the 
  reroll have their benny returned to them.
   EYE FOR TERRAIN
  EYE FOR TERRAIN
  Requirements: Novice, Notice d6+
  If you have a good eye for terrain you can 
  quickly ﬁ gure the best places to set an ambush, 
  or the best routes to take that will avoid likely 
  ambush locations. Your character has a talent for 
  picking good defensive terrain as well.
  This Edge gives your character a +2 on Notice 
  rolls to spot an ambush (but not mineﬁ elds). 
  When setting an ambush, you and all the soldiers 
  under your command have a +2 on their Stealth 
  rolls to remain hidden.
   GRENADE LAUNCHER KING
  GRENADE LAUNCHER KING
  Requirements: Novice, Shooting d8+
  A soldier with this Edge has an uncanny knack 
  with grenade launchers and can lob his shots 
  with startling accuracy. Halve all deviation rolls 
  for grenades launched by this soldier.
    GRENADE LAUNCHER GOD
  GRENADE LAUNCHER GOD
  Requirements: Seasoned, Marksman, Gre-
  nade Launcher King
  These veteran soldiers really know how to 
  reach out and thump someone and take great 
  pride in the accuracy and destructive effect of 
  their ﬁ re. The Grenade Launcher God knows how 
  to angle the shot so that it does the most damage 
  to the targets beneath it. He halves deviation rolls 
  as above, and adds +2 to his grenade’s damage 
  rolls.
   HOSE ’EM DOWN
  HOSE ’EM DOWN
  Requirements: Novice, Shooting d8+
  With this Edge a machine-gunner can suppress 
  an area more effectively than a regular gunner.
  When using a braced ﬂ echette or laser machine-
  gun, this hero can suppress an area equal to two 
  Medium Burst Templates. The second template 
  must be adjacent to the ﬁ rst in any direction, 
  and the weapon burns through double its usual 
  amount of ammunition.
    IMPROVED HOSE ‘EM DOWN
  IMPROVED HOSE ‘EM DOWN
  Requirements: Seasoned, Hose ‘Em Down
  This edge allows an MG gunner to suppress 
  an area equal to three Medium Burst Templates, 
  at triple the usual amount of ammo spent. Each 
  template must be adjacent to the ﬁ rst.
   INCOMING
  INCOMING
  Requirements: Novice, Smarts d6+, Notice 
  d6+
  On the battleﬁ eld, soldiers quickly learn to 
  identify threats and respond without hesitation. 
  For ground troops, enemy artillery ﬁ re is one of 
  the greatest threats. After a while, many vets are 
  able to distinguish the sounds of different kinds 
  of artillery ﬁ re, both friendly and enemy, and 
  determine if it is outgoing or incoming.
  
  2222
  NECROPOLIS 2350
  NECROPOLIS 2350
  Whenever a character with the Incoming Edge 
  is under artillery attack, he gets a +2 on his Agil-
  ity roll to avoid damage. Even if the roll fails, he 
  may choose to go prone as a free action (even if it 
  is not his turn to act).
   TANK BUSTER
  TANK BUSTER
  Requirements: Seasoned, Shooting d10+
  Being able to disable a tank quickly by hitting 
  its weak spot takes a steady hand and keen eye.
  A hero with this Edge who scores a Critical Hit 
  on a vehicle may alter the result on the Critical 
  Hit Table by one point (up or down). He modiﬁ es 
  the result after the dice are rolled.
   TANK HUNTER
  TANK HUNTER
  Requirements: Novice, Guts d6+, 
  Notice d6+, Shooting d6+
  The best weapon to use against 
  a tank is another tank. Without 
  one, soldiers have to do the job 
  themselves. To an infantryman 
  a tank is an invincible armored 
  monster. To a hero with this 
  Edge, a tank is just a large 
  target.
  When 
  attacking 
  armored 
  vehicles, your character knows 
  how to hit the weaker points 
  of the vehicle and adds +4 to 
  the AP value of his weapon. 
  This bonus applies to attacks 
  with ranged anti-tank weapons 
  or close up weapons like mines. The 
  weapon the hero uses must still be 
  able to affect armored vehicles.
   WALL OF FLAME
  WALL OF FLAME
  Requirements: Seasoned, Shoot-
  ing d8+
  Flamethrowers are one of the 
  most effective weapons for deal-
  ing with Rephaim. This devestating 
  weapon can be used to clear large areas 
  and difﬁ cult to reach targets. 
  The character has developed a technique for 
  cleansing a larger area than normal ﬂ amethrower 
  use. When using a ﬂ amethrower, he places a 
  second Cone Templates adjacent to one side of 
  the the ﬁ rst (his choice), affecting everything 
  beneath both templates.
  LEADERSHIP EDGES
  LEADERSHIP EDGES
   ART OF WAR
  ART OF WAR
  Requirements: Novice, Smarts d8+, Knowl-
  edge (Battle) d8+
  Some military men have an intuitive grasp 
  of strategy and tactics. They also have a keen 
  insight into the minds of their enemies, and can 
  easily outmaneuver and outﬁ ght more mediocre 
  leaders. When up against an opponent of similar 
  skill and guile, it is a challenge they face with 
  relish. Characters with the Art of War Edge are 
  the ones whose quotations end up in the history 
  books.
  Your hero gets a +2 on Knowl-
  edge (Battle) rolls, and mat 
  make
   BORN LEADER
  BORN LEADER
  Requirements: Veteran
  Command comes easy to this 
  Knight and his troops respect 
  him. He looks after his men and 
  teaches them how to look after each other.
  Soldiers making group rolls under this 
  leader’s command roll d8 as the Wild 
  Die instead of d6.
   CRY HAVOC!
  CRY HAVOC!
  Requirements: 
  Veteran, 
  Spirit d8+, Knowledge (Battle) 
  d10+, Command, Fervor
  The general has an knack for know-
  ing when to attack and when to 
  hold back.
  Once 
  per 
  Mass 
  Battle, 
  during the Battle Roll Phase, 
  the character may declare 
  a total attack. He must do 
  this before he rolls his 
  Battle die. If he succeeds in 
  his roll and beats his opponent, his enemy loses 
  one extra token.
   COMMAND PRESENCE
  COMMAND PRESENCE
  Requirements: Novice, Command
  A booming voice, effective hand signals, or 
  simple training as a unit results in a much more 
  effective combat element. At the center of that 
  2222
  NECROPOLIS 2350
  NECROPOLIS 2350
  Whenever a character with the Incoming Edge 
  is under artillery attack, he gets a +2 on his Agil-
  ity roll to avoid damage. Even if the roll fails, he 
  may choose to go prone as a free action (even if it 
  is not his turn to act).
   TANK BUSTER
  TANK BUSTER
  Requirements: Seasoned, Shooting d10+
  Being able to disable a tank quickly by hitting 
  its weak spot takes a steady hand and keen eye.
  A hero with this Edge who scores a Critical Hit 
  on a vehicle may alter the result on the Critical 
  Hit Table by one point (up or down). He modiﬁ es 
  the result after the dice are rolled.
   TANK HUNTER
  TANK HUNTER
  Requirements: Novice, Guts d6+, 
  Notice d6+, Shooting d6+
  The best weapon to use against 
  a tank is another tank. Without 
  one, soldiers have to do the job 
  themselves. To an infantryman 
  a tank is an invincible armored 
  monster. To a hero with this 
  Edge, a tank is just a large 
  target.
  When 
  attacking 
  armored 
  vehicles, your character knows 
  how to hit the weaker points 
  of the vehicle and adds +4 to 
  the AP value of his weapon. 
  This bonus applies to attacks 
  with ranged anti-tank weapons 
  or close up weapons like mines. The 
  weapon the hero uses must still be 
  able to affect armored vehicles.
   WALL OF FLAME
  WALL OF FLAME
  Requirements: Seasoned, Shoot-
  ing d8+
  Flamethrowers are one of the 
  most effective weapons for deal-
  ing with Rephaim. This devestating 
  weapon can be used to clear large areas 
  and difﬁ cult to reach targets. 
  The character has developed a technique for 
  cleansing a larger area than normal ﬂ amethrower 
  use. When using a ﬂ amethrower, he places a 
  second Cone Templates adjacent to one side of 
  the the ﬁ rst (his choice), affecting everything 
  beneath both templates.
  LEADERSHIP EDGES
  LEADERSHIP EDGES
   ART OF WAR
  ART OF WAR
  Requirements: Novice, Smarts d8+, Knowl-
  edge (Battle) d8+
  Some military men have an intuitive grasp 
  of strategy and tactics. They also have a keen 
  insight into the minds of their enemies, and can 
  easily outmaneuver and outﬁ ght more mediocre 
  leaders. When up against an opponent of similar 
  skill and guile, it is a challenge they face with 
  relish. Characters with the Art of War Edge are 
  the ones whose quotations end up in the history 
  books.
  Your hero gets a +2 on Knowl-
  edge (Battle) rolls, and mat 
  make
   BORN LEADER
  BORN LEADER
  Requirements: Veteran
  Command comes easy to this 
  Knight and his troops respect 
  him. He looks after his men and 
  teaches them how to look after each other.
  Soldiers making group rolls under this 
  leader’s command roll d8 as the Wild 
  Die instead of d6.
   CRY HAVOC!
  CRY HAVOC!
  Requirements: 
  Veteran, 
  Spirit d8+, Knowledge (Battle) 
  d10+, Command, Fervor
  The general has an knack for know-
  ing when to attack and when to 
  hold back.
  Once 
  per 
  Mass 
  Battle, 
  during the Battle Roll Phase, 
  the character may declare 
  a total attack. He must do 
  this before he rolls his 
  Battle die. If he succeeds in 
  his roll and beats his opponent, his enemy loses 
  one extra token.
   COMMAND PRESENCE
  COMMAND PRESENCE
  Requirements: Novice, Command
  A booming voice, effective hand signals, or 
  simple training as a unit results in a much more 
  effective combat element. At the center of that 
  
  2323
  WELCOME TO HELL
  WELCOME TO HELL
  element is the Knight in charge. An NCO or ofﬁ -
  cer with this Edge has a command radius of 10” 
  instead of the usual 5”.
   DEATH BEFORE DISHONOR
  DEATH BEFORE DISHONOR
  Requirements: Veteran, Knowledge (Battle) 
  d10+, Command, Hold the Line
  The character has led his army to many victo-
  ries, and the men have come to accept retreat as 
  a stain on their honor.
  The character gains +2 to Spirit rolls when 
  rolling for Morale in a Mass Battle.
   FANATICISM
  FANATICISM
  Requirements: Seasoned, Spirit d8+, Com-
  mand
  Some leaders command fanatical loyalty from 
  their followers. These fanatics march willingly 
  into the lairs of the most fearsome Rephaim. 
  Troops under command of a character with this 
  Edge add +1 to their Guts rolls.
   TACTICIAN
  TACTICIAN
  Requirements: Seasoned, Wild Card, Smarts 
  d8+, Knowledge (Battle) d6+, Command
  The hero has a natural grasp of small unit tac-
  tics and can instantly take advantage of a rapidly 
  changing situation.
  At the beginning of a ﬁ ght, before any initia-
  tive cards are dealt, the hero makes a Knowledge 
  (Battle) roll. For each success and raise he receives 
  one initiative card. These are kept separate from 
  his regular initiative cards and are not placed back 
  into the deck until used or the combat ends.
  At the start of any round, the hero may give 
  one or more of these extra cards to his allies, 
  whether Extras or Wild Cards, who then use it as 
  their initiative card for the round in place of the 
  one dealt them. This does allow Extras to operate 
  independently of Wild Card characters for one 
  round if they receive their own card. Only one 
  hero per encounter may use this Edge.
  PROFESSIONAL EDGES
  PROFESSIONAL EDGES
   DEMO EXPERT
  DEMO EXPERT
  Requirements: Novice, Agility d6+, Knowl-
  edge (Demolitions) d6+, Guts d6+
  This character is intimately familiar with all 
  sorts of explosives, detonators, and booby-traps. 
  This soldier gets a +2 to all rolls made to set, 
  disarm, or improvise explosives and booby-traps 
  (but not to Notice them). This can cover a range 
  of abilities and skills determined by your War 
  Master (for example ordnance disposal, bomb 
  making, or structural demolition).
   MEDIC
  MEDIC
  Requirements: Novice, Healing d6+
  A character with this Edge can get wounded 
  soldiers up and ﬁ ghting again in seconds.
  If the medic can get to a wounded non-Wild 
  Card by the end of the round in which he was 
  wounded, he can make an immediate Healing 
  roll at –2. If the roll is successful, the victim is 
  merely Shaken instead of wounded.
   RANK (SENIOR KNIGHT)
  RANK (SENIOR KNIGHT)
  Requirements: Novice, Knight, Smarts d6+, 
  Fighting d6+, Guts d6+, Knowledge (Battle) 
  d6+, Shooting d6+, Command
  Promotions with the Ordines are few and far 
  between. Only a quarter of Knights ever rise to 
  this rank during their long service career. As a 
  result of his bravery, piety, and obedience, the 
  character begins the game as a Senior Knight.
   RANK (KNIGHT COMMANDER)
  RANK (KNIGHT COMMANDER)
  Requirements: Veteran, Knight, Spirit d8+, 
  Vigor d8+, Guts d8+, Rank (Senior Knight)
  The highest regular service rank is reserved for 
  the cream of the Ordines’ soldiers. The character 
  is promoted to Knight Commander.
  Note: War Master approval is required before 
  taking this Edge. See Awards and Promotions 
  (page 47) for details.
   SPOTTER
  SPOTTER
  Requirements: Novice, Smarts d8+
  This hero has a special knack for calling in sup-
  porting ﬁ re, and can make all the difference in the 
  world when trying to break an enemy assault. 
  A character with this edge can shift the target 
  point of artillery up to 20” per round without 
  delay (instead of the usual 10”). In addition, the 
  deviation for any air strikes this character calls in 
  are halved (rounding down).
  2323
  WELCOME TO HELL
  WELCOME TO HELL
  element is the Knight in charge. An NCO or ofﬁ -
  cer with this Edge has a command radius of 10” 
  instead of the usual 5”.
   DEATH BEFORE DISHONOR
  DEATH BEFORE DISHONOR
  Requirements: Veteran, Knowledge (Battle) 
  d10+, Command, Hold the Line
  The character has led his army to many victo-
  ries, and the men have come to accept retreat as 
  a stain on their honor.
  The character gains +2 to Spirit rolls when 
  rolling for Morale in a Mass Battle.
   FANATICISM
  FANATICISM
  Requirements: Seasoned, Spirit d8+, Com-
  mand
  Some leaders command fanatical loyalty from 
  their followers. These fanatics march willingly 
  into the lairs of the most fearsome Rephaim. 
  Troops under command of a character with this 
  Edge add +1 to their Guts rolls.
   TACTICIAN
  TACTICIAN
  Requirements: Seasoned, Wild Card, Smarts 
  d8+, Knowledge (Battle) d6+, Command
  The hero has a natural grasp of small unit tac-
  tics and can instantly take advantage of a rapidly 
  changing situation.
  At the beginning of a ﬁ ght, before any initia-
  tive cards are dealt, the hero makes a Knowledge 
  (Battle) roll. For each success and raise he receives 
  one initiative card. These are kept separate from 
  his regular initiative cards and are not placed back 
  into the deck until used or the combat ends.
  At the start of any round, the hero may give 
  one or more of these extra cards to his allies, 
  whether Extras or Wild Cards, who then use it as 
  their initiative card for the round in place of the 
  one dealt them. This does allow Extras to operate 
  independently of Wild Card characters for one 
  round if they receive their own card. Only one 
  hero per encounter may use this Edge.
  PROFESSIONAL EDGES
  PROFESSIONAL EDGES
   DEMO EXPERT
  DEMO EXPERT
  Requirements: Novice, Agility d6+, Knowl-
  edge (Demolitions) d6+, Guts d6+
  This character is intimately familiar with all 
  sorts of explosives, detonators, and booby-traps. 
  This soldier gets a +2 to all rolls made to set, 
  disarm, or improvise explosives and booby-traps 
  (but not to Notice them). This can cover a range 
  of abilities and skills determined by your War 
  Master (for example ordnance disposal, bomb 
  making, or structural demolition).
   MEDIC
  MEDIC
  Requirements: Novice, Healing d6+
  A character with this Edge can get wounded 
  soldiers up and ﬁ ghting again in seconds.
  If the medic can get to a wounded non-Wild 
  Card by the end of the round in which he was 
  wounded, he can make an immediate Healing 
  roll at –2. If the roll is successful, the victim is 
  merely Shaken instead of wounded.
   RANK (SENIOR KNIGHT)
  RANK (SENIOR KNIGHT)
  Requirements: Novice, Knight, Smarts d6+, 
  Fighting d6+, Guts d6+, Knowledge (Battle) 
  d6+, Shooting d6+, Command
  Promotions with the Ordines are few and far 
  between. Only a quarter of Knights ever rise to 
  this rank during their long service career. As a 
  result of his bravery, piety, and obedience, the 
  character begins the game as a Senior Knight.
   RANK (KNIGHT COMMANDER)
  RANK (KNIGHT COMMANDER)
  Requirements: Veteran, Knight, Spirit d8+, 
  Vigor d8+, Guts d8+, Rank (Senior Knight)
  The highest regular service rank is reserved for 
  the cream of the Ordines’ soldiers. The character 
  is promoted to Knight Commander.
  Note: War Master approval is required before 
  taking this Edge. See Awards and Promotions 
  (page 47) for details.
   SPOTTER
  SPOTTER
  Requirements: Novice, Smarts d8+
  This hero has a special knack for calling in sup-
  porting ﬁ re, and can make all the difference in the 
  world when trying to break an enemy assault. 
  A character with this edge can shift the target 
  point of artillery up to 20” per round without 
  delay (instead of the usual 10”). In addition, the 
  deviation for any air strikes this character calls in 
  are halved (rounding down).
  
  2424
  NECROPOLIS 2350
  NECROPOLIS 2350
   TECHNICALLY INCLINED
  TECHNICALLY INCLINED
  Requirements: Novice, Smarts d6+, Agility 
  d6+
  Modern warfare relies on technology. The side 
  that can get the most out of their equipment may 
  have a decisive advantage in battle. You intend to 
  see to it that the winning side is your side.
  Your character is good with mechanical and 
  electronic devices, and can more easily ﬁ gure out 
  how to use and repair them. He gets a +2 bonus 
  to Knowledge or Repair rolls required to use, 
  design, troubleshoot, or repair such devices.
  SOCIAL EDGES
  SOCIAL EDGES
   BAND OF BROTHERS
  BAND OF BROTHERS
  Requirements: Wild Card, Veteran, Common 
  Bond
  This unit has been to Hell and back together. 
  That kind of bond hardens men and makes them 
  able to better withstand wounds that might oth-
  erwise have put them out of action.
  Subtract 1 point of damage from every attack 
  that hits a character for each other “brother” 
  within 6”, to a maximum of –4.
   MEDIA STAR
  MEDIA STAR
  Requirements: Wild Card, Seasoned, Knight
  Church media portrays Knights as larger than 
  life heroes ﬁ ghting the good ﬁ ght for the beneﬁ t 
  of all mankind. The hero receives regular cover-
  age. He has +2 Charisma.
   SCROUNGER
  SCROUNGER
  Requirements: Novice, Smarts d6+, Street-
  wise d6+
  Wars and the associated chaos often bring out 
  unusual traits in people, both good and bad. 
  Some seem to have an uncanny ability to ﬁ nd just 
  what they’re looking for among the mountains of 
  equipment shipped into the theater.
  This soldier can ﬁ nd a way to acquire almost 
  any piece of equipment or luxury item. While in 
  a populated area, such as a village or town, a suc-
  cessful Streetwise roll allows the scrounger to do 
  one of the following:
  • Improve one squad’s Ammo one level
  • Acquire 2d6 reﬁ lls for a medikit
  • Acquire some rare but not particularly valu-
  able item.
  WEIRD EDGES
  WEIRD EDGES
   COURAGE UNDER FIRE
  COURAGE UNDER FIRE
  Requirements: Novice, Command, Rank
  No matter the war, ofﬁ cers who put the wel-
  fare of their men before their own safety always 
  inspire troops. The War Master secretly rolls 1d4 
  at the start of each mission. This is the number of 
  wounding attacks your character can ignore while 
  standing and leading his men. Instead of hitting 
  the hero, the round knocks off his helmet. Stand-
  ing in the open while under direct ﬁ re triples the 
  command radius of this leader.
  This Edge only works against direct-ﬁ re ranged 
  attacks or melee attacks. It has no effect on 
  damage inﬂ icted from area effect weapons.
  NEW LITANIES & SINS
  NEW LITANIES & SINS
  The crusade against the Rephaim has awoken 
  a new spiritual fervor among the masses. A 
  select few are able to invoke miraculous powers 
  through their faith. These powers are known as 
  litanies. Chaplains and other miracle workers 
  can use any standard power except burrow, ﬂ y, 
  shape change, teleport, or zombie.
   SINS
  SINS
  The following entries indicate minor, major, 
  and mortal sins for characters with the Arcane 
  Background (Miracles) Edge. The WM is free to 
  alter entries to suit his version of Necropolis.
  Minor: Refusing to destroy an Extra Rephaim, 
  engaging in conversation with a Rephaim (except 
  to Intimidate, Taunt, or interrogate it), allowing 
  a corpse to be buried without proper rites, des-
  ecrating a tomb or other sanctiﬁ ed burial place, 
  refusing to aid a human in need (except known 
  heretics), committing a minor crime.
  Major: Refusing to kill a Wild Card Rephaim, 
  refusing to deliver a cultist to the Inquisition, using 
  a Rephaim item, committing a major crime.
  Mortal: Knowingly aiding a Rephaim or known 
  cultist, taking a human life (except known her-
  etics), committing a capital crime.
  2424
  NECROPOLIS 2350
  NECROPOLIS 2350
   TECHNICALLY INCLINED
  TECHNICALLY INCLINED
  Requirements: Novice, Smarts d6+, Agility 
  d6+
  Modern warfare relies on technology. The side 
  that can get the most out of their equipment may 
  have a decisive advantage in battle. You intend to 
  see to it that the winning side is your side.
  Your character is good with mechanical and 
  electronic devices, and can more easily ﬁ gure out 
  how to use and repair them. He gets a +2 bonus 
  to Knowledge or Repair rolls required to use, 
  design, troubleshoot, or repair such devices.
  SOCIAL EDGES
  SOCIAL EDGES
   BAND OF BROTHERS
  BAND OF BROTHERS
  Requirements: Wild Card, Veteran, Common 
  Bond
  This unit has been to Hell and back together. 
  That kind of bond hardens men and makes them 
  able to better withstand wounds that might oth-
  erwise have put them out of action.
  Subtract 1 point of damage from every attack 
  that hits a character for each other “brother” 
  within 6”, to a maximum of –4.
   MEDIA STAR
  MEDIA STAR
  Requirements: Wild Card, Seasoned, Knight
  Church media portrays Knights as larger than 
  life heroes ﬁ ghting the good ﬁ ght for the beneﬁ t 
  of all mankind. The hero receives regular cover-
  age. He has +2 Charisma.
   SCROUNGER
  SCROUNGER
  Requirements: Novice, Smarts d6+, Street-
  wise d6+
  Wars and the associated chaos often bring out 
  unusual traits in people, both good and bad. 
  Some seem to have an uncanny ability to ﬁ nd just 
  what they’re looking for among the mountains of 
  equipment shipped into the theater.
  This soldier can ﬁ nd a way to acquire almost 
  any piece of equipment or luxury item. While in 
  a populated area, such as a village or town, a suc-
  cessful Streetwise roll allows the scrounger to do 
  one of the following:
  • Improve one squad’s Ammo one level
  • Acquire 2d6 reﬁ lls for a medikit
  • Acquire some rare but not particularly valu-
  able item.
  WEIRD EDGES
  WEIRD EDGES
   COURAGE UNDER FIRE
  COURAGE UNDER FIRE
  Requirements: Novice, Command, Rank
  No matter the war, ofﬁ cers who put the wel-
  fare of their men before their own safety always 
  inspire troops. The War Master secretly rolls 1d4 
  at the start of each mission. This is the number of 
  wounding attacks your character can ignore while 
  standing and leading his men. Instead of hitting 
  the hero, the round knocks off his helmet. Stand-
  ing in the open while under direct ﬁ re triples the 
  command radius of this leader.
  This Edge only works against direct-ﬁ re ranged 
  attacks or melee attacks. It has no effect on 
  damage inﬂ icted from area effect weapons.
  NEW LITANIES & SINS
  NEW LITANIES & SINS
  The crusade against the Rephaim has awoken 
  a new spiritual fervor among the masses. A 
  select few are able to invoke miraculous powers 
  through their faith. These powers are known as 
  litanies. Chaplains and other miracle workers 
  can use any standard power except burrow, ﬂ y, 
  shape change, teleport, or zombie.
   SINS
  SINS
  The following entries indicate minor, major, 
  and mortal sins for characters with the Arcane 
  Background (Miracles) Edge. The WM is free to 
  alter entries to suit his version of Necropolis.
  Minor: Refusing to destroy an Extra Rephaim, 
  engaging in conversation with a Rephaim (except 
  to Intimidate, Taunt, or interrogate it), allowing 
  a corpse to be buried without proper rites, des-
  ecrating a tomb or other sanctiﬁ ed burial place, 
  refusing to aid a human in need (except known 
  heretics), committing a minor crime.
  Major: Refusing to kill a Wild Card Rephaim, 
  refusing to deliver a cultist to the Inquisition, using 
  a Rephaim item, committing a major crime.
  Mortal: Knowingly aiding a Rephaim or known 
  cultist, taking a human life (except known her-
  etics), committing a capital crime.
  
  2525
  WELCOME TO HELL
  WELCOME TO HELL
  NEW LITANIES
  NEW LITANIES
  Presented below are new powers for those 
  blessed with the gift of miracles. Some indi-
  viduals have actually developed psionic powers. 
  Unfortunately, the Inquisition has branded such 
  people as heretics and actively hunts them down. 
  The Sacri Ordines have a similar view, and thus 
  characters may not play psionicists.
   BLESSING
  BLESSING
  Rank: Seasoned
  Cost: 2
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Consecrated host, holy water, cross
  The simple act of blessing a soldier can have 
  wondrous effects on his morale. Recipients of 
  this power gain +2 to Spirit and linked skill rolls 
  for the duration. On a raise, these bonuses are 
  increased to +4. Blessing a weapon enables it to 
  affect Rephaim immune to normal weapons.
   CONSECRATE
  CONSECRATE
  Rank: Veteran
  Power Points: 3
  Range: Spirit
  Duration: 1 minute (1/minute)
  Trappings: Circle of holy water pentagram
  Consecrated ground is an anathema to 
  Rephaim. Through the use of this power, an 
  area of holy ground is created, forming a barrier 
  against all Rephaim.
  Any Rephaim wishing to physically cross the 
  circle must succeed in a contested Spirit check 
  against the caster’s arcane skill. With success, they 
  may enter freely. On a failure, they are prevented 
  from crossing the boundary for the duration. 
  Ranged weapons and melee weapons with Reach 
  pass freely through the warding, but spells and 
  monstrous abilities (such as a vampire’s Charm 
  power) are blocked if the Rephaim fails its roll.
  Rephaim already within an area that becomes 
  consecrated must make a Spirit roll versus the 
  caster’s arcane skill. On a success they are free to 
  remain in the area. A failure means they become 
  Shaken and are expelled, moving to just outside 
  the warding. With a critical failure they suffer an 
  automatic wound as well.
   CONCENTRATE
  CONCENTRATE
  Rank: Seasoned
  Power Points: 2
  Range: Self
  Duration: 1 minute
  Trappings: Concentration, mantra
  Chaplains maintaining powers may be dis-
  rupted. 
  The concentrate power keeps the Chaplain’s 
  mind focused on his magic, even when his body 
  and mind are being assaulted. With a success, 
  the caster receives a +2 bonus to rolls to resist 
  disruption, +4 with a raise. Because concentrate 
  cannot be maintained, it is not dropped if the 
  Chaplain is disrupted.
   SUCCOR
  SUCCOR
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: Instant
  Trappings: Prayer, laying on hands
  Succor removes one Fatigue level, or two with a 
  raise. It can also remove a hero’s Shaken status.
  Succor may be used to restore consciousness 
  to those who have been Incapacitated due to 
  wounds as well, though the wounds remain. It 
  does not stop bleeding or otherwise stop mortal 
  wounds from worsening, however.
  2525
  WELCOME TO HELL
  WELCOME TO HELL
  NEW LITANIES
  NEW LITANIES
  Presented below are new powers for those 
  blessed with the gift of miracles. Some indi-
  viduals have actually developed psionic powers. 
  Unfortunately, the Inquisition has branded such 
  people as heretics and actively hunts them down. 
  The Sacri Ordines have a similar view, and thus 
  characters may not play psionicists.
   BLESSING
  BLESSING
  Rank: Seasoned
  Cost: 2
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Consecrated host, holy water, cross
  The simple act of blessing a soldier can have 
  wondrous effects on his morale. Recipients of 
  this power gain +2 to Spirit and linked skill rolls 
  for the duration. On a raise, these bonuses are 
  increased to +4. Blessing a weapon enables it to 
  affect Rephaim immune to normal weapons.
   CONSECRATE
  CONSECRATE
  Rank: Veteran
  Power Points: 3
  Range: Spirit
  Duration: 1 minute (1/minute)
  Trappings: Circle of holy water pentagram
  Consecrated ground is an anathema to 
  Rephaim. Through the use of this power, an 
  area of holy ground is created, forming a barrier 
  against all Rephaim.
  Any Rephaim wishing to physically cross the 
  circle must succeed in a contested Spirit check 
  against the caster’s arcane skill. With success, they 
  may enter freely. On a failure, they are prevented 
  from crossing the boundary for the duration. 
  Ranged weapons and melee weapons with Reach 
  pass freely through the warding, but spells and 
  monstrous abilities (such as a vampire’s Charm 
  power) are blocked if the Rephaim fails its roll.
  Rephaim already within an area that becomes 
  consecrated must make a Spirit roll versus the 
  caster’s arcane skill. On a success they are free to 
  remain in the area. A failure means they become 
  Shaken and are expelled, moving to just outside 
  the warding. With a critical failure they suffer an 
  automatic wound as well.
   CONCENTRATE
  CONCENTRATE
  Rank: Seasoned
  Power Points: 2
  Range: Self
  Duration: 1 minute
  Trappings: Concentration, mantra
  Chaplains maintaining powers may be dis-
  rupted. 
  The concentrate power keeps the Chaplain’s 
  mind focused on his magic, even when his body 
  and mind are being assaulted. With a success, 
  the caster receives a +2 bonus to rolls to resist 
  disruption, +4 with a raise. Because concentrate 
  cannot be maintained, it is not dropped if the 
  Chaplain is disrupted.
   SUCCOR
  SUCCOR
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: Instant
  Trappings: Prayer, laying on hands
  Succor removes one Fatigue level, or two with a 
  raise. It can also remove a hero’s Shaken status.
  Succor may be used to restore consciousness 
  to those who have been Incapacitated due to 
  wounds as well, though the wounds remain. It 
  does not stop bleeding or otherwise stop mortal 
  wounds from worsening, however.
  
  2626
  NECROPOLIS 2350
  NECROPOLIS 2350
   CHAPLAIN
  CHAPLAIN
  Greetings, brothers! I am one of the Faith-
  ful, those blessed by the Almighty with spiritual 
  powers. I’ll be there in battle to tend your wounds 
  and absolve you of any sins if the worst happens. 
  Don’t let my size fool you, either. When the going 
  gets rough, my gun will be ﬁ ring just as fast as 
  yours, assuming I don’t lose my glasses.
  Quote: “I know you’re in pain, but stop curs-
  ing.”
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Faith d10, Fighting d4, Guts d6, Heal-
  ing d8, Notice d4, Persuasion d6, Shooting d6, 
  Stealth d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 8(4)
  Hindrances: Bad Eyes (Minor—wears glasses), 
  Quirk (slaps anyone who curses in his presence), 
  Small, Vows
  Edges: Arcane Background (Miracles), Power 
  Points
  Litanies: Healing, light, stun (15 Power Points)
  Special Training: Church Knowledge, Healers
  Gear: Light armor (+4), ﬂ echette pistol (Range: 
  12/24/48, Damage: 2d6, AP 2, Semi-auto), 3 
  mags, medikit, prayer book, ID tag, combat web-
  bing (bedroll, canteen, combat fatigues, mess kit, 
  medpac, one week’s trail rations)
  2626
  NECROPOLIS 2350
  NECROPOLIS 2350
   CHAPLAIN
  CHAPLAIN
  Greetings, brothers! I am one of the Faith-
  ful, those blessed by the Almighty with spiritual 
  powers. I’ll be there in battle to tend your wounds 
  and absolve you of any sins if the worst happens. 
  Don’t let my size fool you, either. When the going 
  gets rough, my gun will be ﬁ ring just as fast as 
  yours, assuming I don’t lose my glasses.
  Quote: “I know you’re in pain, but stop curs-
  ing.”
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Faith d10, Fighting d4, Guts d6, Heal-
  ing d8, Notice d4, Persuasion d6, Shooting d6, 
  Stealth d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 8(4)
  Hindrances: Bad Eyes (Minor—wears glasses), 
  Quirk (slaps anyone who curses in his presence), 
  Small, Vows
  Edges: Arcane Background (Miracles), Power 
  Points
  Litanies: Healing, light, stun (15 Power Points)
  Special Training: Church Knowledge, Healers
  Gear: Light armor (+4), ﬂ echette pistol (Range: 
  12/24/48, Damage: 2d6, AP 2, Semi-auto), 3 
  mags, medikit, prayer book, ID tag, combat web-
  bing (bedroll, canteen, combat fatigues, mess kit, 
  medpac, one week’s trail rations)
  
  2727
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT INFANTRYMAN OF THE 
  KNIGHT INFANTRYMAN OF THE 
   ORDO HASTAE SANCTAE
  ORDO HASTAE SANCTAE
  Guns are for wimps! Any citizen with half a brain 
  can spray ﬂ echettes around. To go toe-to-toe with 
  a zombie takes something special. Nothing beats 
  the feeling of getting up close and personal with 
  a Rephaim, ramming a heartbreaker through its 
  ribs, and detonating the explosive charge. Man, 
  I love combat! Just be warned, too many heart-
  breaker explosions can screw up your hearing.
  Quote: “You want a piece of me? Come and 
  try it!”
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d6+2, Healing d4, Intim-
  idation d6, Notice d6, Shooting d8, Stealth d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 11(6)
  Hindrances: Curious, Hard of Hearing (Minor), 
  Loyal, Vows
  Edges: First Strike, Quick
  Special Training: Face-to-Face, Total Faith
  Gear: Medium armor (+6), 3 heartbreakers 
  (Str+d6/2d6, Reach 1, 2 hands), molecu-
  lar sword (Str+d8+2, AP 4), ﬂ echette riﬂ e 
  (Range: 24/48/98, Damage: 2d8, AP 2, Auto, 
  3RB), 3 mags, integral grenade launcher 
  (Range: 20/40/80), 3 ﬁ lament grenades 
  (Damage: 3d8, AP 4, MBT), 2 incendiary gre-
  nades (Damage: 2d10, MBT, ignores armor), 
  ID tag, combat webbing (bedroll, canteen, 
  combat fatigues, mess kit, medpac, one week’s 
  trail rations)
  2727
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT INFANTRYMAN OF THE 
  KNIGHT INFANTRYMAN OF THE 
   ORDO HASTAE SANCTAE
  ORDO HASTAE SANCTAE
  Guns are for wimps! Any citizen with half a brain 
  can spray ﬂ echettes around. To go toe-to-toe with 
  a zombie takes something special. Nothing beats 
  the feeling of getting up close and personal with 
  a Rephaim, ramming a heartbreaker through its 
  ribs, and detonating the explosive charge. Man, 
  I love combat! Just be warned, too many heart-
  breaker explosions can screw up your hearing.
  Quote: “You want a piece of me? Come and 
  try it!”
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d6+2, Healing d4, Intim-
  idation d6, Notice d6, Shooting d8, Stealth d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 11(6)
  Hindrances: Curious, Hard of Hearing (Minor), 
  Loyal, Vows
  Edges: First Strike, Quick
  Special Training: Face-to-Face, Total Faith
  Gear: Medium armor (+6), 3 heartbreakers 
  (Str+d6/2d6, Reach 1, 2 hands), molecu-
  lar sword (Str+d8+2, AP 4), ﬂ echette riﬂ e 
  (Range: 24/48/98, Damage: 2d8, AP 2, Auto, 
  3RB), 3 mags, integral grenade launcher 
  (Range: 20/40/80), 3 ﬁ lament grenades 
  (Damage: 3d8, AP 4, MBT), 2 incendiary gre-
  nades (Damage: 2d10, MBT, ignores armor), 
  ID tag, combat webbing (bedroll, canteen, 
  combat fatigues, mess kit, medpac, one week’s 
  trail rations)
  
  2828
  NECROPOLIS 2350
  NECROPOLIS 2350
  KNIGHT INFANTRY SUPPORT 
  KNIGHT INFANTRY SUPPORT 
  OF THE 
  OF THE  ORDO SACRAE 
  ORDO SACRAE 
  FLAMULAE
  FLAMULAE
  That smell is victory, son. Sure it smells like 
  burning pork, but the only way to make sure a 
  Rephaim stays down is to use ﬁ re. All we need to 
  wipe out the Rephaim is a few ﬂ amethrowers and 
  a no-nonsense attitude. Nothing can stand against 
  a ﬂ amethrower! What? Yeah, maybe smoking will 
  kill me, but there’s a bigger chance I’ll go down 
  in combat ﬁ ghting the good ﬁ ght, so I ﬁ gure the 
  Lord can forgive a man a small sin.
  Quote: “Burn everything!”
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d6
  Skills: Driving d4, Fighting d6, Guts d8+2, 
  Intimidation d4, Notice d4, Shooting d10, 
  Stealth d6
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 11(6)
  Hindrances: Habit (Minor; heavy smoker), Loy-
  al, Overconﬁ dent, Vows
  Edges: Hard to Kill
  Special Training: Brave (included), Cleanse by 
  Fire
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), ﬂ amethrower (Range: Cone, 
  Damage: 2d10, ignores armor), 1 spare canisters, 
  3 incendiary grenades (Damage: 2d10, MBT), ID 
  tag, combat webbing (bedroll, canteen, combat 
  fatigues, mess kit, medpac, one week’s trail ra-
  tions).
  2828
  NECROPOLIS 2350
  NECROPOLIS 2350
  KNIGHT INFANTRY SUPPORT 
  KNIGHT INFANTRY SUPPORT 
  OF THE 
  OF THE  ORDO SACRAE 
  ORDO SACRAE 
  FLAMULAE
  FLAMULAE
  That smell is victory, son. Sure it smells like 
  burning pork, but the only way to make sure a 
  Rephaim stays down is to use ﬁ re. All we need to 
  wipe out the Rephaim is a few ﬂ amethrowers and 
  a no-nonsense attitude. Nothing can stand against 
  a ﬂ amethrower! What? Yeah, maybe smoking will 
  kill me, but there’s a bigger chance I’ll go down 
  in combat ﬁ ghting the good ﬁ ght, so I ﬁ gure the 
  Lord can forgive a man a small sin.
  Quote: “Burn everything!”
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d6
  Skills: Driving d4, Fighting d6, Guts d8+2, 
  Intimidation d4, Notice d4, Shooting d10, 
  Stealth d6
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 11(6)
  Hindrances: Habit (Minor; heavy smoker), Loy-
  al, Overconﬁ dent, Vows
  Edges: Hard to Kill
  Special Training: Brave (included), Cleanse by 
  Fire
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), ﬂ amethrower (Range: Cone, 
  Damage: 2d10, ignores armor), 1 spare canisters, 
  3 incendiary grenades (Damage: 2d10, MBT), ID 
  tag, combat webbing (bedroll, canteen, combat 
  fatigues, mess kit, medpac, one week’s trail ra-
  tions).
  
  2929
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT VEHICLE CREW OF 
  KNIGHT VEHICLE CREW OF 
  THE 
  THE  ORDO TEMPLI NOVI
  ORDO TEMPLI NOVI
  Yeah, I’ve been called reckless more than once, 
  but I’m blessed. Even inside a main battle tank 
  I can detect danger coming. Heck, I remember 
  during one assault we ambushed a bunch of 
  Rephaim light tanks. Bam! Bam! Bam! Destroyed 
  everyone before they even knew we were there. 
  So don’t talk to me about the infantry being glory 
  boys—us tankers are the true military might of 
  the Ordines.
  Quote: “Something smells wrong here.”
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8+1, Fighting d6, Guts d4, No-
  tice d8, Repair d6, Shooting d6, Stealth d4
  Charisma: –2; Pace: 8; Parry: 6; Toughness: 11(6)
  Hindrances: Cautious, Overconﬁ dent, Ugly, 
  Vows
  Edges: Danger Sense, Luck
  Special Training: Vehicle Training (Driving)
  Gear: Light armor (+4), molecular sword 
  (Str+d8+2, AP 4), ﬂ echette pistol (Range: 
  12/24/48, Damage: 2d6, AP 2, Semi-auto), 3 mags, 
  ID tag, combat webbing (bedroll, canteen, com-
  bat fatigues, mess kit, medpac, one week’s trail 
  rations)
  2929
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT VEHICLE CREW OF 
  KNIGHT VEHICLE CREW OF 
  THE 
  THE  ORDO TEMPLI NOVI
  ORDO TEMPLI NOVI
  Yeah, I’ve been called reckless more than once, 
  but I’m blessed. Even inside a main battle tank 
  I can detect danger coming. Heck, I remember 
  during one assault we ambushed a bunch of 
  Rephaim light tanks. Bam! Bam! Bam! Destroyed 
  everyone before they even knew we were there. 
  So don’t talk to me about the infantry being glory 
  boys—us tankers are the true military might of 
  the Ordines.
  Quote: “Something smells wrong here.”
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8+1, Fighting d6, Guts d4, No-
  tice d8, Repair d6, Shooting d6, Stealth d4
  Charisma: –2; Pace: 8; Parry: 6; Toughness: 11(6)
  Hindrances: Cautious, Overconﬁ dent, Ugly, 
  Vows
  Edges: Danger Sense, Luck
  Special Training: Vehicle Training (Driving)
  Gear: Light armor (+4), molecular sword 
  (Str+d8+2, AP 4), ﬂ echette pistol (Range: 
  12/24/48, Damage: 2d6, AP 2, Semi-auto), 3 mags, 
  ID tag, combat webbing (bedroll, canteen, com-
  bat fatigues, mess kit, medpac, one week’s trail 
  rations)
  
  3030
  NECROPOLIS 2350
  NECROPOLIS 2350
  SENIOR KNIGHT OF THE 
  SENIOR KNIGHT OF THE  ORDO 
  ORDO 
  VERBI BAENEDICTI
  VERBI BAENEDICTI
  Okay, here’s the plan. We split into pairs and 
  ﬂ ank the enemy from both sides. The ﬂ echette 
  MG stays here and keeps the Rephaim pinned 
  down. If any ﬂ ank meets resistance, remember 
  the tactic we used in Augustus—sit tight while the 
  other squad suppresses, then move forward and 
  engage with swords before the enemy get chance 
  to open ﬁ re.
  Quote: “Stick to the plan.”
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Knowledge (Battle) d8, Notice d6, Shooting d6, 
  Stealth d4
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 11(6)
  Hindrances: Heroic, Loyal, Stubborn, Vows
  Edges: Command, Rank (Senior Knight), Tacti-
  cian
  Special Training: Hearts & Minds, Train-
  ing Cadre
  Gear: Medium armor (+6), molecular 
  sword (Str+d8+2, AP 4), ﬂ echette SMG 
  (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), 3 mags, 3 ﬁ lament grenades 
  (Damage: 3d8, AP 4, MBT), ID scan-
  ner, binoculars, mobile command cen-
  ter, ID tag, combat webbing (bedroll, 
  canteen, combat fatigues, mess kit, 
  medpac, one week’s trail rations).
  3030
  NECROPOLIS 2350
  NECROPOLIS 2350
  SENIOR KNIGHT OF THE 
  SENIOR KNIGHT OF THE  ORDO 
  ORDO 
  VERBI BAENEDICTI
  VERBI BAENEDICTI
  Okay, here’s the plan. We split into pairs and 
  ﬂ ank the enemy from both sides. The ﬂ echette 
  MG stays here and keeps the Rephaim pinned 
  down. If any ﬂ ank meets resistance, remember 
  the tactic we used in Augustus—sit tight while the 
  other squad suppresses, then move forward and 
  engage with swords before the enemy get chance 
  to open ﬁ re.
  Quote: “Stick to the plan.”
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Knowledge (Battle) d8, Notice d6, Shooting d6, 
  Stealth d4
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 11(6)
  Hindrances: Heroic, Loyal, Stubborn, Vows
  Edges: Command, Rank (Senior Knight), Tacti-
  cian
  Special Training: Hearts & Minds, Train-
  ing Cadre
  Gear: Medium armor (+6), molecular 
  sword (Str+d8+2, AP 4), ﬂ echette SMG 
  (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), 3 mags, 3 ﬁ lament grenades 
  (Damage: 3d8, AP 4, MBT), ID scan-
  ner, binoculars, mobile command cen-
  ter, ID tag, combat webbing (bedroll, 
  canteen, combat fatigues, mess kit, 
  medpac, one week’s trail rations).
  
  3131
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT SCOUT OF THE 
  KNIGHT SCOUT OF THE  ORDO 
  ORDO 
  LAZARI SANCTI
  LAZARI SANCTI
  Our misguided brethren think our sole pur-
  pose is to eradicate the enemy through force of 
  arms. That’s where they go wrong. We need to 
  understand our enemy better and that means 
  we need prisoners. My job is to scout out enemy 
  forces and select candidates for interrogation. 
  Then I call in the snatch squads to round them 
  up.
  Quote: “Hey, it’s my job not to be seen.”
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Shooting 
  d6, Stealth d8, Survival d8, Tracking d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(4)
  Hindrances: Anemic, Loyal, Phobia (Major: artil-
  lery strikes), Vows
  Edges: Woodsman
  Special Training: Specimen Collection, Rephaim 
  Knowledge
  Gear: Light armor (+4), molecular sword 
  (Str+d8+2, AP 4), ﬂ echette sniper riﬂ e (Range: 
  30/60/120, Damage: 2d8+1, AP 2, integral scope 
  with low-light vision attachment), 2 mags, ghillie 
  suit, ID tag, combat webbing (bedroll, canteen, 
  combat fatigues, mess kit, medpac, one week’s 
  trail rations).
  3131
  SAMPLE ARCHETYPES
  SAMPLE ARCHETYPES
  KNIGHT SCOUT OF THE 
  KNIGHT SCOUT OF THE  ORDO 
  ORDO 
  LAZARI SANCTI
  LAZARI SANCTI
  Our misguided brethren think our sole pur-
  pose is to eradicate the enemy through force of 
  arms. That’s where they go wrong. We need to 
  understand our enemy better and that means 
  we need prisoners. My job is to scout out enemy 
  forces and select candidates for interrogation. 
  Then I call in the snatch squads to round them 
  up.
  Quote: “Hey, it’s my job not to be seen.”
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Shooting 
  d6, Stealth d8, Survival d8, Tracking d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(4)
  Hindrances: Anemic, Loyal, Phobia (Major: artil-
  lery strikes), Vows
  Edges: Woodsman
  Special Training: Specimen Collection, Rephaim 
  Knowledge
  Gear: Light armor (+4), molecular sword 
  (Str+d8+2, AP 4), ﬂ echette sniper riﬂ e (Range: 
  30/60/120, Damage: 2d8+1, AP 2, integral scope 
  with low-light vision attachment), 2 mags, ghillie 
  suit, ID tag, combat webbing (bedroll, canteen, 
  combat fatigues, mess kit, medpac, one week’s 
  trail rations).
  
  3232
  NECROPOLIS 2350
  NECROPOLIS 2350
  FALLEN KNIGHT OF THE 
  FALLEN KNIGHT OF THE  ORDO 
  ORDO 
  PENITENTIA
  PENITENTIA
  I’m a fallen Knight, a sinner. In another life I 
  was a combat engineer. My squad was conduct-
  ing a holding action while I rigged a bridge for 
  destruction to halt the enemy advance. I don’t 
  know what went wrong, but the explosives blew 
  early and wiped out half the unit. I was found 
  negligent and sentenced to the Penitents. I’ve 
  learned my lesson. Now I think twice and act 
  once. Having to charge the Rephaim without 
  armor will do that for you.
  Quote: “We need a better plan.”
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6+2, Knowledge (De-
  molitions) d8, Notice d8, Repair d6, Shooting d4, 
  Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bullet Magnet, Cautious, Penitent, 
  Vows
  Edges: Demo Expert, McGyver
  Special Training: Seen It All
  Gear: Molecular sword (Str+d8+2, AP 4), ID tag, 
  combat webbing (bedroll, canteen, combat fa-
  tigues, mess kit, medpac, one week’s trail ra-
  tions).
  3232
  NECROPOLIS 2350
  NECROPOLIS 2350
  FALLEN KNIGHT OF THE 
  FALLEN KNIGHT OF THE  ORDO 
  ORDO 
  PENITENTIA
  PENITENTIA
  I’m a fallen Knight, a sinner. In another life I 
  was a combat engineer. My squad was conduct-
  ing a holding action while I rigged a bridge for 
  destruction to halt the enemy advance. I don’t 
  know what went wrong, but the explosives blew 
  early and wiped out half the unit. I was found 
  negligent and sentenced to the Penitents. I’ve 
  learned my lesson. Now I think twice and act 
  once. Having to charge the Rephaim without 
  armor will do that for you.
  Quote: “We need a better plan.”
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6+2, Knowledge (De-
  molitions) d8, Notice d8, Repair d6, Shooting d4, 
  Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bullet Magnet, Cautious, Penitent, 
  Vows
  Edges: Demo Expert, McGyver
  Special Training: Seen It All
  Gear: Molecular sword (Str+d8+2, AP 4), ID tag, 
  combat webbing (bedroll, canteen, combat fa-
  tigues, mess kit, medpac, one week’s trail ra-
  tions).
  
  3333
  CHURCH HARDWARE
  CHURCH HARDWARE
  Blessed are the peacemakers, for they shall be 
  called children of God.
  Matthew 5:9
  Items listed below are typical of those found 
  in the 24th century Church armies. Church char-
  acters have no cash—the Sacri Ordines provide 
  everything they need to do their job (but not 
  necessarily everything they want).
  PIERCING WEAPONS
  PIERCING WEAPONS
  The following weapons inﬂ ict piercing damage: 
  6mm and 12mm ballistic weapons, bolt riﬂ e, all 
  ﬂ echette weapons, heartbreaker, shotgun, and 
  spear. Molecular weapons used to stab count as 
  piercing weapons. Heavy Weapons never count 
  as piercing attacks due to their power.
  DIRECT AND INDIRECT
  DIRECT AND INDIRECT
  When the ﬁ rer of a mortar or grenade launcher 
  can see the target area, he uses Shooting. Firing 
  indirectly requires Knowledge (Artillery). Mor-
  tars, grenade launchers, and thrown grenades 
  are subject to deviation.
   ARMOR
  ARMOR
  Knights of the Sacri Ordines are typically 
  equipped with light or medium body armor 
  when entering battle and light body armor when 
  on “soft duty,” such as riot duty or rear echelon 
  protection. Infantry battle suits are reserved for 
  Assault Knights.
  Infantry Battle Suit: A full body suit com-
  prised of a layer of dense carbon ﬁ ber sandwiched 
  between ceramic plates. Its total body protection 
  comes at the price of a higher weight. The helmet 
  is equipped with a removable armored faceplate, 
  headset communicator, camera, and built-in res-
  pirator.
  Light Armor: Light armor comprises a ceramic/
  carbon–ﬁ ber sandwich combat helmet with neck 
  guard, upper arm guards, vest, and shin guards. 
  Head and limb shots have a 50% chance of hitting 
  armor. The vest provides torso cover only.
  In addition, the combat helmet also comes 
  equipped with a headset communicator and 
  camera for relaying information back to command 
  centers, and a fold-down respirator. A wireless 
  receiver picks up the wearer’s ID tag emission 
  and piggybacks it with camera footage.
  Medium Armor: Medium armor provides 
  extra protection through thicker ceramic plates. 
  It is otherwise identical to light body armor.
  Shields: Shields in the 24th century? All Knights 
  are equipped with a durable, high–density plastic 
  shield out of tradition and for carrying on formal 
  occasions as part of their dress uniform. Most 
  Knights refuse to carry one in combat, prefer-
  ring to have both hands free for their ﬁ rearms. 
  However, some still adhere to the “old ways,” 
  ﬁ ghting the Rephaim face–to–face, and for them 
  the shield can be a lifesaver.
  If a character with a shield is hit by a ranged 
  attack from the protected side, roll damage nor-
  mally, but add the Armor bonus of the shield to 
  the character’s Toughness in the affected area. It 
  counts as an obstacle.
  Tabard: A thigh–length, short-sleeved garment 
  woven from heavy cloth, tabards are worn over 
  combat fatigues when a Knight is off–duty. Their 
  color and decoration vary with each Sacer Ordo. 
  Limb shots have a 50% chance of hitting the 
  tabard.
   MELEE WEAPONS
  MELEE WEAPONS
   Corpse Catcher: Corpse catchers are based 
  on a martial weapon called the man catcher. 
  Comprised of a long metal shaft with a set of 
  3333
  CHURCH HARDWARE
  CHURCH HARDWARE
  Blessed are the peacemakers, for they shall be 
  called children of God.
  Matthew 5:9
  Items listed below are typical of those found 
  in the 24th century Church armies. Church char-
  acters have no cash—the Sacri Ordines provide 
  everything they need to do their job (but not 
  necessarily everything they want).
  PIERCING WEAPONS
  PIERCING WEAPONS
  The following weapons inﬂ ict piercing damage: 
  6mm and 12mm ballistic weapons, bolt riﬂ e, all 
  ﬂ echette weapons, heartbreaker, shotgun, and 
  spear. Molecular weapons used to stab count as 
  piercing weapons. Heavy Weapons never count 
  as piercing attacks due to their power.
  DIRECT AND INDIRECT
  DIRECT AND INDIRECT
  When the ﬁ rer of a mortar or grenade launcher 
  can see the target area, he uses Shooting. Firing 
  indirectly requires Knowledge (Artillery). Mor-
  tars, grenade launchers, and thrown grenades 
  are subject to deviation.
   ARMOR
  ARMOR
  Knights of the Sacri Ordines are typically 
  equipped with light or medium body armor 
  when entering battle and light body armor when 
  on “soft duty,” such as riot duty or rear echelon 
  protection. Infantry battle suits are reserved for 
  Assault Knights.
  Infantry Battle Suit: A full body suit com-
  prised of a layer of dense carbon ﬁ ber sandwiched 
  between ceramic plates. Its total body protection 
  comes at the price of a higher weight. The helmet 
  is equipped with a removable armored faceplate, 
  headset communicator, camera, and built-in res-
  pirator.
  Light Armor: Light armor comprises a ceramic/
  carbon–ﬁ ber sandwich combat helmet with neck 
  guard, upper arm guards, vest, and shin guards. 
  Head and limb shots have a 50% chance of hitting 
  armor. The vest provides torso cover only.
  In addition, the combat helmet also comes 
  equipped with a headset communicator and 
  camera for relaying information back to command 
  centers, and a fold-down respirator. A wireless 
  receiver picks up the wearer’s ID tag emission 
  and piggybacks it with camera footage.
  Medium Armor: Medium armor provides 
  extra protection through thicker ceramic plates. 
  It is otherwise identical to light body armor.
  Shields: Shields in the 24th century? All Knights 
  are equipped with a durable, high–density plastic 
  shield out of tradition and for carrying on formal 
  occasions as part of their dress uniform. Most 
  Knights refuse to carry one in combat, prefer-
  ring to have both hands free for their ﬁ rearms. 
  However, some still adhere to the “old ways,” 
  ﬁ ghting the Rephaim face–to–face, and for them 
  the shield can be a lifesaver.
  If a character with a shield is hit by a ranged 
  attack from the protected side, roll damage nor-
  mally, but add the Armor bonus of the shield to 
  the character’s Toughness in the affected area. It 
  counts as an obstacle.
  Tabard: A thigh–length, short-sleeved garment 
  woven from heavy cloth, tabards are worn over 
  combat fatigues when a Knight is off–duty. Their 
  color and decoration vary with each Sacer Ordo. 
  Limb shots have a 50% chance of hitting the 
  tabard.
   MELEE WEAPONS
  MELEE WEAPONS
   Corpse Catcher: Corpse catchers are based 
  on a martial weapon called the man catcher. 
  Comprised of a long metal shaft with a set of 
  
  3434
  NECROPOLIS 2350
  NECROPOLIS 2350
  “pincers” at one end, they are designed for catch-
  ing Rephaim with minimal damage and are a 
  favorite tool of the Lazarites. A switch near the 
  butt activates the pincers.
  A success on a Touch Attack (+2 to Fighting) 
  means the target has been caught around his 
  waist but his hands remain free—with a raise 
  the arms are pinned as well. Pinned victims may 
  attempt to break free. An opposed Strength roll 
  is required if pinned around the waist and an 
  opposed Strength –2 roll if the arms are pinned. 
  The corpse catcher has an effective Strength of 
  d12 for resisting escape attempts.
   Heartbreaker: Favored by the Impalers, the 
  heartbreaker is a spear with an explosive charge 
  ﬁ tted at the base of the point. If the spear suc-
  cessfully strikes a target the wielder may activate 
  the explosive as a free action. The small explo-
  sive charge drives the spear point through the 
  target, inﬂ icting 2d6 damage and ignoring Armor. 
  Detonation ruins the weapon. The Church has 
  outlawed their use against living targets.
   Molecular Sword: Carried by all Knights, the 
  molecular sword is as much a part of a modern 
  Knight’s armament as long swords were to their 
  medieval counterparts. Unlike piercing weapons, 
  they are very effective against Rephaim and most 
  Knights have “blooded” their swords.
  Note that molecular weapons retain the +2 
  bonus and AP bonus even if a hero has a lower 
  Strength die. For instance, a Knight with Strength 
  d6 causes 2d6+2 damage AP 4 with a molecular 
  sword.
  Sledgehammer: Although rarely carried in 
  combat, the sledgehammer remains a handy 
  weapon for use against the Rephaim, especially 
  skeletons, and for battering down doors and bar-
  ricades.
   RANGED WEAPONS
  RANGED WEAPONS
  Church law restricts ownership of any ﬁ rearm 
  to those with special permits. Publicly this is to 
  make war less likely, preserving the Peace of the 
  Church. The unofﬁ cial view is that the Church is 
  reducing the likelihood of rebellion. Many settle-
  ments openly ﬂ out these regulations, requiring 
  all citizens to be armed. Homemade or stolen 
  weapons are also common, especially among 
  criminals. Among the Corporations only the 
  security forces are issued weapons licenses.
  Bolt Riﬂ e: An experimental weapon designed 
  for ﬁ ghting vampires before anyone realized vam-
  pires do not need to be “staked”, the bolt riﬂ e 
  ﬁ res a 2” diameter steel bolt from a rotary–fed 
  magazine. Though not a particularly heavy 
  weapon, the recoil is immense.
  Due to the poor aerodynamics of the mis-
  sile, the weapon becomes more inaccurate over 
  distance. Range penalties are increased by –1 at 
  medium range and long range. Telescopic sights 
  do not help with accuracy.
  Flechette Weapons: Flechette weapons are 
  the standard ﬁ rearms of the Church armies. 
  Flechettes are small metallic darts, magnetically 
  propelled to supersonic speeds. Unlike conven-
  tional bullets they have no case, produce no 
  muzzle ﬂ ash, and there is little sound beyond a 
  short duration, high–pitched whine. Their small 
  size and weight allows magazines to carry more 
  rounds than conventional ballistic weapons and 
  with minimal protrusion.
  Each magazine holds a micro battery along 
  with the ﬂ echette rounds, negating the need for a 
  separate power source. So long as there is a maga-
  zine ﬁ tted, the weapon always has enough power 
  to ﬁ re. Flechette magazines are interchangeable 
  between the SMG and assault riﬂ e. To reduce 
  the risk of contamination by foreign particles, 
  ﬂ echette magazines are hermetically sealed. On 
  insertion the seal is breached, allowing the pro-
  jectiles to be feed into the ﬁ ring chamber.
  As with conventional bullets, Rephaim have 
  proven resilient to ﬂ echettes. Their higher pen-
  etration still makes them an effective weapon, 
  however. The Church authorities invested heav-
  ily in ﬂ echette weapons before the Rephaim 
  emerged and few resources have been diverted 
  to new weapon programs.
   Flechette Assault Riﬂ e: The FAR comes ﬁ tted 
  with an underslung 40mm grenade launcher as 
  standard (included in the weight—see page 36). 
  It also has a mount for a telescopic sight and 
  night vision scopes, though these are “optional 
  extras.”
   Flechette Sniper Riﬂ e: The FSR comes ﬁ tted 
  with a telescopic scope and low light vision adap-
  tor as standard. The low light adaptor reduces 
  the penalties for poor lighting by 1, except in 
  Pitch Black conditions.
   Flechette MG: The standard infantry support 
  weapon, the FMG can also be used as a remote 
  sentry cannon. When operating in this mode 
  it is attached to a tripod (+8 lbs) and carries a 
  3434
  NECROPOLIS 2350
  NECROPOLIS 2350
  “pincers” at one end, they are designed for catch-
  ing Rephaim with minimal damage and are a 
  favorite tool of the Lazarites. A switch near the 
  butt activates the pincers.
  A success on a Touch Attack (+2 to Fighting) 
  means the target has been caught around his 
  waist but his hands remain free—with a raise 
  the arms are pinned as well. Pinned victims may 
  attempt to break free. An opposed Strength roll 
  is required if pinned around the waist and an 
  opposed Strength –2 roll if the arms are pinned. 
  The corpse catcher has an effective Strength of 
  d12 for resisting escape attempts.
   Heartbreaker: Favored by the Impalers, the 
  heartbreaker is a spear with an explosive charge 
  ﬁ tted at the base of the point. If the spear suc-
  cessfully strikes a target the wielder may activate 
  the explosive as a free action. The small explo-
  sive charge drives the spear point through the 
  target, inﬂ icting 2d6 damage and ignoring Armor. 
  Detonation ruins the weapon. The Church has 
  outlawed their use against living targets.
   Molecular Sword: Carried by all Knights, the 
  molecular sword is as much a part of a modern 
  Knight’s armament as long swords were to their 
  medieval counterparts. Unlike piercing weapons, 
  they are very effective against Rephaim and most 
  Knights have “blooded” their swords.
  Note that molecular weapons retain the +2 
  bonus and AP bonus even if a hero has a lower 
  Strength die. For instance, a Knight with Strength 
  d6 causes 2d6+2 damage AP 4 with a molecular 
  sword.
  Sledgehammer: Although rarely carried in 
  combat, the sledgehammer remains a handy 
  weapon for use against the Rephaim, especially 
  skeletons, and for battering down doors and bar-
  ricades.
   RANGED WEAPONS
  RANGED WEAPONS
  Church law restricts ownership of any ﬁ rearm 
  to those with special permits. Publicly this is to 
  make war less likely, preserving the Peace of the 
  Church. The unofﬁ cial view is that the Church is 
  reducing the likelihood of rebellion. Many settle-
  ments openly ﬂ out these regulations, requiring 
  all citizens to be armed. Homemade or stolen 
  weapons are also common, especially among 
  criminals. Among the Corporations only the 
  security forces are issued weapons licenses.
  Bolt Riﬂ e: An experimental weapon designed 
  for ﬁ ghting vampires before anyone realized vam-
  pires do not need to be “staked”, the bolt riﬂ e 
  ﬁ res a 2” diameter steel bolt from a rotary–fed 
  magazine. Though not a particularly heavy 
  weapon, the recoil is immense.
  Due to the poor aerodynamics of the mis-
  sile, the weapon becomes more inaccurate over 
  distance. Range penalties are increased by –1 at 
  medium range and long range. Telescopic sights 
  do not help with accuracy.
  Flechette Weapons: Flechette weapons are 
  the standard ﬁ rearms of the Church armies. 
  Flechettes are small metallic darts, magnetically 
  propelled to supersonic speeds. Unlike conven-
  tional bullets they have no case, produce no 
  muzzle ﬂ ash, and there is little sound beyond a 
  short duration, high–pitched whine. Their small 
  size and weight allows magazines to carry more 
  rounds than conventional ballistic weapons and 
  with minimal protrusion.
  Each magazine holds a micro battery along 
  with the ﬂ echette rounds, negating the need for a 
  separate power source. So long as there is a maga-
  zine ﬁ tted, the weapon always has enough power 
  to ﬁ re. Flechette magazines are interchangeable 
  between the SMG and assault riﬂ e. To reduce 
  the risk of contamination by foreign particles, 
  ﬂ echette magazines are hermetically sealed. On 
  insertion the seal is breached, allowing the pro-
  jectiles to be feed into the ﬁ ring chamber.
  As with conventional bullets, Rephaim have 
  proven resilient to ﬂ echettes. Their higher pen-
  etration still makes them an effective weapon, 
  however. The Church authorities invested heav-
  ily in ﬂ echette weapons before the Rephaim 
  emerged and few resources have been diverted 
  to new weapon programs.
   Flechette Assault Riﬂ e: The FAR comes ﬁ tted 
  with an underslung 40mm grenade launcher as 
  standard (included in the weight—see page 36). 
  It also has a mount for a telescopic sight and 
  night vision scopes, though these are “optional 
  extras.”
   Flechette Sniper Riﬂ e: The FSR comes ﬁ tted 
  with a telescopic scope and low light vision adap-
  tor as standard. The low light adaptor reduces 
  the penalties for poor lighting by 1, except in 
  Pitch Black conditions.
   Flechette MG: The standard infantry support 
  weapon, the FMG can also be used as a remote 
  sentry cannon. When operating in this mode 
  it is attached to a tripod (+8 lbs) and carries a 
  
  3535
  CHURCH HARDWARE
  CHURCH HARDWARE
  480–round hopper (+8 lbs). A combined ID tag 
  and movement sensor (+6 lbs) is connected to 
  the top of the gun.
  The sensor allows it to monitor movement 
  within a 90 degree arc (45 degrees either side of 
  the barrel) extending out to 120 yards (60”) and 
  gives it a d10 Notice skill. The range of the gun is 
  effectively limited by the sensor’s range. Sensitiv-
  ity can be set from anything from the size of rat 
  (Size –2) upward. Targets detected within its ﬁ eld 
  of ﬁ re not broadcasting the correct identiﬁ cation 
  signal (see ID Tags, page 38) cause the gun to 
  open ﬁ re automatically.
  If left to its own devices, the cannon continues 
  ﬁ ring until the target stops moving or leaves its 
  ﬁ eld of ﬁ re, or the gun runs out of ammunition. 
  When set to automatic sweep and ﬁ re mode, the 
  MG ﬁ res with a Shooting skill of d8. It has no Wild 
  Die but ignores autoﬁ re penalties.
  A control case (weight 3lbs) allows wireless 
  remote control of all MG functions to a range of 
  100”. Typically, the gun is locked to cover only 
  a limited arc, though it can be conﬁ gured to 
  rotate through 360–degrees (the sensor still only 
  sweeps a 90 degree arc at any one time).
  Laser 
  Weapons: 
  Technological advances 
  have seen the ﬁ rst introduction of portable laser 
  weapons. Though bulky, heavy, and relatively 
  low powered, they are becoming popular with 
  troops for use against the “ﬂ echette–resistant” 
  Rephaim.
  Microﬂ are Gun: Originally designed to ﬁ re 
  signal ﬂ ares, the MFG has been modiﬁ ed into 
  an effective weapon. Each magazine holds 15 
  shotgun cartridge sized magnesium ﬂ ares. Poor 
  against armored targets, its primary use is against 
  ﬁ re-susceptible Rephaim, such as mummies.
  Flares do not count as piercing weapons and 
  burn for three rounds. So long as the ﬂ are causes 
  a Shaken or wound on impact, it continues to 
  inﬂ ict damage each round until it burns out. Roll 
  the damage each round. Targets struck by a ﬂ are 
  suffer terrible burns as the ﬂ are sears through 
  their ﬂ esh. Though incapable of causing human 
  ﬂ esh to combust, dry materials (including mum-
  mies) ignite as normal (see Savage Worlds).
  Stunner: Stunners are employed to quell civil 
  unrest without inﬂ icting heavy casualties. Victims 
  suffer nonlethal damage and pass out for 2d6 
  hours when they reach Incapacitated. Creatures 
  with the Undead Special Ability are immune to 
  the effects of stunners. Stunners use laser pistol 
  batteries.
  Tangle Gun: Invented for capturing criminals 
  unharmed, the Lazarites have adopted it for use 
  in catching specimens. The tangle gun uses a 
  compressed gas cylinder to propel a weighted 
  nylon net at a single target. When it makes con-
  tact, the net wraps around the target, entangling 
  them completely.
  Escaping from a net requires a Strength or Agil-
  ity roll with a –2 penalty (victim’s choice). If the 
  roll is failed, the victim is too entangled to make 
  another escape bid and must wait for rescue. The 
  mesh is strong and has a Toughness of 7 (cutting 
  weapons only). Bound targets cannot cut them-
  selves free. It is not possible to reload a ﬁ red 
  web.
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Dove AT-1: Although heavy tanks generally 
  have front armor impenetrable to the venerable 
  AT–1, it is still capable of piercing side and rear 
  armor. Because of this, it remains popular with 
  ground forces. It comes ﬁ tted with an infrared 
  sight (halve lighting penalties against living or 
  other “hot” targets) and laser painter (grants +2 
  to Shooting rolls). The AT–1 is reusable.
  Dove AT/AA-2: A replacement for the Dove 
  AT-1, the Dove AT/AA–2 can be used to attack 
  ground or airborne targets. It comes ﬁ tted with 
  3535
  CHURCH HARDWARE
  CHURCH HARDWARE
  480–round hopper (+8 lbs). A combined ID tag 
  and movement sensor (+6 lbs) is connected to 
  the top of the gun.
  The sensor allows it to monitor movement 
  within a 90 degree arc (45 degrees either side of 
  the barrel) extending out to 120 yards (60”) and 
  gives it a d10 Notice skill. The range of the gun is 
  effectively limited by the sensor’s range. Sensitiv-
  ity can be set from anything from the size of rat 
  (Size –2) upward. Targets detected within its ﬁ eld 
  of ﬁ re not broadcasting the correct identiﬁ cation 
  signal (see ID Tags, page 38) cause the gun to 
  open ﬁ re automatically.
  If left to its own devices, the cannon continues 
  ﬁ ring until the target stops moving or leaves its 
  ﬁ eld of ﬁ re, or the gun runs out of ammunition. 
  When set to automatic sweep and ﬁ re mode, the 
  MG ﬁ res with a Shooting skill of d8. It has no Wild 
  Die but ignores autoﬁ re penalties.
  A control case (weight 3lbs) allows wireless 
  remote control of all MG functions to a range of 
  100”. Typically, the gun is locked to cover only 
  a limited arc, though it can be conﬁ gured to 
  rotate through 360–degrees (the sensor still only 
  sweeps a 90 degree arc at any one time).
  Laser 
  Weapons: 
  Technological advances 
  have seen the ﬁ rst introduction of portable laser 
  weapons. Though bulky, heavy, and relatively 
  low powered, they are becoming popular with 
  troops for use against the “ﬂ echette–resistant” 
  Rephaim.
  Microﬂ are Gun: Originally designed to ﬁ re 
  signal ﬂ ares, the MFG has been modiﬁ ed into 
  an effective weapon. Each magazine holds 15 
  shotgun cartridge sized magnesium ﬂ ares. Poor 
  against armored targets, its primary use is against 
  ﬁ re-susceptible Rephaim, such as mummies.
  Flares do not count as piercing weapons and 
  burn for three rounds. So long as the ﬂ are causes 
  a Shaken or wound on impact, it continues to 
  inﬂ ict damage each round until it burns out. Roll 
  the damage each round. Targets struck by a ﬂ are 
  suffer terrible burns as the ﬂ are sears through 
  their ﬂ esh. Though incapable of causing human 
  ﬂ esh to combust, dry materials (including mum-
  mies) ignite as normal (see Savage Worlds).
  Stunner: Stunners are employed to quell civil 
  unrest without inﬂ icting heavy casualties. Victims 
  suffer nonlethal damage and pass out for 2d6 
  hours when they reach Incapacitated. Creatures 
  with the Undead Special Ability are immune to 
  the effects of stunners. Stunners use laser pistol 
  batteries.
  Tangle Gun: Invented for capturing criminals 
  unharmed, the Lazarites have adopted it for use 
  in catching specimens. The tangle gun uses a 
  compressed gas cylinder to propel a weighted 
  nylon net at a single target. When it makes con-
  tact, the net wraps around the target, entangling 
  them completely.
  Escaping from a net requires a Strength or Agil-
  ity roll with a –2 penalty (victim’s choice). If the 
  roll is failed, the victim is too entangled to make 
  another escape bid and must wait for rescue. The 
  mesh is strong and has a Toughness of 7 (cutting 
  weapons only). Bound targets cannot cut them-
  selves free. It is not possible to reload a ﬁ red 
  web.
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Dove AT-1: Although heavy tanks generally 
  have front armor impenetrable to the venerable 
  AT–1, it is still capable of piercing side and rear 
  armor. Because of this, it remains popular with 
  ground forces. It comes ﬁ tted with an infrared 
  sight (halve lighting penalties against living or 
  other “hot” targets) and laser painter (grants +2 
  to Shooting rolls). The AT–1 is reusable.
  Dove AT/AA-2: A replacement for the Dove 
  AT-1, the Dove AT/AA–2 can be used to attack 
  ground or airborne targets. It comes ﬁ tted with 
  
  3636
  NECROPOLIS 2350
  NECROPOLIS 2350
  an infrared sight and laser painter as per the AT-
  1. A selector switch toggles the targeting system 
  between ground and airborne mode. As with the 
  AT-1, it is reusable.
  Filament Grenades: Commonly known as 
  “shredders,” the ﬁ lament grenade comprises 
  a tightly packed bundle of monoﬁ lament wire 
  threads wrapped around an explosive charge 
  housed in a plastic casing. On impact the explo-
  sive detonates, causing the ﬁ lament to spray 
  outwards at supersonic speeds, literally shred-
  ding everything they touch.
   Flamethrower: Flamethrowers are still worn 
  with the fuel tank worn strapped across the back. 
  Aiming for the fuel cylinder imposes a –6 penalty 
  on attack rolls from the front or ﬂ anks and a –2 
  penalty from the rear. The tanks have a Tough-
  ness of 8(4).
  If “wounded,” the cylinder explodes for 2d10 
  damage, covering everything in a Medium Burst 
  Template with burning liquid. The wearer auto-
  matically catches ﬁ re. Apply the normal rules for 
  the ﬁ re spreading (see Savage Worlds) for other 
  characters.
  Grenade Launcher: The standard grenade 
  launcher of the 24th century comes in two variet-
  ies. The most common is the Hellﬁ re, which is 
  ﬁ tted to the underside of ﬂ echette assault riﬂ es 
  as standard. This is a 40mm, ﬁ ve-chamber, rotary-
  magazine, pump-loading launcher. The second 
  is the Brimstone, identical to the Hellﬁ re save it 
  can’t be ﬁ tted to a riﬂ e and has a folding stock. 
  Both can be used for direct ﬁ re (like a ﬁ rearm) 
  or indirect ﬁ re (as a mortar). Each has the same 
  range and ﬁ res the same grenades.
  Incendiary Grenades: Though renowned for 
  causing “unnecessary collateral damage,” incendi-
  ary grenades remain popular for house clearance. 
  Each contains a glass canister of ﬂ ammable liquid 
  ignited on impact by a small thermite charge. A 
  layer of weak explosive causes the outer casing 
  and glass canister to fragment before the thermite 
  ignites the fuel. As with ﬂ amethrowers, incendi-
  ary grenades ignore armor. Incendiary grenades 
  explode as per ﬂ amethrowers if hit (–6 to attack 
  rolls to hit one), though they only cover a Small 
  Burst Template.
  LAW: The LAW (Light Antitank Weapon) is a dis-
  posable rocket launcher designed to be portable 
  and ﬁ red quickly. While capable of destroying 
  APC’s, against tanks it is only effective when ﬁ red 
  at the rear armor. This is a no-frills design with a 
  simple optical sight.
  Starshell Grenades: The starshell is a 
  parachute ﬂ are ﬁ red from a grenade launcher. 
  Starshell rounds negate all darkness penalties in 
  non-forested or jungle terrain for 2d4 rounds. 
  In light vegetation, penalties are reduced to –1. 
  They have no effect in thick vegetation. 
  It can be used in an offensive capability, but 
  requires a direct hit to be effective. It causes 2d10 
  damage each round it burns. Targets have the 
  standard chance of catching ﬁ re—the roll should 
  be made each round the ﬂ are is burning.
   CLOSE SUPPORT ARTILLERY
  CLOSE SUPPORT ARTILLERY
  Artillery can be a valuable asset if used cor-
  rectly. Church artillery is either self–propelled or 
  designed to be man–portable. Weapons described 
  below fall into the latter category.
  Crusader SBAC: The Crusader Short Barrel 
  Autocannon (SBAC) was developed to provide 
  heavy infantry support. Complete with gun car-
  riage, the SBAC can be pulled by two men with 
  relative ease or towed behind a vehicle. A new 
  ﬁ ve round magazine can be inserted into the 
  cannon before the last round of the previous 
  magazine is ﬁ red, allowing for continuous ﬁ re. 
  The armor–piercing warhead is effective only 
  at relatively close range but packs a powerful 
  charge.
  Jericho Cannon: Short ranged, but packing 
  a heavy punch, the Jericho’s role is to demolish 
  barricades and buildings. It ﬁ res a large caliber 
  HESH shell.
  HESH (High Explosive Squash Head) shells 
  are not designed to pierce armor but to deliver 
  a supersonic shockwave. Against tanks and other 
  armored targets, they cause the inner armor to 
  fragment, sending razor sharp fragments into the 
  crew compartment at supersonic speeds.
  The shell has an effective AP of 40 and Armor 
  provides protection equal to half the weakest side 
  (rounded down). All crewmembers are automati-
  cally caught in the blast and the vehicle’s Armor 
  provides no additional protection. Against build-
  ings and barricades, the shell creates a hole large 
  enough for infantry to pass through (assume 1” 
  width) and inﬂ icts damage on anyone within 
  a Small Burst Template sheltering behind the 
  obstacle. Shooting rolls made to target individual 
  troops are at –2.
  Megiddo Rotary Mortar: Possessing six 
  rotating tubes, a single Megiddo is equivalent in 
  ﬁ repower to a full Lance of single tube Levant 
  3636
  NECROPOLIS 2350
  NECROPOLIS 2350
  an infrared sight and laser painter as per the AT-
  1. A selector switch toggles the targeting system 
  between ground and airborne mode. As with the 
  AT-1, it is reusable.
  Filament Grenades: Commonly known as 
  “shredders,” the ﬁ lament grenade comprises 
  a tightly packed bundle of monoﬁ lament wire 
  threads wrapped around an explosive charge 
  housed in a plastic casing. On impact the explo-
  sive detonates, causing the ﬁ lament to spray 
  outwards at supersonic speeds, literally shred-
  ding everything they touch.
   Flamethrower: Flamethrowers are still worn 
  with the fuel tank worn strapped across the back. 
  Aiming for the fuel cylinder imposes a –6 penalty 
  on attack rolls from the front or ﬂ anks and a –2 
  penalty from the rear. The tanks have a Tough-
  ness of 8(4).
  If “wounded,” the cylinder explodes for 2d10 
  damage, covering everything in a Medium Burst 
  Template with burning liquid. The wearer auto-
  matically catches ﬁ re. Apply the normal rules for 
  the ﬁ re spreading (see Savage Worlds) for other 
  characters.
  Grenade Launcher: The standard grenade 
  launcher of the 24th century comes in two variet-
  ies. The most common is the Hellﬁ re, which is 
  ﬁ tted to the underside of ﬂ echette assault riﬂ es 
  as standard. This is a 40mm, ﬁ ve-chamber, rotary-
  magazine, pump-loading launcher. The second 
  is the Brimstone, identical to the Hellﬁ re save it 
  can’t be ﬁ tted to a riﬂ e and has a folding stock. 
  Both can be used for direct ﬁ re (like a ﬁ rearm) 
  or indirect ﬁ re (as a mortar). Each has the same 
  range and ﬁ res the same grenades.
  Incendiary Grenades: Though renowned for 
  causing “unnecessary collateral damage,” incendi-
  ary grenades remain popular for house clearance. 
  Each contains a glass canister of ﬂ ammable liquid 
  ignited on impact by a small thermite charge. A 
  layer of weak explosive causes the outer casing 
  and glass canister to fragment before the thermite 
  ignites the fuel. As with ﬂ amethrowers, incendi-
  ary grenades ignore armor. Incendiary grenades 
  explode as per ﬂ amethrowers if hit (–6 to attack 
  rolls to hit one), though they only cover a Small 
  Burst Template.
  LAW: The LAW (Light Antitank Weapon) is a dis-
  posable rocket launcher designed to be portable 
  and ﬁ red quickly. While capable of destroying 
  APC’s, against tanks it is only effective when ﬁ red 
  at the rear armor. This is a no-frills design with a 
  simple optical sight.
  Starshell Grenades: The starshell is a 
  parachute ﬂ are ﬁ red from a grenade launcher. 
  Starshell rounds negate all darkness penalties in 
  non-forested or jungle terrain for 2d4 rounds. 
  In light vegetation, penalties are reduced to –1. 
  They have no effect in thick vegetation. 
  It can be used in an offensive capability, but 
  requires a direct hit to be effective. It causes 2d10 
  damage each round it burns. Targets have the 
  standard chance of catching ﬁ re—the roll should 
  be made each round the ﬂ are is burning.
   CLOSE SUPPORT ARTILLERY
  CLOSE SUPPORT ARTILLERY
  Artillery can be a valuable asset if used cor-
  rectly. Church artillery is either self–propelled or 
  designed to be man–portable. Weapons described 
  below fall into the latter category.
  Crusader SBAC: The Crusader Short Barrel 
  Autocannon (SBAC) was developed to provide 
  heavy infantry support. Complete with gun car-
  riage, the SBAC can be pulled by two men with 
  relative ease or towed behind a vehicle. A new 
  ﬁ ve round magazine can be inserted into the 
  cannon before the last round of the previous 
  magazine is ﬁ red, allowing for continuous ﬁ re. 
  The armor–piercing warhead is effective only 
  at relatively close range but packs a powerful 
  charge.
  Jericho Cannon: Short ranged, but packing 
  a heavy punch, the Jericho’s role is to demolish 
  barricades and buildings. It ﬁ res a large caliber 
  HESH shell.
  HESH (High Explosive Squash Head) shells 
  are not designed to pierce armor but to deliver 
  a supersonic shockwave. Against tanks and other 
  armored targets, they cause the inner armor to 
  fragment, sending razor sharp fragments into the 
  crew compartment at supersonic speeds.
  The shell has an effective AP of 40 and Armor 
  provides protection equal to half the weakest side 
  (rounded down). All crewmembers are automati-
  cally caught in the blast and the vehicle’s Armor 
  provides no additional protection. Against build-
  ings and barricades, the shell creates a hole large 
  enough for infantry to pass through (assume 1” 
  width) and inﬂ icts damage on anyone within 
  a Small Burst Template sheltering behind the 
  obstacle. Shooting rolls made to target individual 
  troops are at –2.
  Megiddo Rotary Mortar: Possessing six 
  rotating tubes, a single Megiddo is equivalent in 
  ﬁ repower to a full Lance of single tube Levant 
  
  3737
  CHURCH HARDWARE
  CHURCH HARDWARE
  mortars. Unlike conventional mortars, the tubes 
  are lightweight and disposable. Reloading involves 
  removing the old barrels, called cartridges, and 
  inserting new ones. Installing a new cartridge 
  takes an entire round. The Megiddo can be set to 
  ﬁ re one tube per round or all six simultaneously.
   VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  AP Packs: Anti–personnel packs are defen-
  sive weapons. Roughly the size of a briefcase 
  and loaded with hundreds of steel ﬂ echettes 
  packed around an explosive charge, AP packs 
  are attached to the sides and rear of tanks. When 
  activated—any crewmember can do this as an 
  action—the AP pack discharges its deadly cargo. 
  Any foe on the same facing as the AP pack and 
  within range is affected.
  Flechette Chain Gun: A highly inaccurate 
  weapon designed to saturate an area rather than 
  target speciﬁ c foes. When ﬁ red on the ground, it 
  can only be used to conduct a Suppressive Fire 
  attack. Each burst ﬁ res 50 rounds. Due to the 
  chain gun’s high rate of ﬁ re, targets have –1 to 
  their Spirit rolls. Foes who roll a 1 or lower on 
  their Spirit die (regardless of Wild Die) are hit 
  and suffer damage normally.
  Passover AT Missiles: The Passover system is 
  the standard vehicle mounted anti–tank missile, 
  capable of ground–to–ground and air–to–ground 
  operations. Both variations pack a tremendous 
  punch and are powerful enough to knock out a 
  main battle tank at long ranges. Laser painters are 
  used for target acquisition (+2 to Shooting rolls), 
  with on-board image recognition systems taking 
  over once the weapon is launched, allowing the 
  operator to switch to a new target.
  The missile guidance is semi-intelligent and 
  tries to target the top of a ground vehicle. A raise 
  on the Shooting roll means it has struck the 
  deck—Armor protection is reduced to half the 
  lowest rating (rounded down).
  Railguns: Railguns are the primary weapons 
  mounted on MBTs. Firing armor piercing pro-
  jectiles, the railgun is a magnetic propulsion 
  armament similar to ﬂ echette ﬁ rearms.
  Due to the high power requirements, a railgun 
  is only ever ﬁ red while the vehicle’s engine is run-
  ning. Without the engine running only a single 
  round can be launched before the batteries die.
  MUNDANE 
  MUNDANE  GEAR
  GEAR
  Backpack Radio: Allows communication over 
  500 miles in open terrain.
  Binoculars: Encased in a durable plastic case, 
  binoculars give 20x magniﬁ cation and are ﬁ tted 
  with a night vision attachment as standard. These 
  reduce penalties for poor lighting by 1 except in 
  Pitch Black conditions.
  Cold Weather Clothing: Consists of a thermal 
  body suit, lined boots, gloves, trousers, and a 
  parka. Wearing it grants a +4 bonus to rolls to 
  resist Fatigue due to cold.
  Combat Webbing: Combat webbing consists 
  of a belt, pouches, shoulder straps, and a light-
  weight backpack. On a successful Agility roll it 
  can be removed as a free action—otherwise it 
  takes an action.
  Composite Rations: Contains enough pre-
  served food and powdered drinks to last seven 
  days. No form of heating is included.
  Command Center, Mobile: Jammed into an 
  oversize armored briefcase (Armor 2), the mobile 
  command center provides commanders with the 
  means to collate information from their troops 
  in the ﬁ eld. It draws power from a laser pistol 
  battery (included in the weight), which provides 
  12 hours of continuous usage. An adaptor allows 
  it to run indeﬁ nitely from a vehicle powerplant.
  Its primary function is to display images from 
  helmet–mounted cameras, giving the ofﬁ cer a 
  “troops’ eye” view of the mission as it unfolds. 
  A high resolution, 36” folding plasma screen can 
  display up to six separate video feeds simultane-
  ously (typically an entire Lance), each labeled 
  with the transmitter’s ID (patched from his ID 
  tag).
  Radio communication through an MCC can 
  be directed at all troops under the ofﬁ cer’s com-
  mand or focused to speciﬁ c individuals through 
  one of six encoded communication channels. 
  This feature reduces the risk of units intercepting 
  orders designated for other troops.
  When commanding remotely, the operator 
  may pick one of the Knights to be his eyes and 
  ears on the ground. This allows the Knight to use 
  some of his commander’s Leadership Edges as if 
  they were his own. Available Edges are Art of War, 
  Born Leader, Command, Cry Havoc, Fanaticism, 
  Fervor, Hold the Line, Inspire, and Tactician.
  3737
  CHURCH HARDWARE
  CHURCH HARDWARE
  mortars. Unlike conventional mortars, the tubes 
  are lightweight and disposable. Reloading involves 
  removing the old barrels, called cartridges, and 
  inserting new ones. Installing a new cartridge 
  takes an entire round. The Megiddo can be set to 
  ﬁ re one tube per round or all six simultaneously.
   VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  AP Packs: Anti–personnel packs are defen-
  sive weapons. Roughly the size of a briefcase 
  and loaded with hundreds of steel ﬂ echettes 
  packed around an explosive charge, AP packs 
  are attached to the sides and rear of tanks. When 
  activated—any crewmember can do this as an 
  action—the AP pack discharges its deadly cargo. 
  Any foe on the same facing as the AP pack and 
  within range is affected.
  Flechette Chain Gun: A highly inaccurate 
  weapon designed to saturate an area rather than 
  target speciﬁ c foes. When ﬁ red on the ground, it 
  can only be used to conduct a Suppressive Fire 
  attack. Each burst ﬁ res 50 rounds. Due to the 
  chain gun’s high rate of ﬁ re, targets have –1 to 
  their Spirit rolls. Foes who roll a 1 or lower on 
  their Spirit die (regardless of Wild Die) are hit 
  and suffer damage normally.
  Passover AT Missiles: The Passover system is 
  the standard vehicle mounted anti–tank missile, 
  capable of ground–to–ground and air–to–ground 
  operations. Both variations pack a tremendous 
  punch and are powerful enough to knock out a 
  main battle tank at long ranges. Laser painters are 
  used for target acquisition (+2 to Shooting rolls), 
  with on-board image recognition systems taking 
  over once the weapon is launched, allowing the 
  operator to switch to a new target.
  The missile guidance is semi-intelligent and 
  tries to target the top of a ground vehicle. A raise 
  on the Shooting roll means it has struck the 
  deck—Armor protection is reduced to half the 
  lowest rating (rounded down).
  Railguns: Railguns are the primary weapons 
  mounted on MBTs. Firing armor piercing pro-
  jectiles, the railgun is a magnetic propulsion 
  armament similar to ﬂ echette ﬁ rearms.
  Due to the high power requirements, a railgun 
  is only ever ﬁ red while the vehicle’s engine is run-
  ning. Without the engine running only a single 
  round can be launched before the batteries die.
  MUNDANE 
  MUNDANE  GEAR
  GEAR
  Backpack Radio: Allows communication over 
  500 miles in open terrain.
  Binoculars: Encased in a durable plastic case, 
  binoculars give 20x magniﬁ cation and are ﬁ tted 
  with a night vision attachment as standard. These 
  reduce penalties for poor lighting by 1 except in 
  Pitch Black conditions.
  Cold Weather Clothing: Consists of a thermal 
  body suit, lined boots, gloves, trousers, and a 
  parka. Wearing it grants a +4 bonus to rolls to 
  resist Fatigue due to cold.
  Combat Webbing: Combat webbing consists 
  of a belt, pouches, shoulder straps, and a light-
  weight backpack. On a successful Agility roll it 
  can be removed as a free action—otherwise it 
  takes an action.
  Composite Rations: Contains enough pre-
  served food and powdered drinks to last seven 
  days. No form of heating is included.
  Command Center, Mobile: Jammed into an 
  oversize armored briefcase (Armor 2), the mobile 
  command center provides commanders with the 
  means to collate information from their troops 
  in the ﬁ eld. It draws power from a laser pistol 
  battery (included in the weight), which provides 
  12 hours of continuous usage. An adaptor allows 
  it to run indeﬁ nitely from a vehicle powerplant.
  Its primary function is to display images from 
  helmet–mounted cameras, giving the ofﬁ cer a 
  “troops’ eye” view of the mission as it unfolds. 
  A high resolution, 36” folding plasma screen can 
  display up to six separate video feeds simultane-
  ously (typically an entire Lance), each labeled 
  with the transmitter’s ID (patched from his ID 
  tag).
  Radio communication through an MCC can 
  be directed at all troops under the ofﬁ cer’s com-
  mand or focused to speciﬁ c individuals through 
  one of six encoded communication channels. 
  This feature reduces the risk of units intercepting 
  orders designated for other troops.
  When commanding remotely, the operator 
  may pick one of the Knights to be his eyes and 
  ears on the ground. This allows the Knight to use 
  some of his commander’s Leadership Edges as if 
  they were his own. Available Edges are Art of War, 
  Born Leader, Command, Cry Havoc, Fanaticism, 
  Fervor, Hold the Line, Inspire, and Tactician.
  
  3838
  NECROPOLIS 2350
  NECROPOLIS 2350
  However, since the Knight must wait for orders, 
  he draws one less initiative card than normal. 
  Knights who would normally draw one card take 
  two but act on the lower card (except Jokers, 
  which function as normal). Should he choose not 
  to take this penalty (decided each round before 
  cards are dealt), he cannot “gain” the Leadership 
  Edges that round.
  The Eloi (see page 40) has an enhanced MCC 
  package which allows for each of the three pas-
  sengers to command their own Lances (maximum 
  of 18 men). Each passenger typically commands a 
  separate Lance.
  Electronic Lockpicks: This small computer is 
  designed to bypass electronic locks. Attempting 
  to “pick” an electronic lock without one incurs a 
  –2 penalty.
  Field Surgery Kit: Basically a large version of 
  the medical kit, the ﬁ eld surgery kit holds 40 sets 
  of supplies and gives a +4 bonus to Healing rolls. 
  Each wound treated uses 1d4 points of supplies. 
  If a medical kit runs out, the medic can continue 
  to use the instruments and non-expendables 
  but no longer gains the +4 bonus to his Healing 
  rolls.
  Fire Extinguisher: A successful Agility roll 
  when using a ﬁ re extinguisher reduces a ﬁ re by 
  one step, or two with a raise. Each extinguisher 
  contains enough powder for ten uses.
  Flares: Each ﬂ are burns for 20 minutes illumi-
  nating a Large Burst Template. Flares are available 
  in a variety of different colors though all ﬂ ares 
  bought in a pack are the same color.
  Flashlight: Heavy-duty ﬂ ashlight with a 10” 
  beam.
  Ghillie Suit: Predominantly used by snipers, 
  the suits provide a +2 bonus to Stealth rolls when 
  camouﬂ aged to match the local terrain.
  Headset Communicator: Standard issue to 
  most security forces. Has a 5 mile range.
  ID Scanner: A hand held scanner carried by all 
  Knights of Knight Commander rank and above. 
  It allows the user to pick up ID tag signals and 
  displays their information in textual form. It has 
  a range of 12”.
  ID Tags: ID tags are the modern equivalent 
  of dog tags. Cross–shaped, they are issued to all 
  members of the Church armies and worn around 
  the neck. A microchip continually broadcasts 
  the wearer’s name, rank, and Ordo to a range of 
  12”.
  Meal Ready to Eat (MRE): Contains enough 
  food for a single meal. Food is contained in 
  self-heating cans. The food is bland and looks 
  unappetizing but is nutritionally balanced to 
  provide a soldier with the energy and nutrients 
  he needs to remain in ﬁ ghting form.
  Medikit: Issued to all Combat Medics and 
  Chaplains. Each kit contains 10 points of ﬁ eld 
  dressings, drugs, and other non-reusable items 
  (used up as per the ﬁ eld surgery kit), and adds 
  +2 to Healing rolls.
  Medpac: One use medical kit issued to all 
  military forces. Each pack contains a large ﬁ eld 
  dressing, a small canister of antiseptic spray, and 
  a syringe of local anesthetic. There are enough 
  supplies to treat a single wound. It grants a one-
  time +1 bonus to Healing rolls.
  Mess Kit: Comprises one small pan with fold-
  ing handle and a set of cutlery.
  Remote Detonator: Used to trigger mines by 
  remote control, a radio detonator works with any 
  mine the character plants. A small control panel 
  allows the user to operate up to 20 mines, either 
  individually or in groups. The detonator has a 
  range of 30 yards (15”).
  Rope, Nylon: The rope can safely handle 500 
  pounds. For every 50 pounds over that, roll 1d6 
  every minute or whenever the rope suffers a 
  sudden stress. On a 6, the rope breaks under the 
  strain.
  Satellite Radio: Satellite radios use the few 
  remaining satellites to bounce signals across 
  Necropolis. They have an unlimited range and 
  are rarely affected by weather.
   VEHICLES
  VEHICLES
  Destruction cometh; and they shall seek peace, 
  and there shall be none.
  Ezekiel 7:25.
  Any war requires infantry to secure victory, but 
  having mobile support helps—the Sacri Ordines 
  are equipped with tanks, APCs, and recon vehi-
  cles.
  Recent technological advances allowed the 
  ﬁ rst grav lift tanks to enter the battleﬁ eld in 2340, 
  giving tanks the ability to move unhindered over 
  most terrain. The technology is still new, however, 
  and prone to breakdown.
  3838
  NECROPOLIS 2350
  NECROPOLIS 2350
  However, since the Knight must wait for orders, 
  he draws one less initiative card than normal. 
  Knights who would normally draw one card take 
  two but act on the lower card (except Jokers, 
  which function as normal). Should he choose not 
  to take this penalty (decided each round before 
  cards are dealt), he cannot “gain” the Leadership 
  Edges that round.
  The Eloi (see page 40) has an enhanced MCC 
  package which allows for each of the three pas-
  sengers to command their own Lances (maximum 
  of 18 men). Each passenger typically commands a 
  separate Lance.
  Electronic Lockpicks: This small computer is 
  designed to bypass electronic locks. Attempting 
  to “pick” an electronic lock without one incurs a 
  –2 penalty.
  Field Surgery Kit: Basically a large version of 
  the medical kit, the ﬁ eld surgery kit holds 40 sets 
  of supplies and gives a +4 bonus to Healing rolls. 
  Each wound treated uses 1d4 points of supplies. 
  If a medical kit runs out, the medic can continue 
  to use the instruments and non-expendables 
  but no longer gains the +4 bonus to his Healing 
  rolls.
  Fire Extinguisher: A successful Agility roll 
  when using a ﬁ re extinguisher reduces a ﬁ re by 
  one step, or two with a raise. Each extinguisher 
  contains enough powder for ten uses.
  Flares: Each ﬂ are burns for 20 minutes illumi-
  nating a Large Burst Template. Flares are available 
  in a variety of different colors though all ﬂ ares 
  bought in a pack are the same color.
  Flashlight: Heavy-duty ﬂ ashlight with a 10” 
  beam.
  Ghillie Suit: Predominantly used by snipers, 
  the suits provide a +2 bonus to Stealth rolls when 
  camouﬂ aged to match the local terrain.
  Headset Communicator: Standard issue to 
  most security forces. Has a 5 mile range.
  ID Scanner: A hand held scanner carried by all 
  Knights of Knight Commander rank and above. 
  It allows the user to pick up ID tag signals and 
  displays their information in textual form. It has 
  a range of 12”.
  ID Tags: ID tags are the modern equivalent 
  of dog tags. Cross–shaped, they are issued to all 
  members of the Church armies and worn around 
  the neck. A microchip continually broadcasts 
  the wearer’s name, rank, and Ordo to a range of 
  12”.
  Meal Ready to Eat (MRE): Contains enough 
  food for a single meal. Food is contained in 
  self-heating cans. The food is bland and looks 
  unappetizing but is nutritionally balanced to 
  provide a soldier with the energy and nutrients 
  he needs to remain in ﬁ ghting form.
  Medikit: Issued to all Combat Medics and 
  Chaplains. Each kit contains 10 points of ﬁ eld 
  dressings, drugs, and other non-reusable items 
  (used up as per the ﬁ eld surgery kit), and adds 
  +2 to Healing rolls.
  Medpac: One use medical kit issued to all 
  military forces. Each pack contains a large ﬁ eld 
  dressing, a small canister of antiseptic spray, and 
  a syringe of local anesthetic. There are enough 
  supplies to treat a single wound. It grants a one-
  time +1 bonus to Healing rolls.
  Mess Kit: Comprises one small pan with fold-
  ing handle and a set of cutlery.
  Remote Detonator: Used to trigger mines by 
  remote control, a radio detonator works with any 
  mine the character plants. A small control panel 
  allows the user to operate up to 20 mines, either 
  individually or in groups. The detonator has a 
  range of 30 yards (15”).
  Rope, Nylon: The rope can safely handle 500 
  pounds. For every 50 pounds over that, roll 1d6 
  every minute or whenever the rope suffers a 
  sudden stress. On a 6, the rope breaks under the 
  strain.
  Satellite Radio: Satellite radios use the few 
  remaining satellites to bounce signals across 
  Necropolis. They have an unlimited range and 
  are rarely affected by weather.
   VEHICLES
  VEHICLES
  Destruction cometh; and they shall seek peace, 
  and there shall be none.
  Ezekiel 7:25.
  Any war requires infantry to secure victory, but 
  having mobile support helps—the Sacri Ordines 
  are equipped with tanks, APCs, and recon vehi-
  cles.
  Recent technological advances allowed the 
  ﬁ rst grav lift tanks to enter the battleﬁ eld in 2340, 
  giving tanks the ability to move unhindered over 
  most terrain. The technology is still new, however, 
  and prone to breakdown.
  
  3939
  CHURCH HARDWARE
  CHURCH HARDWARE
  NEW VEHICLE NOTES
  NEW VEHICLE NOTES
  Coaxial Weapons: The gunner of a vehicle 
  with a main gun and coaxial weapons can ﬁ re all 
  those weapons in the same round, though he suf-
  fers a multi action penalty. If he switches targets, 
  he suffers an additional –1 penalty per target.
  Grav Lift: Anti–gravity lift engines are in their 
  infancy. Capable of lifting a craft to a maximum 
  ceiling of 6 yards (3”), they negate penalties for 
  rough terrain and water with one limitation—hills. 
  In order to function, the vehicle must remain 
  within 15 degrees of horizontal. Passing over hills 
  is next to impossible and requires a Driving roll 
  at –8. Grav lift tankers have taken to skimming 
  the side of hills—a tactic to which their enemy is 
  becoming accustomed. Grav vehicles generate no 
  surface pressure and so do not activate mines.
  Handling: Some vehicles are more maneu-
  verable than others. Handling adds directly to 
  the driver’s Boating, Driving, or Piloting roll, as 
  applicable.
  Pintle Weapons: The commander of a vehicle 
  with a pintle mounted MG can ﬁ re only when 
  exposed. He gains Medium Cover when doing so, 
  as only his upper body is visible.
  Twin Weapons: Twin weapons ﬁ re together 
  when the trigger is pulled. They must use the 
  same ROF and ﬁ re at the same target. When ﬁ ring 
  twin weapons, you add +1 to each Shooting die. 
  Successful hits inﬂ ict an extra dice of damage. For 
  instance, twin ﬂ echette MGs would roll 3d8+1 
  damage for each hit.
  GROUND VEHICLES
  GROUND VEHICLES
   CALVARY HEAVY TANK
  CALVARY HEAVY TANK
  The Calvary is the next–generation MBT. Its 
  revolutionary grav lift engine gives superior 
  maneuverability but due to its low power output, 
  the tank suffers less protection and ﬁ repower due 
  to reduced weight load. There are still teething 
  problems with the grav lift engines and few crews 
  are yet willing to advance much beyond the range 
  of supply lines for fear of becoming stranded.
  The Templars have adopted it as their main 
  MBT and possess a large number in their front-
  line Preceptories.
  Acc/Top Speed: 12/45; Toughness: 100/90/70 
  (85/75/55); Handling: –1; Crew: 4
  Notes: Grav Lift, Heavy Armor, Improved Stabi-
  lizer, Night Vision, Sloped Armor (–2)
  Weapons:
  * 60mm railgun (30 rounds)
  * 20mm autocannon coaxial (150 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Flechette MG pintle (500 rounds)
  * Eight AP packs (2 each facing)
  DANIEL QUAD BIKE
  DANIEL QUAD BIKE
  With its four oversized tires, the Daniel quad 
  bike is well suited to off–road driving. It lacks 
  any form of armor, but has good acceleration and 
  maneuverability. Ill–suited for a combat role, it is, 
  however, perfect for patrol duties in non–hostile 
  territory and for getting around larger Precep-
  tories. Some recon units are now adopting it as 
  their vehicle of choice.
  Although no weapons are ﬁ tted as standard, a 
  ﬂ echette MG can be mounted along with a 500 
  round hopper.
  Acc/Top Speed: 20/30; Toughness: 12; Han-
  dling: +1; Crew: 1
  Notes: Fixed Weapon (not ﬁ tted as standard), 
  Four Wheel Drive, Night Vision
  FLAGELLANT INFANTRY SUPPORT VEHICLE
  FLAGELLANT INFANTRY SUPPORT VEHICLE
  The Flagellant ISV is one of many light vehicles 
  modeled on the Prophet chassis. The passenger 
  bay has been replaced with four ﬂ echette chain 
  3939
  CHURCH HARDWARE
  CHURCH HARDWARE
  NEW VEHICLE NOTES
  NEW VEHICLE NOTES
  Coaxial Weapons: The gunner of a vehicle 
  with a main gun and coaxial weapons can ﬁ re all 
  those weapons in the same round, though he suf-
  fers a multi action penalty. If he switches targets, 
  he suffers an additional –1 penalty per target.
  Grav Lift: Anti–gravity lift engines are in their 
  infancy. Capable of lifting a craft to a maximum 
  ceiling of 6 yards (3”), they negate penalties for 
  rough terrain and water with one limitation—hills. 
  In order to function, the vehicle must remain 
  within 15 degrees of horizontal. Passing over hills 
  is next to impossible and requires a Driving roll 
  at –8. Grav lift tankers have taken to skimming 
  the side of hills—a tactic to which their enemy is 
  becoming accustomed. Grav vehicles generate no 
  surface pressure and so do not activate mines.
  Handling: Some vehicles are more maneu-
  verable than others. Handling adds directly to 
  the driver’s Boating, Driving, or Piloting roll, as 
  applicable.
  Pintle Weapons: The commander of a vehicle 
  with a pintle mounted MG can ﬁ re only when 
  exposed. He gains Medium Cover when doing so, 
  as only his upper body is visible.
  Twin Weapons: Twin weapons ﬁ re together 
  when the trigger is pulled. They must use the 
  same ROF and ﬁ re at the same target. When ﬁ ring 
  twin weapons, you add +1 to each Shooting die. 
  Successful hits inﬂ ict an extra dice of damage. For 
  instance, twin ﬂ echette MGs would roll 3d8+1 
  damage for each hit.
  GROUND VEHICLES
  GROUND VEHICLES
   CALVARY HEAVY TANK
  CALVARY HEAVY TANK
  The Calvary is the next–generation MBT. Its 
  revolutionary grav lift engine gives superior 
  maneuverability but due to its low power output, 
  the tank suffers less protection and ﬁ repower due 
  to reduced weight load. There are still teething 
  problems with the grav lift engines and few crews 
  are yet willing to advance much beyond the range 
  of supply lines for fear of becoming stranded.
  The Templars have adopted it as their main 
  MBT and possess a large number in their front-
  line Preceptories.
  Acc/Top Speed: 12/45; Toughness: 100/90/70 
  (85/75/55); Handling: –1; Crew: 4
  Notes: Grav Lift, Heavy Armor, Improved Stabi-
  lizer, Night Vision, Sloped Armor (–2)
  Weapons:
  * 60mm railgun (30 rounds)
  * 20mm autocannon coaxial (150 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Flechette MG pintle (500 rounds)
  * Eight AP packs (2 each facing)
  DANIEL QUAD BIKE
  DANIEL QUAD BIKE
  With its four oversized tires, the Daniel quad 
  bike is well suited to off–road driving. It lacks 
  any form of armor, but has good acceleration and 
  maneuverability. Ill–suited for a combat role, it is, 
  however, perfect for patrol duties in non–hostile 
  territory and for getting around larger Precep-
  tories. Some recon units are now adopting it as 
  their vehicle of choice.
  Although no weapons are ﬁ tted as standard, a 
  ﬂ echette MG can be mounted along with a 500 
  round hopper.
  Acc/Top Speed: 20/30; Toughness: 12; Han-
  dling: +1; Crew: 1
  Notes: Fixed Weapon (not ﬁ tted as standard), 
  Four Wheel Drive, Night Vision
  FLAGELLANT INFANTRY SUPPORT VEHICLE
  FLAGELLANT INFANTRY SUPPORT VEHICLE
  The Flagellant ISV is one of many light vehicles 
  modeled on the Prophet chassis. The passenger 
  bay has been replaced with four ﬂ echette chain 
  
  4040
  NECROPOLIS 2350
  NECROPOLIS 2350
  guns mounted on an extendable arm. Weapon 
  control is mounted inside the cab and the gunner 
  aims using cameras mounted on the platform.
  The Flagellant’s main drawback is that all four 
  guns must be ﬁ red at the same general area. Place 
  four adjacent Medium Burst Templates (forming 
  a square) on the battleﬁ eld within range. Make 
  a single Suppressive Fire attack (the guns are 
  linked and all either hit or miss).
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision,
  Weapons:
  * Four linked ﬂ echette chain guns (2,000 rounds 
  each)
  GOLGOTHA HEAVY TANK
  GOLGOTHA HEAVY TANK
  With a reputation for being able to take exces-
  sive punishment, the Golgotha was once the main 
  battle tank of the Sacri Ordines.
  The Calvary grav tank is being slowly phased in 
  as the main MBT of the Sacri Ordines, and spares 
  for the Golgotha are becoming harder to requisi-
  tion. The Templars plan to remove it from service 
  completely within ﬁ ve years.
  Acc/Top Speed: 5/20; Toughness: 116/96/76 
  (100/80/60); Handling: –2; Crew: 3
  Notes: Heavy Armor, Night Vision, Sloped Armor 
  (–3), Stabilizer, Tracked
  Weapons:
  * 80mm railgun (40 rounds)
  * 30mm autocannon coaxial (200 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Flechette MG pintle (500 rounds)
  * Eight AP packs (2 each facing)
  JUDEA MEDIUM TANK
  JUDEA MEDIUM TANK
  An older generation tank, the Judea was once 
  the MBT of the Sacri Ordines but has been down-
  graded to a medium tank. It was the ﬁ rst tank 
  to mount a railgun. A six–round rocket launcher 
  is ﬁ tted to the rear of the tank, giving it limited 
  artillery capability.
  Acc/Top Speed: 5/20; Toughness: 74/64/54 
  (60/50/40); Handling: –1; Crew: 3
  Notes: Heavy Armor, Night Vision, Sloped Armor 
  (–1), Stabilizer, Tracked
  Weapons:
  * 45mm railgun (40 rounds)
  * Six 30mm unguided rockets* (see Artillery 
  rules, on page 48)
  * Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  * If used from a Judea on the tabletop, the rockets 
  have a minimum range of 50”.
  NAZARETH LIGHT TANK
  NAZARETH LIGHT TANK
  Designed for close infantry support against 
  poorly armored targets, the Nazareth is the 
  lightest tank used by Church forces. Passover AT 
  missiles give it a ﬁ ghting chance against an MBT if 
  it can survive long enough to launch them.
  On the Nazareth II variant, the twin autocan-
  nons have been replaced with a single 30mm 
  railgun (40 rounds).
  Acc/Top Speed: 6/30; Toughness: 52/42/32 
  (40/30/20); Handling: +0; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision, Tracked
  Weapons:
  * Twin 40mm autocannons (100 rounds each)
  * 2 x Passover 6cm AT missile tubes (no 
  reloads)
  * Twin ﬂ echette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  PROPHET APC
  PROPHET APC
  Designed to deliver troops to the frontline as 
  quickly and safely as possible, the Prophet has 
  become a common feature on the battleﬁ eld.
  Variants include the Eloi mobile command 
  unit (three passengers and an improved com-
  munication array), the Ezekiel repair truck (two 
  passengers and adds +2 to Repair rolls), and the 
  Job supply truck (no passenger seats but holds 2 
  tons of cargo).
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+12
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision
  Weapons:
  * 30mm autocannon turret mounted (40 
  rounds)
  * 2 x Passover 6cm AT missile tubes (no 
  reloads)
  PROVERB MINESWEEPER
  PROVERB MINESWEEPER
  Another vehicle based on the Nazareth chas-
  sis, the Proverb is designed to clear mines. It has 
  heavily reinforced front armor, to which is ﬁ tted a 
  4040
  NECROPOLIS 2350
  NECROPOLIS 2350
  guns mounted on an extendable arm. Weapon 
  control is mounted inside the cab and the gunner 
  aims using cameras mounted on the platform.
  The Flagellant’s main drawback is that all four 
  guns must be ﬁ red at the same general area. Place 
  four adjacent Medium Burst Templates (forming 
  a square) on the battleﬁ eld within range. Make 
  a single Suppressive Fire attack (the guns are 
  linked and all either hit or miss).
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision,
  Weapons:
  * Four linked ﬂ echette chain guns (2,000 rounds 
  each)
  GOLGOTHA HEAVY TANK
  GOLGOTHA HEAVY TANK
  With a reputation for being able to take exces-
  sive punishment, the Golgotha was once the main 
  battle tank of the Sacri Ordines.
  The Calvary grav tank is being slowly phased in 
  as the main MBT of the Sacri Ordines, and spares 
  for the Golgotha are becoming harder to requisi-
  tion. The Templars plan to remove it from service 
  completely within ﬁ ve years.
  Acc/Top Speed: 5/20; Toughness: 116/96/76 
  (100/80/60); Handling: –2; Crew: 3
  Notes: Heavy Armor, Night Vision, Sloped Armor 
  (–3), Stabilizer, Tracked
  Weapons:
  * 80mm railgun (40 rounds)
  * 30mm autocannon coaxial (200 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Flechette MG pintle (500 rounds)
  * Eight AP packs (2 each facing)
  JUDEA MEDIUM TANK
  JUDEA MEDIUM TANK
  An older generation tank, the Judea was once 
  the MBT of the Sacri Ordines but has been down-
  graded to a medium tank. It was the ﬁ rst tank 
  to mount a railgun. A six–round rocket launcher 
  is ﬁ tted to the rear of the tank, giving it limited 
  artillery capability.
  Acc/Top Speed: 5/20; Toughness: 74/64/54 
  (60/50/40); Handling: –1; Crew: 3
  Notes: Heavy Armor, Night Vision, Sloped Armor 
  (–1), Stabilizer, Tracked
  Weapons:
  * 45mm railgun (40 rounds)
  * Six 30mm unguided rockets* (see Artillery 
  rules, on page 48)
  * Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  * If used from a Judea on the tabletop, the rockets 
  have a minimum range of 50”.
  NAZARETH LIGHT TANK
  NAZARETH LIGHT TANK
  Designed for close infantry support against 
  poorly armored targets, the Nazareth is the 
  lightest tank used by Church forces. Passover AT 
  missiles give it a ﬁ ghting chance against an MBT if 
  it can survive long enough to launch them.
  On the Nazareth II variant, the twin autocan-
  nons have been replaced with a single 30mm 
  railgun (40 rounds).
  Acc/Top Speed: 6/30; Toughness: 52/42/32 
  (40/30/20); Handling: +0; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision, Tracked
  Weapons:
  * Twin 40mm autocannons (100 rounds each)
  * 2 x Passover 6cm AT missile tubes (no 
  reloads)
  * Twin ﬂ echette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  PROPHET APC
  PROPHET APC
  Designed to deliver troops to the frontline as 
  quickly and safely as possible, the Prophet has 
  become a common feature on the battleﬁ eld.
  Variants include the Eloi mobile command 
  unit (three passengers and an improved com-
  munication array), the Ezekiel repair truck (two 
  passengers and adds +2 to Repair rolls), and the 
  Job supply truck (no passenger seats but holds 2 
  tons of cargo).
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+12
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision
  Weapons:
  * 30mm autocannon turret mounted (40 
  rounds)
  * 2 x Passover 6cm AT missile tubes (no 
  reloads)
  PROVERB MINESWEEPER
  PROVERB MINESWEEPER
  Another vehicle based on the Nazareth chas-
  sis, the Proverb is designed to clear mines. It has 
  heavily reinforced front armor, to which is ﬁ tted a 
  
  4141
  CHURCH HARDWARE
  CHURCH HARDWARE
  series of heavy chains on a rotating drum. As the 
  vehicle moves forward, the drum rotates, ﬂ ailing 
  the ground in front of it.
  In game terms, the driver must make a Driving 
  roll each round he moves through a mineﬁ eld. 
  Each 5” of movement or part thereof above 5 
  gives a –1 penalty. On a success, he clears a track 
  through a mineﬁ eld 4 yards wide (2”) and as deep 
  as the vehicle moves that round. With a failure, he 
  merely lowers the density of the mineﬁ eld by one 
  step. A roll of 1 or less fails to clear any mines.
  Acc/Top Speed: 4/20; Toughness: 82/32/22 
  (70/20/10); Handling: –2; Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  * 20mm autocannon coaxial (100 rounds)
  * Flechette MG in turret (2000 rounds)
  PURIFIER LIGHT TANK
  PURIFIER LIGHT TANK
  Based on the Nazareth chassis, the Puriﬁ er 
  lacks sophisticated ﬁ re–control stabilizers and 
  night vision equipment. Built for urban warfare, 
  the turret–mounted heavy ﬂ amethrower is per-
  fect for ﬂ ushing Rephaim from buildings and for 
  blocking streets.
  Acc/Top Speed: 5/30; Toughness: 62/52/42 
  (50/40/30); Handling: +0; Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  * Heavy ﬂ amethrower (30 shots)
  * 20mm autocannon coaxial (100 rounds)
  * Twin ﬂ echette MG pintle (2000 rounds)
  SAMARITAN MEDEVAC APC
  SAMARITAN MEDEVAC APC
  The Samaritan APC has a Prophet chassis but 
  a heavily modiﬁ ed interior, which allows for four 
  stretchers (in two tiers of two) as well as two 
  medics and their equipment. Healing rolls made 
  within the Samaritan are made at +2 because of 
  the advanced equipment.
  The loss of the Passover launchers gives the 
  vehicle a slightly better acceleration than the 
  standard Prophet.
  Acc/Top Speed: 7/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+2
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision
  Weapons:
  * 30mm autocannon turret mounted (40 
  rounds)
  SINAI SCOUT VEHICLE
  SINAI SCOUT VEHICLE
  Favored by reconnaissance units, the Sinai 
  jeep is a rugged vehicle. Fully enclosed, it can 
  carry four passengers in relative comfort. Of all 
  the military vehicles, it is the most commonly 
  modiﬁ ed by its crews. The speciﬁ cations below 
  represent the “factory model.”
  Acc/Top Speed: 6/25; Toughness: 16 (4); Han-
  dling: +1; Crew: 2+4
  Notes: Advanced Stealth Technology, Four Wheel 
  Drive, Improved Stabilizer, Night Vision, Stealth 
  Paint
  Weapons:
  * Twin ﬂ echette MG in turret (1000 rounds)
   AIRCRAFT
  AIRCRAFT
  The use of combat aircraft is covered in the 
  Setting Rules chapter (see page 49). No stats are 
  provided.
  ANGEL DROPSHIP
  ANGEL DROPSHIP
  The Angel is the airborne equivalent of the 
  Prophet. Capable of carrying three Knight Lances 
  (or one Lance plus supporting Sergeants) straight 
  into the heart of battle, providing ﬁ re support, 
  and then airlifting the troops to safety, the Angel 
  4141
  CHURCH HARDWARE
  CHURCH HARDWARE
  series of heavy chains on a rotating drum. As the 
  vehicle moves forward, the drum rotates, ﬂ ailing 
  the ground in front of it.
  In game terms, the driver must make a Driving 
  roll each round he moves through a mineﬁ eld. 
  Each 5” of movement or part thereof above 5 
  gives a –1 penalty. On a success, he clears a track 
  through a mineﬁ eld 4 yards wide (2”) and as deep 
  as the vehicle moves that round. With a failure, he 
  merely lowers the density of the mineﬁ eld by one 
  step. A roll of 1 or less fails to clear any mines.
  Acc/Top Speed: 4/20; Toughness: 82/32/22 
  (70/20/10); Handling: –2; Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  * 20mm autocannon coaxial (100 rounds)
  * Flechette MG in turret (2000 rounds)
  PURIFIER LIGHT TANK
  PURIFIER LIGHT TANK
  Based on the Nazareth chassis, the Puriﬁ er 
  lacks sophisticated ﬁ re–control stabilizers and 
  night vision equipment. Built for urban warfare, 
  the turret–mounted heavy ﬂ amethrower is per-
  fect for ﬂ ushing Rephaim from buildings and for 
  blocking streets.
  Acc/Top Speed: 5/30; Toughness: 62/52/42 
  (50/40/30); Handling: +0; Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  * Heavy ﬂ amethrower (30 shots)
  * 20mm autocannon coaxial (100 rounds)
  * Twin ﬂ echette MG pintle (2000 rounds)
  SAMARITAN MEDEVAC APC
  SAMARITAN MEDEVAC APC
  The Samaritan APC has a Prophet chassis but 
  a heavily modiﬁ ed interior, which allows for four 
  stretchers (in two tiers of two) as well as two 
  medics and their equipment. Healing rolls made 
  within the Samaritan are made at +2 because of 
  the advanced equipment.
  The loss of the Passover launchers gives the 
  vehicle a slightly better acceleration than the 
  standard Prophet.
  Acc/Top Speed: 7/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+2
  Notes: Heavy Armor, Improved Stabilizer, Night 
  Vision
  Weapons:
  * 30mm autocannon turret mounted (40 
  rounds)
  SINAI SCOUT VEHICLE
  SINAI SCOUT VEHICLE
  Favored by reconnaissance units, the Sinai 
  jeep is a rugged vehicle. Fully enclosed, it can 
  carry four passengers in relative comfort. Of all 
  the military vehicles, it is the most commonly 
  modiﬁ ed by its crews. The speciﬁ cations below 
  represent the “factory model.”
  Acc/Top Speed: 6/25; Toughness: 16 (4); Han-
  dling: +1; Crew: 2+4
  Notes: Advanced Stealth Technology, Four Wheel 
  Drive, Improved Stabilizer, Night Vision, Stealth 
  Paint
  Weapons:
  * Twin ﬂ echette MG in turret (1000 rounds)
   AIRCRAFT
  AIRCRAFT
  The use of combat aircraft is covered in the 
  Setting Rules chapter (see page 49). No stats are 
  provided.
  ANGEL DROPSHIP
  ANGEL DROPSHIP
  The Angel is the airborne equivalent of the 
  Prophet. Capable of carrying three Knight Lances 
  (or one Lance plus supporting Sergeants) straight 
  into the heart of battle, providing ﬁ re support, 
  and then airlifting the troops to safety, the Angel 
  
  4242
  NECROPOLIS 2350
  NECROPOLIS 2350
  is deserving of its name. Its armor is capable of 
  deﬂ ecting autocannon rounds, but is no match 
  for railguns or Dove–2 rockets.
  Two variations exist. The Gabriel is a medevac 
  transport, its passenger bay replaced by eight 
  stretchers and a small surgery station (treat as 
  a ﬁ eld surgery kit). The Pedael is a cargo lifter 
  capable of moving 6 tons of supplies instead of 
  transporting troops.
  Acc/Top Speed: 30/300; Toughness: 40 (24); 
  Handling: +1; Crew: 2+18
  Notes: AMCM x 6, Fixed Gun, Heavy Armor, Im-
  proved Stabilizer, Night Vision
  Weapons:
  * Flechette chain gun, nose (2000 rounds)
  * 2 x Passover 9cm missiles (no reloads)
  CHERUB INSERTION CRAFT
  CHERUB INSERTION CRAFT
  Designed for covert operations, the Cherub 
  is a rotary wing aircraft equipped with the latest 
  in stealth technology and noise suppression 
  systems. Almost completely silent, it can carry a 
  six–man strike team in its cramped interior deep 
  into enemy territory with little chance of being 
  detected. A sliding side–door allows for quick 
  dispersal.
  Acc/Top Speed: 20/60; Climb: 20; Toughness: 
  14 (4); Handling: +2; Crew: 1+6
  Notes: Advanced Stealth Technology, Night Vi-
  sion, Stealth Paint
  Weapons:
  * Twin ﬂ echette MG in nose turret (1000 
  rounds)
  WATERCRAFT
  WATERCRAFT
  In addition to the vehicles presented here, the 
  Church uses freighters identical to those of the 
  Corporations (page 76).
  GALILEE PBR
  GALILEE PBR
  Rephaim have, thankfully, yet to master water-
  craft. Necropolis has many navigable rivers whose 
  banks must be patrolled and marshes in which 
  the Rephaim seek concealment. The Galilee is 
  ideal for this role, being shallow bottomed and 
  capable of operating in as little as three feet of 
  water. PBRs are also used for troop insertion and 
  can carry 20 men on deck.
  Acc/Top Speed: 4/16; Toughness: 15 (4); Han-
  dling: –1; Crew: 6+20
  Notes: —
  Weapons:
  * 20mm autocannon forward (100 rounds)
  * 20mm autocannon aft (100 rounds)
  * Twin Flechette MG forward (1000 rounds)
  * Twin Flechette MG aft (1000 rounds)
  JONAH LIGHT DESTROYER
  JONAH LIGHT DESTROYER
  The Jonah is the Church’s only maritime 
  combat vessel and is primarily used for coastal 
  defense and escort duty. It has a range of 12,000 
  miles, can carry up to six Lances of Knights, and is 
  a match for anything the Corporations can ﬁ eld.
  Acc/Top Speed: 3/12; Toughness: 38 (25); Han-
  dling: –2; Crew: 12+24
  Notes: Heavy Armor
  Weapons:
  * 60mm railgun front turret (30 rounds)
  * Two 30mm railguns each side (50 rounds 
  each)
  * Four ﬂ echette chain guns for antiaircraft use 
  (1200 rounds each)
  * Four front–ﬁ ring torpedo tubes (Range 
  150/300/600, Damage 5d10, ROF 1, Medium 
  Burst Template, AP 20)
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Light armor
  +4
  8
  See notes
  Medium armor
  +6
  12
  See notes
  Infantry battle suit
  +8
  20
  Covers entire body
  Medium shield*
  Special
  6
  +1 Parry; +2 Armor to ranged shots that hit the protected side
  Tabard
  +1
  1
  See notes
  * Shields protect only against attacks from the front and left (assuming a right–handed character)
  4242
  NECROPOLIS 2350
  NECROPOLIS 2350
  is deserving of its name. Its armor is capable of 
  deﬂ ecting autocannon rounds, but is no match 
  for railguns or Dove–2 rockets.
  Two variations exist. The Gabriel is a medevac 
  transport, its passenger bay replaced by eight 
  stretchers and a small surgery station (treat as 
  a ﬁ eld surgery kit). The Pedael is a cargo lifter 
  capable of moving 6 tons of supplies instead of 
  transporting troops.
  Acc/Top Speed: 30/300; Toughness: 40 (24); 
  Handling: +1; Crew: 2+18
  Notes: AMCM x 6, Fixed Gun, Heavy Armor, Im-
  proved Stabilizer, Night Vision
  Weapons:
  * Flechette chain gun, nose (2000 rounds)
  * 2 x Passover 9cm missiles (no reloads)
  CHERUB INSERTION CRAFT
  CHERUB INSERTION CRAFT
  Designed for covert operations, the Cherub 
  is a rotary wing aircraft equipped with the latest 
  in stealth technology and noise suppression 
  systems. Almost completely silent, it can carry a 
  six–man strike team in its cramped interior deep 
  into enemy territory with little chance of being 
  detected. A sliding side–door allows for quick 
  dispersal.
  Acc/Top Speed: 20/60; Climb: 20; Toughness: 
  14 (4); Handling: +2; Crew: 1+6
  Notes: Advanced Stealth Technology, Night Vi-
  sion, Stealth Paint
  Weapons:
  * Twin ﬂ echette MG in nose turret (1000 
  rounds)
  WATERCRAFT
  WATERCRAFT
  In addition to the vehicles presented here, the 
  Church uses freighters identical to those of the 
  Corporations (page 76).
  GALILEE PBR
  GALILEE PBR
  Rephaim have, thankfully, yet to master water-
  craft. Necropolis has many navigable rivers whose 
  banks must be patrolled and marshes in which 
  the Rephaim seek concealment. The Galilee is 
  ideal for this role, being shallow bottomed and 
  capable of operating in as little as three feet of 
  water. PBRs are also used for troop insertion and 
  can carry 20 men on deck.
  Acc/Top Speed: 4/16; Toughness: 15 (4); Han-
  dling: –1; Crew: 6+20
  Notes: —
  Weapons:
  * 20mm autocannon forward (100 rounds)
  * 20mm autocannon aft (100 rounds)
  * Twin Flechette MG forward (1000 rounds)
  * Twin Flechette MG aft (1000 rounds)
  JONAH LIGHT DESTROYER
  JONAH LIGHT DESTROYER
  The Jonah is the Church’s only maritime 
  combat vessel and is primarily used for coastal 
  defense and escort duty. It has a range of 12,000 
  miles, can carry up to six Lances of Knights, and is 
  a match for anything the Corporations can ﬁ eld.
  Acc/Top Speed: 3/12; Toughness: 38 (25); Han-
  dling: –2; Crew: 12+24
  Notes: Heavy Armor
  Weapons:
  * 60mm railgun front turret (30 rounds)
  * Two 30mm railguns each side (50 rounds 
  each)
  * Four ﬂ echette chain guns for antiaircraft use 
  (1200 rounds each)
  * Four front–ﬁ ring torpedo tubes (Range 
  150/300/600, Damage 5d10, ROF 1, Medium 
  Burst Template, AP 20)
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Light armor
  +4
  8
  See notes
  Medium armor
  +6
  12
  See notes
  Infantry battle suit
  +8
  20
  Covers entire body
  Medium shield*
  Special
  6
  +1 Parry; +2 Armor to ranged shots that hit the protected side
  Tabard
  +1
  1
  See notes
  * Shields protect only against attacks from the front and left (assuming a right–handed character)
  
  4343
  CHURCH HARDWARE
  CHURCH HARDWARE
  RANGED WEAPONS
  RANGED WEAPONS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Pistols
  Flechette pistol
  12/24/48
  2d6
  1
  2
  30
  —
  AP 2; Semi-auto
  Stunner
  3/6/12
  2d6
  1
  5
  10
  —
  See notes
  Shotguns
  Semi–auto
  12/24/48
  1–3d6
  1
  10
  12
  —
  See Savage Worlds; Semi-auto
  Submachine Guns
  Flechette SMG
  12/24/48
  2d6+1
  3
  4
  60
  —
  AP 2; Auto
  Microﬂ are SMG
  10/20/40
  1d10
  1
  5
  15
  —
  Semi-auto; See notes
  Assault Riﬂ es
  Bolt riﬂ e
  8/16/32
  2d10
  1
  14
  10
  d8
  AP 4
  Flechette riﬂ e
  24/48/96
  2d8+1
  3
  9
  60
  —
  AP 2; Auto; 3RB; Integral 
  grenade launcher
  Tangle gun
  2/4/8
  —
  1
  5
  1
  d6
  See notes
  Sniper Riﬂ es
  Sniper riﬂ e
  30/60/120
  2d8+1
  1
  10
  30
  —
  AP 2; Integral scope with 
  low light vision attachment
  Laser Weapons
  Laser pistol
  8/16/32
  1–3d6*
  1
  8
  12
  d6
  Semi-auto
  Laser riﬂ e
  15/30/60
  1–3d6*
  3
  16
  24
  d6
  Auto
  Machine Guns
  Flechette MG
  30/60/120
  2d8+1
  4
  16
  240
  d6
  AP 2; 3RB
  Laser MG
  25/50/100
  1–3d6*
  5
  32
  48
  d8
  Auto
  * Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  Semi–Auto: May Double–Tap; Auto: Fully Automatic or Single Shot; 3RB: Has a 3–round burst selector.
  CLOSE SUPPORT ARTILLERY
  CLOSE SUPPORT ARTILLERY
  Type
  Range
  Damage
  Crew
  Mag
  Notes
  Anti–Tank Guns
  Crusader 25mm SBAC
  30/60/120
  3d8
  2
  5
  AP 10; HW; gun carriage; Small Burst Template
  Crusader 50mm SBAC
  50/100/200
  4d8+2
  2
  5
  AP 20; HW; gun carriage; Small Burst Template
  Jericho cannon
  15/30/60
  4d8
  2
  —
  AP 40; HW; 1 Action to reload; gun carriage; see 
  notes
  Mortars*
  Megiddo 
  2.5” 
  rotary 
  mortar
  30/60/120
  3d6
  2
  6
  Medium Burst Template; see notes
  * Minimum range 15”.
  4343
  CHURCH HARDWARE
  CHURCH HARDWARE
  RANGED WEAPONS
  RANGED WEAPONS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Pistols
  Flechette pistol
  12/24/48
  2d6
  1
  2
  30
  —
  AP 2; Semi-auto
  Stunner
  3/6/12
  2d6
  1
  5
  10
  —
  See notes
  Shotguns
  Semi–auto
  12/24/48
  1–3d6
  1
  10
  12
  —
  See Savage Worlds; Semi-auto
  Submachine Guns
  Flechette SMG
  12/24/48
  2d6+1
  3
  4
  60
  —
  AP 2; Auto
  Microﬂ are SMG
  10/20/40
  1d10
  1
  5
  15
  —
  Semi-auto; See notes
  Assault Riﬂ es
  Bolt riﬂ e
  8/16/32
  2d10
  1
  14
  10
  d8
  AP 4
  Flechette riﬂ e
  24/48/96
  2d8+1
  3
  9
  60
  —
  AP 2; Auto; 3RB; Integral 
  grenade launcher
  Tangle gun
  2/4/8
  —
  1
  5
  1
  d6
  See notes
  Sniper Riﬂ es
  Sniper riﬂ e
  30/60/120
  2d8+1
  1
  10
  30
  —
  AP 2; Integral scope with 
  low light vision attachment
  Laser Weapons
  Laser pistol
  8/16/32
  1–3d6*
  1
  8
  12
  d6
  Semi-auto
  Laser riﬂ e
  15/30/60
  1–3d6*
  3
  16
  24
  d6
  Auto
  Machine Guns
  Flechette MG
  30/60/120
  2d8+1
  4
  16
  240
  d6
  AP 2; 3RB
  Laser MG
  25/50/100
  1–3d6*
  5
  32
  48
  d8
  Auto
  * Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  Semi–Auto: May Double–Tap; Auto: Fully Automatic or Single Shot; 3RB: Has a 3–round burst selector.
  CLOSE SUPPORT ARTILLERY
  CLOSE SUPPORT ARTILLERY
  Type
  Range
  Damage
  Crew
  Mag
  Notes
  Anti–Tank Guns
  Crusader 25mm SBAC
  30/60/120
  3d8
  2
  5
  AP 10; HW; gun carriage; Small Burst Template
  Crusader 50mm SBAC
  50/100/200
  4d8+2
  2
  5
  AP 20; HW; gun carriage; Small Burst Template
  Jericho cannon
  15/30/60
  4d8
  2
  —
  AP 40; HW; 1 Action to reload; gun carriage; see 
  notes
  Mortars*
  Megiddo 
  2.5” 
  rotary 
  mortar
  30/60/120
  3d6
  2
  6
  Medium Burst Template; see notes
  * Minimum range 15”.
  
  4444
  NECROPOLIS 2350
  NECROPOLIS 2350
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  Shots
  Min Str.
  Notes
  Flamethrowers
  Flamethrower
  Cone
  2d10
  20
  20
  d6
  Ignores armor
  Grenade
   Grenade launcher
  20/40/80
  as grenade
  3
  5
  —
  See notes
   Filament grenade
  5/10/20*
  3d8
  0.5
  —
  —
  AP 4; Medium Burst Template
   Incendiary grenade
  5/10/20*
  2d10
  0.5
  —
  —
  Medium Burst; ignores armor
   Starshell
  As GL
  (2d10)
  0.5
  —
  —
  See notes
  Mines
  Anti–personnel mine
  —
  3d6
  2
  —
  —
  Medium Burst Template
  Anti–tank mine
  —
  4d6
  10
  —
  —
  HW; Small Burst Template; AP 
  40 against half weakest Armor 
  value rounded down
  Monoﬁ lament mine
  —
  3d10
  3
  —
  —
  AP 4; HW; Medium Burst Tem-
  plate
  Rocket Launchers
  Dove AT–1
  24/48/96
  3d8
  12
  1
  d6
  AP 60; HW; Medium Burst
  Dove AA/AT–2
  30/60/120
  4d8
  14
  1
  d8
  AP 90; HW; Medium Burst
  LAW 66mm
  24/48/96
  4d8+2
  7
  1
  —
  AP 30; HW; Medium Burst
  Explosives
  Demolition charge
  4/8/16*
  3d6
  0.25
  —
  —
  Medium Burst Template; +1” 
  and +1d6 damage per charge; 
  HW
  Mortars**
  Levant ﬁ eld mortar
  30/60/120
  3d6
  4
  —
  d6
  1 action to reload; Medium 
  Burst (HE)
  * Thrown. Grenades ﬁ red from a grenade launcher use the Grenade Launcher range distances.
  ** Minimum range 15”.
  VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  Type
  Range
  Damage
  Burst
  Notes
  20mm autocannon
  50/100/200
  3d8
  Small
  AP 8; HW
  30mm autocannon
  50/100/200
  3d8
  Small
  AP 12; HW
  40mm autocannon
  75/150/300
  4d8
  Small
  AP 16; HW
  30mm railgun
  50/100/200
  3d8
  —
  AP 35; HW
  45mm railgun
  70/140/280
  3d8
  —
  AP 60; HW
  60mm railgun
  100/200/400
  4d8
  —
  AP 75; HW
  80mm railgun
  120/240/480
  5d8
  —
  AP 120; HW
  AP pack
  2/4/8
  2d6
  —
  See notes
  Flechette chain gun
  30/60/120
  2d8+1
  —
  AP 2; See notes
  Heavy ﬂ amethrower
  40
  2d10
  —
  As vehicular ﬂ amethrower
  Passover 6cm AT missile
  100/200/400
  3d10
  Medium
  AP 40; HW
  Passover 9cm AT missile
  100/200/400
  4d10
  Medium
  AP 65; HW
  4444
  NECROPOLIS 2350
  NECROPOLIS 2350
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  Shots
  Min Str.
  Notes
  Flamethrowers
  Flamethrower
  Cone
  2d10
  20
  20
  d6
  Ignores armor
  Grenade
   Grenade launcher
  20/40/80
  as grenade
  3
  5
  —
  See notes
   Filament grenade
  5/10/20*
  3d8
  0.5
  —
  —
  AP 4; Medium Burst Template
   Incendiary grenade
  5/10/20*
  2d10
  0.5
  —
  —
  Medium Burst; ignores armor
   Starshell
  As GL
  (2d10)
  0.5
  —
  —
  See notes
  Mines
  Anti–personnel mine
  —
  3d6
  2
  —
  —
  Medium Burst Template
  Anti–tank mine
  —
  4d6
  10
  —
  —
  HW; Small Burst Template; AP 
  40 against half weakest Armor 
  value rounded down
  Monoﬁ lament mine
  —
  3d10
  3
  —
  —
  AP 4; HW; Medium Burst Tem-
  plate
  Rocket Launchers
  Dove AT–1
  24/48/96
  3d8
  12
  1
  d6
  AP 60; HW; Medium Burst
  Dove AA/AT–2
  30/60/120
  4d8
  14
  1
  d8
  AP 90; HW; Medium Burst
  LAW 66mm
  24/48/96
  4d8+2
  7
  1
  —
  AP 30; HW; Medium Burst
  Explosives
  Demolition charge
  4/8/16*
  3d6
  0.25
  —
  —
  Medium Burst Template; +1” 
  and +1d6 damage per charge; 
  HW
  Mortars**
  Levant ﬁ eld mortar
  30/60/120
  3d6
  4
  —
  d6
  1 action to reload; Medium 
  Burst (HE)
  * Thrown. Grenades ﬁ red from a grenade launcher use the Grenade Launcher range distances.
  ** Minimum range 15”.
  VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  Type
  Range
  Damage
  Burst
  Notes
  20mm autocannon
  50/100/200
  3d8
  Small
  AP 8; HW
  30mm autocannon
  50/100/200
  3d8
  Small
  AP 12; HW
  40mm autocannon
  75/150/300
  4d8
  Small
  AP 16; HW
  30mm railgun
  50/100/200
  3d8
  —
  AP 35; HW
  45mm railgun
  70/140/280
  3d8
  —
  AP 60; HW
  60mm railgun
  100/200/400
  4d8
  —
  AP 75; HW
  80mm railgun
  120/240/480
  5d8
  —
  AP 120; HW
  AP pack
  2/4/8
  2d6
  —
  See notes
  Flechette chain gun
  30/60/120
  2d8+1
  —
  AP 2; See notes
  Heavy ﬂ amethrower
  40
  2d10
  —
  As vehicular ﬂ amethrower
  Passover 6cm AT missile
  100/200/400
  3d10
  Medium
  AP 40; HW
  Passover 9cm AT missile
  100/200/400
  4d10
  Medium
  AP 65; HW
  
  4545
  CHURCH HARDWARE
  CHURCH HARDWARE
  AMMUNITION
  AMMUNITION
  Ammo
  Weight
  Notes
  Dove AT–1 Rocket
  3
  One rocket
  Dove AT/AA–2 Rocket
  4
  One rocket
  Flechettes
  1/60
  Includes micro battery
  Fuel cylinder
  2
  Provides one full load of shots for a ﬂ amethrower
  Laser battery (pistol)
  1
  Provides one full load of shots
  Laser battery (riﬂ e)
  2
  Provides one full load of shots
  Laser battery (MG)
  4
  Provides one full load of shots
  Levant 2.5” shell
  2
  One HE mortar round
  Microﬂ ares
  2
  Provides one full load of shots
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Notes
  Baton
  Str+d4
  1
  Carried on riot control duties
  Corpse catcher
  None
  4
  Reach 1; see notes
  Heartbreaker
  Str+d6/2d6
  1
  Reach 1; see notes
  Molecular knife
  Str+d4+2
  1
  AP 2; cannot be thrown
  Molecular sword
  Str+d8+2
  8
  AP 4
  Sledgehammer
  Str+d8
  15
  AP 2 vs. rigid armor; Parry –1; requires 2 hands
  Spear
  Str +d6
  5
  Parry +1; Reach 1; requires 2 hands
  Item Weight
  General Items
  Bedroll 
  3
  Binoculars 
  2
  Electronic lockpicks 
  1
  Entrenching tool 
  2
  Fire extinguisher 
  5
  Flares (4) 
  1
  Flashlight 
  3
  Handcuffs (10) 
  1
  ID Scanner 
  2
  ID tag —
  Remote detonator 
  2
  Rope, nylon 
  10
  Toolkit 
  15
  Wire cutters 
  2
  Medical Supplies
  Field surgery kit 
  20
  Medpac 
  1
  Medikit 
  8
  Clothing
  Business suit 
  2
  Cold weather clothing 
  5
  Combat fatigues 
  2
  Combat webbing 
  1
  Dress uniform 
  3
  Ghillie suit 
  3
  Communication Gear
  Backpack radio 
  10
  Command center, mobile 
  8
  Headset communicator 
  1
  Satellite radio 
  20
  Whistle 
  —
  Rations
  Canteen 
  1
  Mess kit 
  1
  MRE (Meal Ready to Eat) 
  1
  Trail rations 
  6
  GENERIC PERSONAL EQUIPMENT
  GENERIC PERSONAL EQUIPMENT
  4545
  CHURCH HARDWARE
  CHURCH HARDWARE
  AMMUNITION
  AMMUNITION
  Ammo
  Weight
  Notes
  Dove AT–1 Rocket
  3
  One rocket
  Dove AT/AA–2 Rocket
  4
  One rocket
  Flechettes
  1/60
  Includes micro battery
  Fuel cylinder
  2
  Provides one full load of shots for a ﬂ amethrower
  Laser battery (pistol)
  1
  Provides one full load of shots
  Laser battery (riﬂ e)
  2
  Provides one full load of shots
  Laser battery (MG)
  4
  Provides one full load of shots
  Levant 2.5” shell
  2
  One HE mortar round
  Microﬂ ares
  2
  Provides one full load of shots
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Notes
  Baton
  Str+d4
  1
  Carried on riot control duties
  Corpse catcher
  None
  4
  Reach 1; see notes
  Heartbreaker
  Str+d6/2d6
  1
  Reach 1; see notes
  Molecular knife
  Str+d4+2
  1
  AP 2; cannot be thrown
  Molecular sword
  Str+d8+2
  8
  AP 4
  Sledgehammer
  Str+d8
  15
  AP 2 vs. rigid armor; Parry –1; requires 2 hands
  Spear
  Str +d6
  5
  Parry +1; Reach 1; requires 2 hands
  Item Weight
  General Items
  Bedroll 
  3
  Binoculars 
  2
  Electronic lockpicks 
  1
  Entrenching tool 
  2
  Fire extinguisher 
  5
  Flares (4) 
  1
  Flashlight 
  3
  Handcuffs (10) 
  1
  ID Scanner 
  2
  ID tag —
  Remote detonator 
  2
  Rope, nylon 
  10
  Toolkit 
  15
  Wire cutters 
  2
  Medical Supplies
  Field surgery kit 
  20
  Medpac 
  1
  Medikit 
  8
  Clothing
  Business suit 
  2
  Cold weather clothing 
  5
  Combat fatigues 
  2
  Combat webbing 
  1
  Dress uniform 
  3
  Ghillie suit 
  3
  Communication Gear
  Backpack radio 
  10
  Command center, mobile 
  8
  Headset communicator 
  1
  Satellite radio 
  20
  Whistle 
  —
  Rations
  Canteen 
  1
  Mess kit 
  1
  MRE (Meal Ready to Eat) 
  1
  Trail rations 
  6
  GENERIC PERSONAL EQUIPMENT
  GENERIC PERSONAL EQUIPMENT
  
  4646
  NECROPOLIS 2350
  NECROPOLIS 2350
  A BRIEF 
  A BRIEF  HISTORY
  HISTORY
  2012: First manned mission to Mars
  2015: Dr Robert France and Professor Fergus 
  Crawford discover a way of distorting time and 
  space to avoid the limitations of faster-than-
  light travel. Theoretical propulsion system 
  dubbed the FC Drive after its discoverers.
  2016: First test of FC Drive between Earth and 
  Mars damages the probe but proves theory 
  has practical applications.
  2019: Completion of full-size FC Probe. Launched 
  to Alpha Centauri on one-way mission.
  2023: Data received from Alpha Centauri probe 
  reaches Earth. Man has reached another 
  star system. Production of FC Drive craft for 
  manned ﬂ ight begins.
  2040: Global riots over cost of FC Drive projects.
  2042: First manned FC Drive craft visits Alpha 
  Centauri. The gateway to the stars is open.
  2044: Mars colonized.
  2052: Asteroid mining posts fully operational.
  2059: Start of extended mission to ﬁ nd habitable 
  planets beyond Earth. Many mineral rich 
  worlds discovered but none habitable.
  2080: First mining and research outposts founded 
  on distant worlds.
  2096: Discovery of an Earth-like world located 
  480 light years from Earth. The planet is named 
  Chalcis after the scientist leading the project.
  2100: Discovery of Chalcis leads to widespread 
  religious revolution.
  2132: Colonization of Chalcis begins. Over the 
  next 30 years 500 million people settle there.
  2149: First Reformation Church unitesmankind’s 
  religious beliefs. New age of peace begins.
  2193: Despite newfound mineral wealth, the 
  cost of expansion into outer space leads to 
  ﬁ nancial collapse of the industrialized powers. 
  Earth slides into anarchy as nation after nation 
  declares itself bankrupt.
  2198:  World War III begins. Chalcis declares itself 
  an independent world and ofﬁ cially cuts all 
  communication with Earth.
  2201: World War III ends. Second Reformation 
  Church founded.
  2206: Collapse of many nations following the 
  world market crash and World War III leads the 
  Church to become the ruler of a united Earth.
  2212: Growth of the Corporations. Nationalistic 
  views are replaced by Corporate identities.
  2245: Chalcis re-opens communication with 
  Earth. Second wave of colonization begins.
  2249: Corporations begin investment in Chalcis.
  2290: Competition for resources leads to 
   Corporate Wars. Chalcis declares itself neutral.
  2300: Corporate Wars end in stalemate. Founding 
  of the Union of Corporations. The majority of 
  FC Drive vessels have been destroyed in the 
  war. Many outposts and colonies lost forever. 
  2309: Chalcis extends hand of peace to Earth.
  2312: First reports of “demons” on Chalcis. Hard 
  line cardinals start a bitter two-year war that 
  ends in the formation of the Third Reformation 
  Church. Church takes a more militant stance 
  toward heresy and the problems on Chalcis.
  2314: Founding of the  Ordo Lazari Sancti.
  2316: Nuclear Weapons Act bans all development, 
  testing, and use of nuclear weapons.
  2317: Open war breaks out between  Rephaim 
  and colonists on Chalcis.
  2318: Church moves HQ to Chalcis along with 
  majority of the Lazarites. Chalcis renamed 
  Salus as Church assumes control.
  2319: Founding of the  Ordo Templi Novi. Earth 
  destroyed—cause unknown.
  2320: Founding of the  Ordo Sacrae Flamulae. 
  First Templar battle against Rephaim ends in 
  disaster.
  2321: First instance of miraculous powers noted 
  among citizens of Salus.
  2323: Lazarites granted new powers over other 
  Sacri Ordines regarding capture of Rephaim.
  2325: Founding of the  Ordo Hastae Sanctae.
  2326: Templars reorganize their Ordo into a 
  mobile force.
  2328: Founding of the  Ordo Verbi Baenedicti.
  2329: First recorded use of necromantic weapons 
  by Rephaim.
  2330: Church declares all citizens possessing 
  miraculous powers must join a Sacer Ordo or 
  the Inquisition, or be branded heretics.
  2333: Founding of the  Ordo Penitentia.
  2334: Salus unofﬁ cially renamed Necropolis.
  2339: Inquisitor-Asgard skirmish threatens to 
  bring the Church and Union to war.
  2346: Fall of New Budapest, a strategic city located 
  near the Dead Zone, to Rephaim forces.
  2347: Attempt to retake  New Budapest fails.
  2348: Rephaim assault on Iron Belt repelled. 
  Southern war reaches a stalemate.
  2350: Present day
  4646
  NECROPOLIS 2350
  NECROPOLIS 2350
  A BRIEF 
  A BRIEF  HISTORY
  HISTORY
  2012: First manned mission to Mars
  2015: Dr Robert France and Professor Fergus 
  Crawford discover a way of distorting time and 
  space to avoid the limitations of faster-than-
  light travel. Theoretical propulsion system 
  dubbed the FC Drive after its discoverers.
  2016: First test of FC Drive between Earth and 
  Mars damages the probe but proves theory 
  has practical applications.
  2019: Completion of full-size FC Probe. Launched 
  to Alpha Centauri on one-way mission.
  2023: Data received from Alpha Centauri probe 
  reaches Earth. Man has reached another 
  star system. Production of FC Drive craft for 
  manned ﬂ ight begins.
  2040: Global riots over cost of FC Drive projects.
  2042: First manned FC Drive craft visits Alpha 
  Centauri. The gateway to the stars is open.
  2044: Mars colonized.
  2052: Asteroid mining posts fully operational.
  2059: Start of extended mission to ﬁ nd habitable 
  planets beyond Earth. Many mineral rich 
  worlds discovered but none habitable.
  2080: First mining and research outposts founded 
  on distant worlds.
  2096: Discovery of an Earth-like world located 
  480 light years from Earth. The planet is named 
  Chalcis after the scientist leading the project.
  2100: Discovery of Chalcis leads to widespread 
  religious revolution.
  2132: Colonization of Chalcis begins. Over the 
  next 30 years 500 million people settle there.
  2149: First Reformation Church unitesmankind’s 
  religious beliefs. New age of peace begins.
  2193: Despite newfound mineral wealth, the 
  cost of expansion into outer space leads to 
  ﬁ nancial collapse of the industrialized powers. 
  Earth slides into anarchy as nation after nation 
  declares itself bankrupt.
  2198:  World War III begins. Chalcis declares itself 
  an independent world and ofﬁ cially cuts all 
  communication with Earth.
  2201: World War III ends. Second Reformation 
  Church founded.
  2206: Collapse of many nations following the 
  world market crash and World War III leads the 
  Church to become the ruler of a united Earth.
  2212: Growth of the Corporations. Nationalistic 
  views are replaced by Corporate identities.
  2245: Chalcis re-opens communication with 
  Earth. Second wave of colonization begins.
  2249: Corporations begin investment in Chalcis.
  2290: Competition for resources leads to 
   Corporate Wars. Chalcis declares itself neutral.
  2300: Corporate Wars end in stalemate. Founding 
  of the Union of Corporations. The majority of 
  FC Drive vessels have been destroyed in the 
  war. Many outposts and colonies lost forever. 
  2309: Chalcis extends hand of peace to Earth.
  2312: First reports of “demons” on Chalcis. Hard 
  line cardinals start a bitter two-year war that 
  ends in the formation of the Third Reformation 
  Church. Church takes a more militant stance 
  toward heresy and the problems on Chalcis.
  2314: Founding of the  Ordo Lazari Sancti.
  2316: Nuclear Weapons Act bans all development, 
  testing, and use of nuclear weapons.
  2317: Open war breaks out between  Rephaim 
  and colonists on Chalcis.
  2318: Church moves HQ to Chalcis along with 
  majority of the Lazarites. Chalcis renamed 
  Salus as Church assumes control.
  2319: Founding of the  Ordo Templi Novi. Earth 
  destroyed—cause unknown.
  2320: Founding of the  Ordo Sacrae Flamulae. 
  First Templar battle against Rephaim ends in 
  disaster.
  2321: First instance of miraculous powers noted 
  among citizens of Salus.
  2323: Lazarites granted new powers over other 
  Sacri Ordines regarding capture of Rephaim.
  2325: Founding of the  Ordo Hastae Sanctae.
  2326: Templars reorganize their Ordo into a 
  mobile force.
  2328: Founding of the  Ordo Verbi Baenedicti.
  2329: First recorded use of necromantic weapons 
  by Rephaim.
  2330: Church declares all citizens possessing 
  miraculous powers must join a Sacer Ordo or 
  the Inquisition, or be branded heretics.
  2333: Founding of the  Ordo Penitentia.
  2334: Salus unofﬁ cially renamed Necropolis.
  2339: Inquisitor-Asgard skirmish threatens to 
  bring the Church and Union to war.
  2346: Fall of New Budapest, a strategic city located 
  near the Dead Zone, to Rephaim forces.
  2347: Attempt to retake  New Budapest fails.
  2348: Rephaim assault on Iron Belt repelled. 
  Southern war reaches a stalemate.
  2350: Present day
  
  4747
  SETTING RULES
  SETTING RULES
  Let all things be done decently and in order.
  1 Corinthians 14:40
   COMMON KNOWLEDGE
  COMMON KNOWLEDGE
  Every Church character receives a detailed 
  brieﬁ ng during training on the nature of his 
  foe. As such, all characters can make Common 
  Knowledge rolls relating to the following 
  Rephaim—vampires, skeletons, and zombies. 
  Knowledge of other abominations requires the 
  Knowledge (Rephaim) skill.
   GRENADES
  GRENADES
  Most Knights carry a few grenades. Grabbing 
  one, activating it, and throwing it is considered a 
  single action, assuming the hero hasn’t stuffed it 
  into a pocket or pack.
  Knights with grenade launchers must decide 
  whether their grenades are loaded in the launcher 
  or carried externally (or how many are stored 
  where if they divide them up). Loading or unload-
  ing a single grenade from a grenade launcher 
  takes an action, thus limiting the character to 
  adding or removing one grenade per round.
  Characters with different types of grenade 
  loaded into a launcher need to determine in what 
  order they are loaded, as the grenades are ﬁ red in 
  the same order they are shoved into the weapon. 
  A character with three ﬁ lament and two incendi-
  ary grenades can store them in any order, but he 
  (and the WM) needs to know which warhead will 
  be launched when he next pulls the trigger.
  AWARDS AND 
  AWARDS AND  PROMOTIONS
  PROMOTIONS
  Unlike traditional armies, the Sacri Ordines do 
  not reward their soldiers with medals or promo-
  tions. Individuals may join a Corporate army to 
  climb the ranks or receive awards, but those in 
  the Sacri Ordines are beyond such base desires. 
  Even if they’re not, they have little hope of achiev-
  ing their goal.
  Promotion to Senior Knight is possible only 
  if the character’s unit has a vacancy. If the unit’s 
  Knight- Commander puts in a good report the 
  character may purchase the Rank (Senior Knight) 
  Edge. He must still meet all the usual require-
  ments.
  Promotion to Knight-Commander requires 
  the support of the Preceptory Master. Any Senior 
  Knight character meeting the requirements may 
  apply for promotion. If his service record is good 
  and his Banner currently lacks a Knight-Com-
  mander, he is likely to be promoted. In game 
  terms, he must have the WM’s permission to pur-
  chase the Rank (Knight Commander) Edge. He 
  must also fulﬁ ll all the requirements of the Edge. 
  Promotion to higher ranks would effectively 
  remove the character from the game.
  Sergeants may be promoted solely on the word 
  of their commanding Knight. Should a player have 
  a Sergeant character, use the guidelines on page 
  18 to determine if he is eligible for promotion.
   TRANSFERS
  TRANSFERS
  Characters, 
  whether 
  Chaplains, 
  Knights, 
  or Sergeants, cannot transfer between Sacri 
  Ordines. They may resign from their Ordo—con-
  sidered dishonorable and cowardly—but cannot 
  then enlist in another Ordo. They may, however, 
  change roles within their Ordo. So long as the 
  character meets the minimum requirements for 
  his new role he may request an internal transfer.
  Note that a character who transfers to become 
  a Chaplain does not gain the Chaplain’s Special 
  Training. Likewise, a knighted Chaplain (or Ser-
  geant) would not gain his Ordo’s training.
  4747
  SETTING RULES
  SETTING RULES
  Let all things be done decently and in order.
  1 Corinthians 14:40
   COMMON KNOWLEDGE
  COMMON KNOWLEDGE
  Every Church character receives a detailed 
  brieﬁ ng during training on the nature of his 
  foe. As such, all characters can make Common 
  Knowledge rolls relating to the following 
  Rephaim—vampires, skeletons, and zombies. 
  Knowledge of other abominations requires the 
  Knowledge (Rephaim) skill.
   GRENADES
  GRENADES
  Most Knights carry a few grenades. Grabbing 
  one, activating it, and throwing it is considered a 
  single action, assuming the hero hasn’t stuffed it 
  into a pocket or pack.
  Knights with grenade launchers must decide 
  whether their grenades are loaded in the launcher 
  or carried externally (or how many are stored 
  where if they divide them up). Loading or unload-
  ing a single grenade from a grenade launcher 
  takes an action, thus limiting the character to 
  adding or removing one grenade per round.
  Characters with different types of grenade 
  loaded into a launcher need to determine in what 
  order they are loaded, as the grenades are ﬁ red in 
  the same order they are shoved into the weapon. 
  A character with three ﬁ lament and two incendi-
  ary grenades can store them in any order, but he 
  (and the WM) needs to know which warhead will 
  be launched when he next pulls the trigger.
  AWARDS AND 
  AWARDS AND  PROMOTIONS
  PROMOTIONS
  Unlike traditional armies, the Sacri Ordines do 
  not reward their soldiers with medals or promo-
  tions. Individuals may join a Corporate army to 
  climb the ranks or receive awards, but those in 
  the Sacri Ordines are beyond such base desires. 
  Even if they’re not, they have little hope of achiev-
  ing their goal.
  Promotion to Senior Knight is possible only 
  if the character’s unit has a vacancy. If the unit’s 
  Knight- Commander puts in a good report the 
  character may purchase the Rank (Senior Knight) 
  Edge. He must still meet all the usual require-
  ments.
  Promotion to Knight-Commander requires 
  the support of the Preceptory Master. Any Senior 
  Knight character meeting the requirements may 
  apply for promotion. If his service record is good 
  and his Banner currently lacks a Knight-Com-
  mander, he is likely to be promoted. In game 
  terms, he must have the WM’s permission to pur-
  chase the Rank (Knight Commander) Edge. He 
  must also fulﬁ ll all the requirements of the Edge. 
  Promotion to higher ranks would effectively 
  remove the character from the game.
  Sergeants may be promoted solely on the word 
  of their commanding Knight. Should a player have 
  a Sergeant character, use the guidelines on page 
  18 to determine if he is eligible for promotion.
   TRANSFERS
  TRANSFERS
  Characters, 
  whether 
  Chaplains, 
  Knights, 
  or Sergeants, cannot transfer between Sacri 
  Ordines. They may resign from their Ordo—con-
  sidered dishonorable and cowardly—but cannot 
  then enlist in another Ordo. They may, however, 
  change roles within their Ordo. So long as the 
  character meets the minimum requirements for 
  his new role he may request an internal transfer.
  Note that a character who transfers to become 
  a Chaplain does not gain the Chaplain’s Special 
  Training. Likewise, a knighted Chaplain (or Ser-
  geant) would not gain his Ordo’s training.
  
  4848
  NECROPOLIS 2350
  NECROPOLIS 2350
  Receiving a transfer requires a Persuasion role 
  from the applicant. On a success, the character 
  receives his transfer and is equipped according to 
  his new profession. A failure means the request 
  is denied and the character must remain in his 
  old post. Characters may apply for a transfer 
  each time they reach a new character rank (Sea-
  soned, Veteran, etc.). Only one transfer attempt 
  is allowed per rank.
   AMMUNITION
  AMMUNITION
  Each group of Extras starts with an Ammo Level 
  of Very High, High (typical), Low, or Out. You’ll 
  ﬁ nd a Supply Track on the Ally Sheet to help you 
  keep track. Very High Ammunition Level means 
  the Extras have a –1 penalty to their physical rolls 
  due to being overloaded.
  After each ﬁ ght, the ammo drops a level. Allies 
  dealt a deuce during combat drop an ammo level 
  immediately after that round. When the combat 
  is over, use the average ammo level for the entire 
  collection of Extras.
  Once the team is “Out,” they have a few rounds 
  each, perhaps one grenade for every dozen men, 
  and so on. Individuals aren’t completely helpless 
  but as a group they are combat ineffective.
   FIRE SUPPORT
  FIRE SUPPORT
  Commanders can radio for artillery and air 
  strike support, although what’s available from 
  general support depends on what else is happen-
  ing in the theatre of war at the moment, and so is 
  something of a random process. 
  To determine if support is available have the 
  Senior Knight make a d6 Support Roll adding the 
  modiﬁ ers below. A total of 4+ means support is 
  available. If the mission is deep behind enemy 
  lines or it speciﬁ cally states that no support of 
  any type is available, no one will answer the call 
  so no roll can be made.
  SUPPORT ROLL MODIFIERS
  SUPPORT ROLL MODIFIERS
  Modiﬁ er 
  Situation
  +2 
   
  Character is a Knight-Commander 
   
  or higher
  +1 
   
  Character is a Knight or Senior   
   
  Knight
  +1 
   
  Dedicated support available
  +1 
   
  If about to be overrun (WM’s 
   
  diScretion)
  –3 
   
  For each Support Roll attempted 
   
  in the past 8 hours
  If no speciﬁ c support was allocated for the 
  mission, the CO has called in general supporting 
  ﬁ re. The CO (or forward observer) rolls on the 
  Support Table to see what is available.
  After the type of support is determined, roll the 
  Delay Die to see how long it takes to arrive. Artil-
  lery lands at the start of the appropriate round, 
  effectively landing on an Ace of Spades and inter-
  rupting all characters except those dealt Jokers. 
  Aircraft payloads land the same action they are 
  called (after the Delay Die interval passes).
  The Bingo Die is rolled every round after the 
  asset ﬁ res. On a roll of 1, the asset is used up or 
  otherwise diverted and its ﬁ re mission is over. On 
  any other roll, the asset remains on call.
  SUPPORT TABLE
  SUPPORT TABLE
  d6 
  Available General Support
  1–3 
  Artillery Support
  4–6 
  Air Support (see below)
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT TABLE
  ARTILLERY SUPPORT TABLE
  d8 
  Type 
  Delay Die 
  Bingo Die
  1–2 
  Judea Medium Tank 
  d4 
  d6
  3–4 
  Constantine SPA 
  d6 
  d10
  5–6 
  Basilica SPA 
  d6 
  d10
  7 
  Goliath 200mm MRLS d4 
  d4
  8 
  Goliath 300mm MRLS d4 
  d4
  ROCKET BARRAGE
  ROCKET BARRAGE
  The player can place as many of the vehicle’s 
  rockets as he wishes on the battleﬁ eld each turn, 
  but all rockets ﬁ red in a single round must be 
  adjacent. Next roll a d12 and 2d10–1 x 2”. This 
  is the direction and number of inches the rounds 
  deviate, measured from the center of each tem-
  plate.
  Goliath Multiple Rocket Launch System: 
  Up to eight 200mm (4d8 damage in a Large Burst 
  Template) or six 300mm rockets (5d8 damage in 
  a Large Burst Template).
  Judea: Six 30mm rockets for 3d6 damage in a 
  Medium Burst Template.
  4848
  NECROPOLIS 2350
  NECROPOLIS 2350
  Receiving a transfer requires a Persuasion role 
  from the applicant. On a success, the character 
  receives his transfer and is equipped according to 
  his new profession. A failure means the request 
  is denied and the character must remain in his 
  old post. Characters may apply for a transfer 
  each time they reach a new character rank (Sea-
  soned, Veteran, etc.). Only one transfer attempt 
  is allowed per rank.
   AMMUNITION
  AMMUNITION
  Each group of Extras starts with an Ammo Level 
  of Very High, High (typical), Low, or Out. You’ll 
  ﬁ nd a Supply Track on the Ally Sheet to help you 
  keep track. Very High Ammunition Level means 
  the Extras have a –1 penalty to their physical rolls 
  due to being overloaded.
  After each ﬁ ght, the ammo drops a level. Allies 
  dealt a deuce during combat drop an ammo level 
  immediately after that round. When the combat 
  is over, use the average ammo level for the entire 
  collection of Extras.
  Once the team is “Out,” they have a few rounds 
  each, perhaps one grenade for every dozen men, 
  and so on. Individuals aren’t completely helpless 
  but as a group they are combat ineffective.
   FIRE SUPPORT
  FIRE SUPPORT
  Commanders can radio for artillery and air 
  strike support, although what’s available from 
  general support depends on what else is happen-
  ing in the theatre of war at the moment, and so is 
  something of a random process. 
  To determine if support is available have the 
  Senior Knight make a d6 Support Roll adding the 
  modiﬁ ers below. A total of 4+ means support is 
  available. If the mission is deep behind enemy 
  lines or it speciﬁ cally states that no support of 
  any type is available, no one will answer the call 
  so no roll can be made.
  SUPPORT ROLL MODIFIERS
  SUPPORT ROLL MODIFIERS
  Modiﬁ er 
  Situation
  +2 
   
  Character is a Knight-Commander 
   
  or higher
  +1 
   
  Character is a Knight or Senior   
   
  Knight
  +1 
   
  Dedicated support available
  +1 
   
  If about to be overrun (WM’s 
   
  diScretion)
  –3 
   
  For each Support Roll attempted 
   
  in the past 8 hours
  If no speciﬁ c support was allocated for the 
  mission, the CO has called in general supporting 
  ﬁ re. The CO (or forward observer) rolls on the 
  Support Table to see what is available.
  After the type of support is determined, roll the 
  Delay Die to see how long it takes to arrive. Artil-
  lery lands at the start of the appropriate round, 
  effectively landing on an Ace of Spades and inter-
  rupting all characters except those dealt Jokers. 
  Aircraft payloads land the same action they are 
  called (after the Delay Die interval passes).
  The Bingo Die is rolled every round after the 
  asset ﬁ res. On a roll of 1, the asset is used up or 
  otherwise diverted and its ﬁ re mission is over. On 
  any other roll, the asset remains on call.
  SUPPORT TABLE
  SUPPORT TABLE
  d6 
  Available General Support
  1–3 
  Artillery Support
  4–6 
  Air Support (see below)
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT TABLE
  ARTILLERY SUPPORT TABLE
  d8 
  Type 
  Delay Die 
  Bingo Die
  1–2 
  Judea Medium Tank 
  d4 
  d6
  3–4 
  Constantine SPA 
  d6 
  d10
  5–6 
  Basilica SPA 
  d6 
  d10
  7 
  Goliath 200mm MRLS d4 
  d4
  8 
  Goliath 300mm MRLS d4 
  d4
  ROCKET BARRAGE
  ROCKET BARRAGE
  The player can place as many of the vehicle’s 
  rockets as he wishes on the battleﬁ eld each turn, 
  but all rockets ﬁ red in a single round must be 
  adjacent. Next roll a d12 and 2d10–1 x 2”. This 
  is the direction and number of inches the rounds 
  deviate, measured from the center of each tem-
  plate.
  Goliath Multiple Rocket Launch System: 
  Up to eight 200mm (4d8 damage in a Large Burst 
  Template) or six 300mm rockets (5d8 damage in 
  a Large Burst Template).
  Judea: Six 30mm rockets for 3d6 damage in a 
  Medium Burst Template.
  
  4949
  SETTING RULES
  SETTING RULES
  SPA BARRAGE
  SPA BARRAGE
  The CO’s player places two adjacent templates 
  on his desired targets and checks for deviation as 
  above.
  Basilica: 5d10 damage in a Large Burst Tem-
  plate.
  Constantine: 4d10 damage in a Large Burst 
  Template.
  ADJUSTING FIRE
  ADJUSTING FIRE
  The CO can allow the barrage to continue each 
  round in the same location as the ﬁ rst salvo hit, 
  or he can adjust the target point up to 10” per 
  round without delay. If the barrage is not used in 
  a round, or is shifted more than 10” in a round, it 
  must be called in again (meaning another Delay 
  Die roll). Even with the accuracy of modern guns 
  artillery ﬁ re is still a little unpredictable. 
  Whether or not the CO has shifted ﬁ re or 
  allowed it to come down on the same location, 
  each template deviates d4–1 inches (d8–1 for 
  rockets) each turn using a d12 to determine the 
  direction.
  AIRBURSTS
  AIRBURSTS
  Artillery shells and rockets explode when 
  they strike resistance. In theory this should be 
  the ground, but one of the most feared types of 
  explosions are airbursts. These are extremely 
  common when artillery is ﬁ ring into a wooded 
  area. As well as shrapnel from the shell, shat-
  tered trees disperse sharp splinters of wood in 
  all directions.
  The WM should roll a d6 when artillery is ﬁ ring 
  into wooded areas. In lightly wooded areas, a 
  roll of 6 indicates an airburst. In heavy woods 
  this increases to a roll of 4–6. Only full overhead 
  cover offers any Armor bonus against such explo-
  sions. Simply being prone or hiding behind an 
  obstacle offers no protection from these deadly 
  explosions. Damage is increased by 2d6, due to 
  the ﬂ ying wood splinters.
  ARTILLERY VS. VEHICLES
  ARTILLERY VS. VEHICLES
  Artillery rounds plunge down from above at a 
  steep angle. This can be dangerous for vehicles 
  struck by artillery rounds.
  If the vehicle is enclosed, there is a good 
  chance the round may strike its relatively weak 
  deck Armor. Roll a d6 if the center of the Burst 
  Template is located over a vehicle. If the roll is 
  odd, resolve the attack against half the target’s 
  weakest armor (rounded down). If the roll is 
  even it strikes the side Armor.
  ILLUMINATION
  ILLUMINATION
  Constantine and Basilica units can also ﬁ re 
  illumination ﬂ ares each round instead of HE. 
  These are extremely bright phosphorous rounds 
  that drift down on a small parachute. This counts 
  as the battery’s barrage for the turn. Illumination 
  rounds negate all darkness penalties in non-
  forested or jungle terrain for 1d10+5 rounds. 
  In light vegetation, penalties are reduced to –1. 
  They have no effect in thick vegetation.
   AIR SUPPORT
  AIR SUPPORT
  AIR SUPPORT TABLE
  AIR SUPPORT TABLE
  d10 Type 
  Delay Die 
  Bingo Die
  1–2 
  Archangel Assault Craft d4 
  d10
  3–5 
  Angel Dropship 
  d6 
  d6
  6–7 
  Deliverance Bomber 
  d8 
  d8
  8 
  Scourge Bomber 
  d6 
  d6
  9–10 Crown Fighter 
  d6 
  d6
  4949
  SETTING RULES
  SETTING RULES
  SPA BARRAGE
  SPA BARRAGE
  The CO’s player places two adjacent templates 
  on his desired targets and checks for deviation as 
  above.
  Basilica: 5d10 damage in a Large Burst Tem-
  plate.
  Constantine: 4d10 damage in a Large Burst 
  Template.
  ADJUSTING FIRE
  ADJUSTING FIRE
  The CO can allow the barrage to continue each 
  round in the same location as the ﬁ rst salvo hit, 
  or he can adjust the target point up to 10” per 
  round without delay. If the barrage is not used in 
  a round, or is shifted more than 10” in a round, it 
  must be called in again (meaning another Delay 
  Die roll). Even with the accuracy of modern guns 
  artillery ﬁ re is still a little unpredictable. 
  Whether or not the CO has shifted ﬁ re or 
  allowed it to come down on the same location, 
  each template deviates d4–1 inches (d8–1 for 
  rockets) each turn using a d12 to determine the 
  direction.
  AIRBURSTS
  AIRBURSTS
  Artillery shells and rockets explode when 
  they strike resistance. In theory this should be 
  the ground, but one of the most feared types of 
  explosions are airbursts. These are extremely 
  common when artillery is ﬁ ring into a wooded 
  area. As well as shrapnel from the shell, shat-
  tered trees disperse sharp splinters of wood in 
  all directions.
  The WM should roll a d6 when artillery is ﬁ ring 
  into wooded areas. In lightly wooded areas, a 
  roll of 6 indicates an airburst. In heavy woods 
  this increases to a roll of 4–6. Only full overhead 
  cover offers any Armor bonus against such explo-
  sions. Simply being prone or hiding behind an 
  obstacle offers no protection from these deadly 
  explosions. Damage is increased by 2d6, due to 
  the ﬂ ying wood splinters.
  ARTILLERY VS. VEHICLES
  ARTILLERY VS. VEHICLES
  Artillery rounds plunge down from above at a 
  steep angle. This can be dangerous for vehicles 
  struck by artillery rounds.
  If the vehicle is enclosed, there is a good 
  chance the round may strike its relatively weak 
  deck Armor. Roll a d6 if the center of the Burst 
  Template is located over a vehicle. If the roll is 
  odd, resolve the attack against half the target’s 
  weakest armor (rounded down). If the roll is 
  even it strikes the side Armor.
  ILLUMINATION
  ILLUMINATION
  Constantine and Basilica units can also ﬁ re 
  illumination ﬂ ares each round instead of HE. 
  These are extremely bright phosphorous rounds 
  that drift down on a small parachute. This counts 
  as the battery’s barrage for the turn. Illumination 
  rounds negate all darkness penalties in non-
  forested or jungle terrain for 1d10+5 rounds. 
  In light vegetation, penalties are reduced to –1. 
  They have no effect in thick vegetation.
   AIR SUPPORT
  AIR SUPPORT
  AIR SUPPORT TABLE
  AIR SUPPORT TABLE
  d10 Type 
  Delay Die 
  Bingo Die
  1–2 
  Archangel Assault Craft d4 
  d10
  3–5 
  Angel Dropship 
  d6 
  d6
  6–7 
  Deliverance Bomber 
  d8 
  d8
  8 
  Scourge Bomber 
  d6 
  d6
  9–10 Crown Fighter 
  d6 
  d6
  
  5050
  NECROPOLIS 2350
  NECROPOLIS 2350
  AIR STRIKES
  AIR STRIKES
  Air support ranges from Crown ﬁ ghters up to 
  the powerful Archangel Assault Craft. Dedicated 
  air support loiters in area as long as possible 
  during crucial moments of the operation to try 
  and provide effective coverage.
  General air support is often aircraft in the 
  area returning from a mission with undropped 
  ordnance. After calling in the support, roll the 
  Delay Die to see how long it takes the aircraft to 
  reach the unit and start blasting any Rephaim or 
  Corporate forces foolish enough to be seen.
  Once the aircraft arrives, the CO can determine 
  which one of its weapons it uses each round on 
  his action card. See the Aircraft Payloads table 
  to ﬁ nd out what munitions an aircraft has at its 
  disposal. If it is listed as having a choice of muni-
  tions, randomly to determine what is available. As 
  always, roll the Bingo Die every round the aircraft 
  ﬁ res. On a 1, it is no longer available.
  Bombs are Large Burst Templates that explode 
  for 4d10 damage. The player can place as many 
  of the aircraft’s bombs as he wishes on the battle-
  ﬁ eld each turn, but all munitions dropped in a 
  single round must be adjacent. Roll 1d10–1 x 3” 
  deviation for each Burst Template.
  Guns ﬁ re a single Strafe Template each round. 
  This is Suppressive Fire. Those who are hit suffer 
  2d8+1 damage (AP 2). There is no deviation. 
  Due to the gun’s high rate of ﬁ re, targets have 
  –1 to their Spirit rolls. Foes who roll a 1 or lower 
  on their Spirit die (regardless of Wild Die) are hit 
  and suffer damage normally.
  Napalm is sticky, ﬂ aming goo that incinerates 
  most targets. It has an AP value of 30, causes 3d10 
  damage, and burns for 10 rounds on objects or 
  1d10 rounds on “soft targets” such as Rephaim. 
  Each canister of napalm creates a chain of four 
  Medium Burst Templates in a straight line. Roll 
  for deviation as for bombs and move the entire 
  chain the indicated direction and distance.
  Napalm can also be used tactically to destroy 
  vegetation and soft cover. Most ﬂ ora (as well as 
  fauna) beneath the template is destroyed and no 
  longer provides cover or concealment.
  Missiles: Passover missiles ﬁ red from the air 
  automatically hit the deck of a vehicle. The target 
  vehicle’s Armor is counted as being half its lowest 
  value (round down).
  Rockets: The player can place as many of the 
  aircraft’s rockets as he wishes on the battleﬁ eld 
  each turn, but all rockets ﬁ red in a single round 
  must be adjacent. Roll 1d10–1” deviation for 
  each Burst Template. Each 30mm rocket causes 
  3d6 damage in a Medium Burst Template. The 
  larger 200mm rockets explode for 4d8 damage in 
  a Large Burst Template.
  AIRCRAFT PAYLOADS
  AIRCRAFT PAYLOADS
  Aircraft 
  Munitions Available
  Archangel 
  Guns, Bombs x4, Rockets 
  x10 (30mm), Rockets x4 
  (200mm), 
  Missiles 
  x4 
  (Passover 9cm)
  Angel Dropship 
  Guns, Missiles x2 (Passover 
  6cm)
  Deliverance Bomber Bombs x10 or Napalm x10
  Scourge Bomber 
  Napalm x4
  Crown Fighter 
  Guns, and Rockets x6 
  (30mm) or Bombs x2 or 
  Missiles x2 (Passover 6cm)
  ANTI-AIRCRAFT FIRE
  ANTI-AIRCRAFT FIRE
  Most aircraft ﬂ y too high and fast for effective 
  anti-aircraft ﬁ re. However, the Dove AT-2, Flagel-
  lant ISV, and Corporate Shredder light tank are 
  capable of knocking out enemy aircraft. Other 
  weapons lack the accuracy, rate of ﬁ re, range, or 
  elevation.
  Characters armed with these weapons can try 
  to shoot down aircraft dropping their payloads. 
  The ﬁ rer must be on Hold on the round the 
  aircraft makes its attack, otherwise, the aircraft 
  is long gone before the ﬁ rer can react. Treat the 
  pilot has having Agility d8 for the purpose of 
  interrupting. Whether he successfully interrupts 
  or not, the hero still gets to attack the aircraft 
  this round—the difference between success and 
  failure is the aircraft has ﬁ red ﬁ rst.
  The range is always treated as being Long 
  Range. Make a single attack roll, ignoring any ROF. 
  If the ﬁ rer scores a success, the GM immediately 
  rolls the aircraft's Bingo Die. Using a Flagellant 
  allows four dice to be rolled (one per gun). On 
  any roll of 1, the aircraft has been shot down or 
  damaged enough to abort its mission. Otherwise 
  there is no effect. With a raise on the attack, roll a 
  Bingo Die of one die lower (minimum of d4).
  A single hero using anti-aircraft weaponry has 
  a low chance of success, whereas a battery of Fla-
  gellants or Dove AT-2s greatly increases the odds 
  of destroying enemy aircraft.
  5050
  NECROPOLIS 2350
  NECROPOLIS 2350
  AIR STRIKES
  AIR STRIKES
  Air support ranges from Crown ﬁ ghters up to 
  the powerful Archangel Assault Craft. Dedicated 
  air support loiters in area as long as possible 
  during crucial moments of the operation to try 
  and provide effective coverage.
  General air support is often aircraft in the 
  area returning from a mission with undropped 
  ordnance. After calling in the support, roll the 
  Delay Die to see how long it takes the aircraft to 
  reach the unit and start blasting any Rephaim or 
  Corporate forces foolish enough to be seen.
  Once the aircraft arrives, the CO can determine 
  which one of its weapons it uses each round on 
  his action card. See the Aircraft Payloads table 
  to ﬁ nd out what munitions an aircraft has at its 
  disposal. If it is listed as having a choice of muni-
  tions, randomly to determine what is available. As 
  always, roll the Bingo Die every round the aircraft 
  ﬁ res. On a 1, it is no longer available.
  Bombs are Large Burst Templates that explode 
  for 4d10 damage. The player can place as many 
  of the aircraft’s bombs as he wishes on the battle-
  ﬁ eld each turn, but all munitions dropped in a 
  single round must be adjacent. Roll 1d10–1 x 3” 
  deviation for each Burst Template.
  Guns ﬁ re a single Strafe Template each round. 
  This is Suppressive Fire. Those who are hit suffer 
  2d8+1 damage (AP 2). There is no deviation. 
  Due to the gun’s high rate of ﬁ re, targets have 
  –1 to their Spirit rolls. Foes who roll a 1 or lower 
  on their Spirit die (regardless of Wild Die) are hit 
  and suffer damage normally.
  Napalm is sticky, ﬂ aming goo that incinerates 
  most targets. It has an AP value of 30, causes 3d10 
  damage, and burns for 10 rounds on objects or 
  1d10 rounds on “soft targets” such as Rephaim. 
  Each canister of napalm creates a chain of four 
  Medium Burst Templates in a straight line. Roll 
  for deviation as for bombs and move the entire 
  chain the indicated direction and distance.
  Napalm can also be used tactically to destroy 
  vegetation and soft cover. Most ﬂ ora (as well as 
  fauna) beneath the template is destroyed and no 
  longer provides cover or concealment.
  Missiles: Passover missiles ﬁ red from the air 
  automatically hit the deck of a vehicle. The target 
  vehicle’s Armor is counted as being half its lowest 
  value (round down).
  Rockets: The player can place as many of the 
  aircraft’s rockets as he wishes on the battleﬁ eld 
  each turn, but all rockets ﬁ red in a single round 
  must be adjacent. Roll 1d10–1” deviation for 
  each Burst Template. Each 30mm rocket causes 
  3d6 damage in a Medium Burst Template. The 
  larger 200mm rockets explode for 4d8 damage in 
  a Large Burst Template.
  AIRCRAFT PAYLOADS
  AIRCRAFT PAYLOADS
  Aircraft 
  Munitions Available
  Archangel 
  Guns, Bombs x4, Rockets 
  x10 (30mm), Rockets x4 
  (200mm), 
  Missiles 
  x4 
  (Passover 9cm)
  Angel Dropship 
  Guns, Missiles x2 (Passover 
  6cm)
  Deliverance Bomber Bombs x10 or Napalm x10
  Scourge Bomber 
  Napalm x4
  Crown Fighter 
  Guns, and Rockets x6 
  (30mm) or Bombs x2 or 
  Missiles x2 (Passover 6cm)
  ANTI-AIRCRAFT FIRE
  ANTI-AIRCRAFT FIRE
  Most aircraft ﬂ y too high and fast for effective 
  anti-aircraft ﬁ re. However, the Dove AT-2, Flagel-
  lant ISV, and Corporate Shredder light tank are 
  capable of knocking out enemy aircraft. Other 
  weapons lack the accuracy, rate of ﬁ re, range, or 
  elevation.
  Characters armed with these weapons can try 
  to shoot down aircraft dropping their payloads. 
  The ﬁ rer must be on Hold on the round the 
  aircraft makes its attack, otherwise, the aircraft 
  is long gone before the ﬁ rer can react. Treat the 
  pilot has having Agility d8 for the purpose of 
  interrupting. Whether he successfully interrupts 
  or not, the hero still gets to attack the aircraft 
  this round—the difference between success and 
  failure is the aircraft has ﬁ red ﬁ rst.
  The range is always treated as being Long 
  Range. Make a single attack roll, ignoring any ROF. 
  If the ﬁ rer scores a success, the GM immediately 
  rolls the aircraft's Bingo Die. Using a Flagellant 
  allows four dice to be rolled (one per gun). On 
  any roll of 1, the aircraft has been shot down or 
  damaged enough to abort its mission. Otherwise 
  there is no effect. With a raise on the attack, roll a 
  Bingo Die of one die lower (minimum of d4).
  A single hero using anti-aircraft weaponry has 
  a low chance of success, whereas a battery of Fla-
  gellants or Dove AT-2s greatly increases the odds 
  of destroying enemy aircraft.
  
  5151
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  Let darkness and the shadow of death stain 
  it; let a cloud dwell upon it; let the blackness of 
  the day terrify it.
  Job 3:5
  Whether you call the world Chalcis, Salus, 
  or Necropolis, it holds the prestigious title of 
  being the only habitable planet outside of the 
  solar system upon which mankind has built a 
  home. It also holds the honor of being the site 
  of humanity’s last stand against a dark, insidious, 
  and destructive force threatening to extinguish 
  the light of mankind.
   NEW SOL
  NEW SOL
  At the center of the Chalcis system sits an 
  unusual binary star system. The single star is a 
  white-yellow F-class giant (category III) star. 
  Scientiﬁ c research shows the star has undergone 
  some sort of transformation in its history, possible 
  a direct result of its companion—a black hole.
  The black hole, labeled Krijger X–1 after the 
  famous Dutch astronomer who discovered it in 
  2128, lies a distance of 6.3 million miles from its 
  luminous companion, New Sol. Invisible for much 
  of the time, the black hole’s existence becomes 
  visually apparent during two solar events.
  First, the tidal effect of Krijger X–1 generates 
  massive solar ﬂ ares. Although the atmosphere 
  of Salus and its distance from the star protects 
  the inhabitants from harmful radiation, the ﬂ ares 
  have proven disastrous to spacecraft caught “in 
  the open.” One such craft was ark vessel Exodus 
  9, which entered the Chalcis system shortly 
  before a ﬂ are. Its hulk now orbits New Sol at a 
  distance of 2.4 AU, a mausoleum for the 50,000 
  souls onboard.
  Strangely, although some of the ejected solar 
  matter ends up drawn towards the event horizon 
  of the black hole, there is no evidence of any 
  x-ray radiation, a clear indication a black hole 
  is “feeding.” Probes have detected only weak 
  Hawking radiation, which raises some interesting 
  questions. However, with no radiation bursts, the 
  solar system is habitable.
  Second, every few days New Sol passes behind 
  Krijger X–1. From the surface of Salus the star 
  seems to bulge and then develop a large hole, 
  much like a donut, as light waves are bent around 
  the black hole. This is known as an Einstein 
  Ring.
  Because there is no radiation, the black hole 
  can only be detected by the inﬂ uence its gravity 
  has on its surroundings (such as the Einstein 
  Ring). Still, FC Drive ships needed to be careful 
  as the energy ﬁ eld from the drive engines were 
  subject to heavy disruption when entering the 
  system.
  New Sol has 6.8 times the mass of Earth’s own 
  sun, Sol. It is 2.6 times as bright, and has a radius 
  of 4.7 times larger than Sol. The star is stable 
  and likely to remain that way for many billions 
  of years.
  SOLAR SYSTEM
  SOLAR SYSTEM
  The Salus system consists of eight planetary 
  objects. Numbers in parentheses after the plan-
  etary object name are distances from the star in 
  astronomical units (1 AU equals approximately 
  93 million miles).
  Infernalis (0.65): Blasted by the intense heat 
  of the giant star and often bathed in solar ﬂ ares, 
  Infernalis is a barren wasteland. Its surface is 
  near-molten, making detailed exploration of the 
  surface impossible.
  Vulcan (1.0): Like Infernalis, Vulcan is a barren 
  rock with a heavily cratered surface. Remote 
  probes launched soon after the system was dis-
  covered found nothing of interest.
  5151
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  Let darkness and the shadow of death stain 
  it; let a cloud dwell upon it; let the blackness of 
  the day terrify it.
  Job 3:5
  Whether you call the world Chalcis, Salus, 
  or Necropolis, it holds the prestigious title of 
  being the only habitable planet outside of the 
  solar system upon which mankind has built a 
  home. It also holds the honor of being the site 
  of humanity’s last stand against a dark, insidious, 
  and destructive force threatening to extinguish 
  the light of mankind.
   NEW SOL
  NEW SOL
  At the center of the Chalcis system sits an 
  unusual binary star system. The single star is a 
  white-yellow F-class giant (category III) star. 
  Scientiﬁ c research shows the star has undergone 
  some sort of transformation in its history, possible 
  a direct result of its companion—a black hole.
  The black hole, labeled Krijger X–1 after the 
  famous Dutch astronomer who discovered it in 
  2128, lies a distance of 6.3 million miles from its 
  luminous companion, New Sol. Invisible for much 
  of the time, the black hole’s existence becomes 
  visually apparent during two solar events.
  First, the tidal effect of Krijger X–1 generates 
  massive solar ﬂ ares. Although the atmosphere 
  of Salus and its distance from the star protects 
  the inhabitants from harmful radiation, the ﬂ ares 
  have proven disastrous to spacecraft caught “in 
  the open.” One such craft was ark vessel Exodus 
  9, which entered the Chalcis system shortly 
  before a ﬂ are. Its hulk now orbits New Sol at a 
  distance of 2.4 AU, a mausoleum for the 50,000 
  souls onboard.
  Strangely, although some of the ejected solar 
  matter ends up drawn towards the event horizon 
  of the black hole, there is no evidence of any 
  x-ray radiation, a clear indication a black hole 
  is “feeding.” Probes have detected only weak 
  Hawking radiation, which raises some interesting 
  questions. However, with no radiation bursts, the 
  solar system is habitable.
  Second, every few days New Sol passes behind 
  Krijger X–1. From the surface of Salus the star 
  seems to bulge and then develop a large hole, 
  much like a donut, as light waves are bent around 
  the black hole. This is known as an Einstein 
  Ring.
  Because there is no radiation, the black hole 
  can only be detected by the inﬂ uence its gravity 
  has on its surroundings (such as the Einstein 
  Ring). Still, FC Drive ships needed to be careful 
  as the energy ﬁ eld from the drive engines were 
  subject to heavy disruption when entering the 
  system.
  New Sol has 6.8 times the mass of Earth’s own 
  sun, Sol. It is 2.6 times as bright, and has a radius 
  of 4.7 times larger than Sol. The star is stable 
  and likely to remain that way for many billions 
  of years.
  SOLAR SYSTEM
  SOLAR SYSTEM
  The Salus system consists of eight planetary 
  objects. Numbers in parentheses after the plan-
  etary object name are distances from the star in 
  astronomical units (1 AU equals approximately 
  93 million miles).
  Infernalis (0.65): Blasted by the intense heat 
  of the giant star and often bathed in solar ﬂ ares, 
  Infernalis is a barren wasteland. Its surface is 
  near-molten, making detailed exploration of the 
  surface impossible.
  Vulcan (1.0): Like Infernalis, Vulcan is a barren 
  rock with a heavily cratered surface. Remote 
  probes launched soon after the system was dis-
  covered found nothing of interest.
  
  5252
  NECROPOLIS 2350
  NECROPOLIS 2350
  Midgard (1.5): Tidally locked, Midgard’s sun-
  ward face is baked and blistered, while its other 
  side is bitterly cold. Back in 2139 a dozen solar 
  ﬂ are sensor satellites were placed in orbit ringing 
  the day-night divide. Two centuries on, the satel-
  lites still warn the citizens of Salus of approaching 
  solar ﬂ ares.
  Incus (2.75): Incus (“Anvil”) is an astronomi-
  cal rarity and a nightmare for scientists. At some 
  point there was once a large gas giant in the 
  orbit (estimated diameter 170,000 miles). All 
  that remains now is a ball of solid metal many 
  thousands of miles in diameter, some apocalyptic 
  force having stripped away its primordial atmo-
  sphere. Attempts to mine the surface were hastily 
  abandoned due to the solar ﬂ ares, which fried 
  even hardened robots.
  Salus (5.2): Only habitable planet. See below 
  for detailed information.
  Malleus (11.2): A small gas giant (diameter 
  63,000 miles) with rings of small particles and 
  ice crystals and 10 moons (largest just 2500 
  miles diameter). Like all gas giants, Malleus 
  (“Hammer”) has a primordial atmosphere of 
  hydrogen, helium, methane, and ammonia.
  An orbital facility was constructed in the upper 
  atmosphere in 2271 to harvest and process the 
  gases. It was abandoned in 2298 for fears it 
  would become a terrorist target for out-system 
  Corporate extremists determined to bring Salus 
  into the war. Latest scans indicate the facility is 
  still circling the planet, though it has slipped into 
  a lower orbit. Predictions are it will fall into the 
  atmosphere within a few decades.
  Icicle (21.8): Unusually, Icicle (ofﬁ cial name 
  “Cavil,” after the ﬁ rst man to set foot there) is 
  a rocky world, much like Salus. The world is 
  swathed in a layer of ice with an average depth of 
  10 miles. Evidence suggests the world entered an 
  ice age perhaps 100 million years ago and never 
  recovered. Scientiﬁ c consensus is the molten 
  core cooled and lack of volcanic activity allowed 
  the surface to cool into eternal winter.
  Interest in the world was always low, though 
  one Corporation, Off-World Mining, founded a 
  mining station in 2247 to explore the possibility 
  of recovering mineral wealth from beneath the 
  ice. All contact was lost in 2289. Off-world Mining 
  was obliterated during the Corporate Wars and its 
  local ofﬁ ce fell to West Star Mining in a relatively 
  bloodless takeover, one of the few incidents 
  during the war to affect Salus.
  The Beach (35.1): Evidence suggests the 
  Beach, a thin, sparsely populated asteroid ﬁ eld, 
  may have been a failed planetary formation. So 
  far from the sun’s gravity, the planet was stillborn, 
  the swirling morass of rocks a leftover from the 
  creation of the solar system. Early probes indi-
  cated metals found only in full-formed planets. 
  Their presence remains a mystery. 
  Before the Corporate Wars, several Corpora-
  tions established mining platforms, though these 
  were abandoned by 2300, the minerals no longer 
  being useful to the Corporate war effort. The 
  stations remain intact, but no attempts to reuse 
  them have occurred.
   SALUS
  SALUS
  Salus is also referred to as New Sol 5 in the 
  scientiﬁ c community.
  LOCATION
  LOCATION
  Salus is the only habitable planet in the local 
  system. Lying 5.2 astronomical units from its sun 
  (i.e. just over ﬁ ve times the distance between 
  Earth and the Sun), it is positioned centrally in 
  the star’s habitable zone. Were Salus in orbit at 
  the same distance as Earth is from the Sun, New 
  Sol would dominate the sky. Life would also be 
  impossible at such close proximity.
  ATMOSPHERICS
  ATMOSPHERICS
  Atmospheric pressure at sea level is equal to 
  that of Earth. Even the atmospheric composition 
  is remarkably close to that of mankind’s former 
  homeworld.
  Towards the polar zones, the aurora borealis 
  (northern hemisphere) and aurora australis 
  (southern) are constant companions during the 
  long winters. The energy output of New Sol, even 
  at this distance, results in spectacular light shows 
  as solar radiation energizes particles in the iono-
  sphere. Particularly powerful displays illuminate 
  the surrounding lands with an eerie, pale green 
  glow, almost as bright as a full moon on Earth. 
  Settlers in these climes welcome such nights for 
  the extra light they provide.
  One side effect of the increased radiation that 
  strikes Salus is the amount of radio interference it 
  causes. A solar ﬂ are can result in disrupted com-
  munications over much of the planet’s surface 
  lasting days or weeks at a time. Military strategists 
  must take such astronomical phenomenon into 
  account.
  5252
  NECROPOLIS 2350
  NECROPOLIS 2350
  Midgard (1.5): Tidally locked, Midgard’s sun-
  ward face is baked and blistered, while its other 
  side is bitterly cold. Back in 2139 a dozen solar 
  ﬂ are sensor satellites were placed in orbit ringing 
  the day-night divide. Two centuries on, the satel-
  lites still warn the citizens of Salus of approaching 
  solar ﬂ ares.
  Incus (2.75): Incus (“Anvil”) is an astronomi-
  cal rarity and a nightmare for scientists. At some 
  point there was once a large gas giant in the 
  orbit (estimated diameter 170,000 miles). All 
  that remains now is a ball of solid metal many 
  thousands of miles in diameter, some apocalyptic 
  force having stripped away its primordial atmo-
  sphere. Attempts to mine the surface were hastily 
  abandoned due to the solar ﬂ ares, which fried 
  even hardened robots.
  Salus (5.2): Only habitable planet. See below 
  for detailed information.
  Malleus (11.2): A small gas giant (diameter 
  63,000 miles) with rings of small particles and 
  ice crystals and 10 moons (largest just 2500 
  miles diameter). Like all gas giants, Malleus 
  (“Hammer”) has a primordial atmosphere of 
  hydrogen, helium, methane, and ammonia.
  An orbital facility was constructed in the upper 
  atmosphere in 2271 to harvest and process the 
  gases. It was abandoned in 2298 for fears it 
  would become a terrorist target for out-system 
  Corporate extremists determined to bring Salus 
  into the war. Latest scans indicate the facility is 
  still circling the planet, though it has slipped into 
  a lower orbit. Predictions are it will fall into the 
  atmosphere within a few decades.
  Icicle (21.8): Unusually, Icicle (ofﬁ cial name 
  “Cavil,” after the ﬁ rst man to set foot there) is 
  a rocky world, much like Salus. The world is 
  swathed in a layer of ice with an average depth of 
  10 miles. Evidence suggests the world entered an 
  ice age perhaps 100 million years ago and never 
  recovered. Scientiﬁ c consensus is the molten 
  core cooled and lack of volcanic activity allowed 
  the surface to cool into eternal winter.
  Interest in the world was always low, though 
  one Corporation, Off-World Mining, founded a 
  mining station in 2247 to explore the possibility 
  of recovering mineral wealth from beneath the 
  ice. All contact was lost in 2289. Off-world Mining 
  was obliterated during the Corporate Wars and its 
  local ofﬁ ce fell to West Star Mining in a relatively 
  bloodless takeover, one of the few incidents 
  during the war to affect Salus.
  The Beach (35.1): Evidence suggests the 
  Beach, a thin, sparsely populated asteroid ﬁ eld, 
  may have been a failed planetary formation. So 
  far from the sun’s gravity, the planet was stillborn, 
  the swirling morass of rocks a leftover from the 
  creation of the solar system. Early probes indi-
  cated metals found only in full-formed planets. 
  Their presence remains a mystery. 
  Before the Corporate Wars, several Corpora-
  tions established mining platforms, though these 
  were abandoned by 2300, the minerals no longer 
  being useful to the Corporate war effort. The 
  stations remain intact, but no attempts to reuse 
  them have occurred.
   SALUS
  SALUS
  Salus is also referred to as New Sol 5 in the 
  scientiﬁ c community.
  LOCATION
  LOCATION
  Salus is the only habitable planet in the local 
  system. Lying 5.2 astronomical units from its sun 
  (i.e. just over ﬁ ve times the distance between 
  Earth and the Sun), it is positioned centrally in 
  the star’s habitable zone. Were Salus in orbit at 
  the same distance as Earth is from the Sun, New 
  Sol would dominate the sky. Life would also be 
  impossible at such close proximity.
  ATMOSPHERICS
  ATMOSPHERICS
  Atmospheric pressure at sea level is equal to 
  that of Earth. Even the atmospheric composition 
  is remarkably close to that of mankind’s former 
  homeworld.
  Towards the polar zones, the aurora borealis 
  (northern hemisphere) and aurora australis 
  (southern) are constant companions during the 
  long winters. The energy output of New Sol, even 
  at this distance, results in spectacular light shows 
  as solar radiation energizes particles in the iono-
  sphere. Particularly powerful displays illuminate 
  the surrounding lands with an eerie, pale green 
  glow, almost as bright as a full moon on Earth. 
  Settlers in these climes welcome such nights for 
  the extra light they provide.
  One side effect of the increased radiation that 
  strikes Salus is the amount of radio interference it 
  causes. A solar ﬂ are can result in disrupted com-
  munications over much of the planet’s surface 
  lasting days or weeks at a time. Military strategists 
  must take such astronomical phenomenon into 
  account.
  
  5353
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  CLIMATE
  CLIMATE
  At 5.2 AU it takes Salus 1,536 days to circle its 
  sun, resulting in seasons lasting longer than an 
  Earth year. (Each recorded year is exactly one 
  season long.) However, the slight orbital eccen-
  tricity (0.005) and a low axial tilt of just 10 degree 
  equate to only comparatively mild seasonal varia-
  tions in temperature. Little comfort if you live in 
  the polar extremes, where the sun barely rises for 
  nearly 400 days.
  Salus has ice caps at the poles and temperatures 
  there never rise above freezing in the summer. 
  During the long winter, the temperature plum-
  mets well below the line. Snow regularly falls as 
  low as the 40th parallel. At the equator, the high 
  summer temperatures are blistering but more 
  pleasant in winter. Wealthy citizens move toward 
  the equator to escape the long, cold winter nights. 
  The sidebar shows average summer high and 
  winter low temperatures at various latitudes.
  Precipitation in non–desert regions is plentiful 
  and in certain regions can be near constant.
  The rotation period of Salus is almost exactly 
  24 hours. A leap day is added to the last day of the 
  calendar every ten years to account for the slight 
  difference. This degree of closeness to Earth’s 
  day has been attributed to everything from alien 
  tampering to divine blueprints.
  Thunderstorms and electrical storms are 
  common in the summer and a Salus storm at its 
  height can be a truly frightening experience—day 
  turns to night, thunderclaps can knock a man 
  off his feet, and lightning strikes make travel 
  extremely hazardous.
  Such storms can cover an area the size of the 
  entire American Mid West and can last for many 
  days. Hurricanes and tornadoes, whilst less fre-
  quent, easily rival those on Earth, and, in rare 
  cases, can exceed their power many fold.
  GEOGRAPHY
  GEOGRAPHY
  With a diameter of 8,950 miles and circumfer-
  ence of 28,100 miles, the planet is larger than 
  Earth. However, it is marginally less dense, result-
  ing in a surface gravity of 1.01G. Surface area is 
  approximately 251 million square miles (644 
  million square km). This equates to around 20% 
  more than Earth. 
  Water makes up 62% of the surface area (156 
  million square miles). Salus lacks its own satel-
  lite, resulting in weak yet complicated tides due 
  to the combined gravity of Krijger X–1 and New 
  Sol. When Salus is aligned with the binary pair 
  there is a noticeable high tide.
  As with Earth the oceans are salty from eons 
  of constant mineral erosion. The deepest part of 
  any ocean, the Putin Canyon, is an astounding 
  14 miles deep and has never been fully explored. 
  The average depth of the seabed is 2–3 miles. By 
  comparison, the highest mountain, Mount Bas-
  tion, is 12,800 feet (4267 yards), or 2.4 miles.
  The remaining 38% of the surface area (95 
  million square miles) is divided into four large 
  landmasses. Salus’ population of just 832 mil-
  lion humans—and an unknown number of 
  Rephaim—live scattered across this vast land-
  scape. Total human population density is just 
  8.75 citizens per square mile. (For comparison, 
  the United States had roughly 76 citizens per 
  square mile during the early 21st century, nine 
  times that of Salus.)
  Minerals common to those found on Earth are 
  found within the crust, though there is a notice-
  able lack of heavier, radioactive elements, such as 
  those vital for FC Drive manufacture. As on Earth, 
  soil composition is variable, but generally even 
  the best agricultural soil is lacking in nitrates and 
  extensive use of fertilizer is required to produce 
  good crops. The planet’s thick crust gives rise to 
  only minor plate tectonics.
  IMPORTED BIOSPHERE
  IMPORTED BIOSPHERE
  Genetically modiﬁ ed grains and cereals from 
  Earth have proven adaptable to Salus’ nutri-
  ent-deﬁ cient soil. A variety of Earth fruits and 
  vegetables were also introduced, albeit with some 
  TEMPERATURE RANGES
  TEMPERATURE RANGES
  Latitude 
  Summer 
  Winter
  0° 
  117F (47C) 
  82F (28C)
  10° 
  104F (40C) 
  70F (21C)
  20° 
  92F (33C) 
  57F (14C)
  30° 
  79F (26C) 
  45F (7C)
  40° 
  67F (19C) 
  32F (0C)
  50° 
  57F (14C) 
  15F (-9C)
  60° 
  47F (8C) 
  –2F (-19C)
  70° 
  37F (3C) 
  –19F (-28C)
  80° 
  27F (-3C) 
  –36F (-38C)
  90° 
  14F (-10C) 
  –49F (-45C)
  5353
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  CLIMATE
  CLIMATE
  At 5.2 AU it takes Salus 1,536 days to circle its 
  sun, resulting in seasons lasting longer than an 
  Earth year. (Each recorded year is exactly one 
  season long.) However, the slight orbital eccen-
  tricity (0.005) and a low axial tilt of just 10 degree 
  equate to only comparatively mild seasonal varia-
  tions in temperature. Little comfort if you live in 
  the polar extremes, where the sun barely rises for 
  nearly 400 days.
  Salus has ice caps at the poles and temperatures 
  there never rise above freezing in the summer. 
  During the long winter, the temperature plum-
  mets well below the line. Snow regularly falls as 
  low as the 40th parallel. At the equator, the high 
  summer temperatures are blistering but more 
  pleasant in winter. Wealthy citizens move toward 
  the equator to escape the long, cold winter nights. 
  The sidebar shows average summer high and 
  winter low temperatures at various latitudes.
  Precipitation in non–desert regions is plentiful 
  and in certain regions can be near constant.
  The rotation period of Salus is almost exactly 
  24 hours. A leap day is added to the last day of the 
  calendar every ten years to account for the slight 
  difference. This degree of closeness to Earth’s 
  day has been attributed to everything from alien 
  tampering to divine blueprints.
  Thunderstorms and electrical storms are 
  common in the summer and a Salus storm at its 
  height can be a truly frightening experience—day 
  turns to night, thunderclaps can knock a man 
  off his feet, and lightning strikes make travel 
  extremely hazardous.
  Such storms can cover an area the size of the 
  entire American Mid West and can last for many 
  days. Hurricanes and tornadoes, whilst less fre-
  quent, easily rival those on Earth, and, in rare 
  cases, can exceed their power many fold.
  GEOGRAPHY
  GEOGRAPHY
  With a diameter of 8,950 miles and circumfer-
  ence of 28,100 miles, the planet is larger than 
  Earth. However, it is marginally less dense, result-
  ing in a surface gravity of 1.01G. Surface area is 
  approximately 251 million square miles (644 
  million square km). This equates to around 20% 
  more than Earth. 
  Water makes up 62% of the surface area (156 
  million square miles). Salus lacks its own satel-
  lite, resulting in weak yet complicated tides due 
  to the combined gravity of Krijger X–1 and New 
  Sol. When Salus is aligned with the binary pair 
  there is a noticeable high tide.
  As with Earth the oceans are salty from eons 
  of constant mineral erosion. The deepest part of 
  any ocean, the Putin Canyon, is an astounding 
  14 miles deep and has never been fully explored. 
  The average depth of the seabed is 2–3 miles. By 
  comparison, the highest mountain, Mount Bas-
  tion, is 12,800 feet (4267 yards), or 2.4 miles.
  The remaining 38% of the surface area (95 
  million square miles) is divided into four large 
  landmasses. Salus’ population of just 832 mil-
  lion humans—and an unknown number of 
  Rephaim—live scattered across this vast land-
  scape. Total human population density is just 
  8.75 citizens per square mile. (For comparison, 
  the United States had roughly 76 citizens per 
  square mile during the early 21st century, nine 
  times that of Salus.)
  Minerals common to those found on Earth are 
  found within the crust, though there is a notice-
  able lack of heavier, radioactive elements, such as 
  those vital for FC Drive manufacture. As on Earth, 
  soil composition is variable, but generally even 
  the best agricultural soil is lacking in nitrates and 
  extensive use of fertilizer is required to produce 
  good crops. The planet’s thick crust gives rise to 
  only minor plate tectonics.
  IMPORTED BIOSPHERE
  IMPORTED BIOSPHERE
  Genetically modiﬁ ed grains and cereals from 
  Earth have proven adaptable to Salus’ nutri-
  ent-deﬁ cient soil. A variety of Earth fruits and 
  vegetables were also introduced, albeit with some 
  TEMPERATURE RANGES
  TEMPERATURE RANGES
  Latitude 
  Summer 
  Winter
  0° 
  117F (47C) 
  82F (28C)
  10° 
  104F (40C) 
  70F (21C)
  20° 
  92F (33C) 
  57F (14C)
  30° 
  79F (26C) 
  45F (7C)
  40° 
  67F (19C) 
  32F (0C)
  50° 
  57F (14C) 
  15F (-9C)
  60° 
  47F (8C) 
  –2F (-19C)
  70° 
  37F (3C) 
  –19F (-28C)
  80° 
  27F (-3C) 
  –36F (-38C)
  90° 
  14F (-10C) 
  –49F (-45C)
  
  5454
  NECROPOLIS 2350
  NECROPOLIS 2350
  faring better than others. For the most part, any 
  vegetable product once found on Earth can be 
  bought in the markets of Salus.
  Up to ﬁ ve harvests in prime agricultural 
  areas can be gathered during the long summer 
  and autumn, though the quality is often poor. 
  In winter, agriculture is conﬁ ned to the tropics 
  and equatorial regions, few of which are densely 
  populated.
  Many species of food animal were also shipped 
  to Salus. Poultry, cattle, sheep, goats, and pigs 
  are bred, and have required little modiﬁ cation 
  to adapt to their new environment. Rabbits were 
  introduced as a plentiful food source and have 
  proven perhaps too adaptable. Within the ﬁ rst 
  few decades many thousands had escaped into 
  the wilds and began breeding. Now, two centuries 
  on, they are found in abundance across much of 
  the planet.
  Cats and dogs of all breeds, still popular pets in 
  the 24th century, are numerous. In outlying areas 
  many dogs have gone feral, and have taken to 
  hunting in packs, much like African wild dogs did 
  on Earth. Rats, a common enough rodent, can be 
  found in most human settlements. Though none 
  were deliberately shipped to Salus their migra-
  tion with man was inevitable.
  Many species in danger of extinction on Earth 
  found a new home in the virgin wilds. Elephants, 
  rhinos, tigers, and wolves, amongst others, were 
  transported to Salus and let loose on the native 
  wildlife. Virtually all have adapted to eat native 
  species of plants and animals.
  GAZETTEER OF NECROPOLIS
  GAZETTEER OF NECROPOLIS
  The Alvam Pocket: The Pocket was formed 
  as a block to Church expansion from the Vatican 
  and to protect vast reserves of oil. While the 
  former failed to materialize, the latter has made 
  the Corporations operating here very rich. 
  Aquilo: Named for the bitterly cold wind that 
  howls relentlessly from the northern ice caps, 
  Aquilo covers an arc along the coast.
  The Augustine Territories: The Territories lie 
  along the southeast bulge of the Terra Australis 
  and border both Rephaim and Corporate territo-
  ries. Where the border with Dead Zone Gamma 
  is heavily fortiﬁ ed, a major road and rail network 
  links the western territory to New Pittsburgh. 
  The largest city is Augustus, which lies along the 
  banks of the Celestine River.
  Dead Zones: The term used to describe the 
  territory held by the Rephaim. A thick cloud, 
  impenetrable by the most advanced sensors, 
  covers much of the interior of each DZ. Few 
  ground units can penetrate much further than a 
  few hundred miles into the core, and what lies 
  beneath the cloud is a mystery to the Church.
  Dead Zone Alpha: DZ-Alpha, as it is known 
  among the Sacri Ordines, is the major stronghold 
  of the Rephaim. What is now dank marsh and 
  DIVISION OF LAND
  DIVISION OF LAND
  When you look at the map of Necropolis 
  you may be inclined to think of the Church 
  and Union states as being single, vast 
  metropolises or clearly deﬁ ned territories.
  In fact, over 75% of these areas are uninhab-
  ited and unprotected—in most cases the 
  borders are arbitrary lines drawn on a map 
  and represent the furthest the respective 
  militaries are willing to patrol. In the vast 
  majority of non-troubled areas, outlying 
  settlements are left to fend for themselves.
  Within each territory are hundreds of 
  smaller zones, each effectively a nation unto 
  itself, which split into still smaller domains. 
  The Church has its archdioceses, dioceses, 
  and Preceptories—the Union has city-states 
  and industrial enclaves controlled by a 
  single Corporation.
  Much of the Corporate population lives 
  in huge cities of towering skyscrapers, 
  usually located near the coasts or rich 
  natural resource reserves—only a few large 
  towns and industrial sites lie beyond the 
  city limits. The situation is reversed with 
  the Church—there are few true cities and 
  much of the population lives in large towns 
  and villages, where agriculture and light 
  industry are the prime sources of income.
  Why has so much territory remained 
  unclaimed? If settlers were to move into 
  an area both the Church and the Union 
  would have to protect their citizens. 
  Military resources on both sides are already 
  stretched to breaking point, so colonization 
  is actively discouraged through excessive 
  taxes and highly priced imports.
  5454
  NECROPOLIS 2350
  NECROPOLIS 2350
  faring better than others. For the most part, any 
  vegetable product once found on Earth can be 
  bought in the markets of Salus.
  Up to ﬁ ve harvests in prime agricultural 
  areas can be gathered during the long summer 
  and autumn, though the quality is often poor. 
  In winter, agriculture is conﬁ ned to the tropics 
  and equatorial regions, few of which are densely 
  populated.
  Many species of food animal were also shipped 
  to Salus. Poultry, cattle, sheep, goats, and pigs 
  are bred, and have required little modiﬁ cation 
  to adapt to their new environment. Rabbits were 
  introduced as a plentiful food source and have 
  proven perhaps too adaptable. Within the ﬁ rst 
  few decades many thousands had escaped into 
  the wilds and began breeding. Now, two centuries 
  on, they are found in abundance across much of 
  the planet.
  Cats and dogs of all breeds, still popular pets in 
  the 24th century, are numerous. In outlying areas 
  many dogs have gone feral, and have taken to 
  hunting in packs, much like African wild dogs did 
  on Earth. Rats, a common enough rodent, can be 
  found in most human settlements. Though none 
  were deliberately shipped to Salus their migra-
  tion with man was inevitable.
  Many species in danger of extinction on Earth 
  found a new home in the virgin wilds. Elephants, 
  rhinos, tigers, and wolves, amongst others, were 
  transported to Salus and let loose on the native 
  wildlife. Virtually all have adapted to eat native 
  species of plants and animals.
  GAZETTEER OF NECROPOLIS
  GAZETTEER OF NECROPOLIS
  The Alvam Pocket: The Pocket was formed 
  as a block to Church expansion from the Vatican 
  and to protect vast reserves of oil. While the 
  former failed to materialize, the latter has made 
  the Corporations operating here very rich. 
  Aquilo: Named for the bitterly cold wind that 
  howls relentlessly from the northern ice caps, 
  Aquilo covers an arc along the coast.
  The Augustine Territories: The Territories lie 
  along the southeast bulge of the Terra Australis 
  and border both Rephaim and Corporate territo-
  ries. Where the border with Dead Zone Gamma 
  is heavily fortiﬁ ed, a major road and rail network 
  links the western territory to New Pittsburgh. 
  The largest city is Augustus, which lies along the 
  banks of the Celestine River.
  Dead Zones: The term used to describe the 
  territory held by the Rephaim. A thick cloud, 
  impenetrable by the most advanced sensors, 
  covers much of the interior of each DZ. Few 
  ground units can penetrate much further than a 
  few hundred miles into the core, and what lies 
  beneath the cloud is a mystery to the Church.
  Dead Zone Alpha: DZ-Alpha, as it is known 
  among the Sacri Ordines, is the major stronghold 
  of the Rephaim. What is now dank marsh and 
  DIVISION OF LAND
  DIVISION OF LAND
  When you look at the map of Necropolis 
  you may be inclined to think of the Church 
  and Union states as being single, vast 
  metropolises or clearly deﬁ ned territories.
  In fact, over 75% of these areas are uninhab-
  ited and unprotected—in most cases the 
  borders are arbitrary lines drawn on a map 
  and represent the furthest the respective 
  militaries are willing to patrol. In the vast 
  majority of non-troubled areas, outlying 
  settlements are left to fend for themselves.
  Within each territory are hundreds of 
  smaller zones, each effectively a nation unto 
  itself, which split into still smaller domains. 
  The Church has its archdioceses, dioceses, 
  and Preceptories—the Union has city-states 
  and industrial enclaves controlled by a 
  single Corporation.
  Much of the Corporate population lives 
  in huge cities of towering skyscrapers, 
  usually located near the coasts or rich 
  natural resource reserves—only a few large 
  towns and industrial sites lie beyond the 
  city limits. The situation is reversed with 
  the Church—there are few true cities and 
  much of the population lives in large towns 
  and villages, where agriculture and light 
  industry are the prime sources of income.
  Why has so much territory remained 
  unclaimed? If settlers were to move into 
  an area both the Church and the Union 
  would have to protect their citizens. 
  Military resources on both sides are already 
  stretched to breaking point, so colonization 
  is actively discouraged through excessive 
  taxes and highly priced imports.
  
  5555
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  barren steppe was once a vast plain interspersed 
  with verdant forests. New Budapest, the former 
  Vatican of the South now lies in the zone.
  Dead Zone Beta: Located in the western 
  bulge of Terra Nova, DZ-Beta is considered a 
  serious threat to human existence. Until 2319 the 
  area was barren wastes, marshes, and jungle, and 
  home to a few isolated Church and Corporate 
  enclaves.
  Without warning, a tide of Rephaim swept for-
  ward from the marshes and destroyed everything 
  in their path. Although the Sacri Ordines have 
  managed to halt their progress, the border is not 
  as well defended as the Iron Belt.
  Dead Zone Gamma: DZ-Gamma has so 
  far been contained by the quick action of both 
  Church and Corporate forces. It borders three 
  territories, all of which are heavily fortiﬁ ed. The 
  Rephaim have kept up pressures on all three 
  borders—a tactic which has failed to produce any 
  major breakthroughs.
  Drake Peninsula: Technically the peninsula 
  covers only the north part of the territory, but as 
  the Corporations expanded the name was car-
  ried over to the whole area. Although a series of 
  bridges and tunnels links the southern extreme 
  with Hensland, natural geography has prevented 
  the two states from merging completely.
  The Eastern Conurbs: Western Haven may 
  be home to the Church’s penal mines, but the 
  eastern sector belongs to the Corporations.
  Haven: The smallest continental landmass of 
  Salus is a morass of tropical jungle and swamps. 
  Much of the center remains unexplored, though 
  a few Corporate research bases exist.
  Hensland: Also known as The Strip, the Union 
  founded Hensland in a bid to stop Nova Europa 
  and Tomaculum completely isolating the Drake 
  Peninsula by overland routes. The plan worked 
  and Hensland is now a major Corporate enclave.
  The Iron Belt: The Iron Belt is a series of large 
  Preceptories manned by all ﬁ ve Sacri Ordines 
  spread out over 5,000 miles along the foothills of 
  the Montes Carpathia. Despite the massed ranks 
  of troops, defending every mile of the border is 
  beyond the Church’s capability and incursions 
  through the Belt are commonplace. To the east 
  lie the Carpathians, to the west lies Dead Zone 
  Alpha. Civilians still live in the region and farm 
  the fertile soil to feed the Knights and Sergeants 
  whose constant vigil keeps the eastern continent 
  safe from attack. The northern extreme was once 
  New Carpathia, and stretched as far as New Buda-
  pest in the west.
  Kobia: Kobia is the Union’s largest territory. 
  Western expansion toward the Levant has been 
  halted as Corporate resources are diverted to 
  defending the eastern border. Several large 
  mining cities exist along the Montes Ferrum.
  The Levant: Running from the northern coast 
  down to the Carpathian Mountains, the Levant is 
  under threat from Rephaim forces massing along 
  the Iron Belt. The southeastern border extends 
  as far as Terra Infernalis.
  Midgard: The most northerly Corporate 
  enclave is the headquarters of Asgard. Very little 
  of its colossal military might is stationed here, as 
  there is no serious threat to its hegemony. Rumors 
  abound the Corporation has constructed several 
  research bases in the ice caps but the Church 
  cannot afford the manpower to investigate the 
  truth of the matter.
   New Budapest: New Budapest, the Vatican 
  of the South, was the second largest Church city 
  on Salus. Originally constructed on a large island 
  in the River Boritsi, the city quickly expanded 
  onto the neighboring banks. Within a decade of 
  its founding it was home to two million souls. 
  Its fall to the Rephaim in 2346 was considered 
  5555
  GUIDE TO NECROPOLIS
  GUIDE TO NECROPOLIS
  barren steppe was once a vast plain interspersed 
  with verdant forests. New Budapest, the former 
  Vatican of the South now lies in the zone.
  Dead Zone Beta: Located in the western 
  bulge of Terra Nova, DZ-Beta is considered a 
  serious threat to human existence. Until 2319 the 
  area was barren wastes, marshes, and jungle, and 
  home to a few isolated Church and Corporate 
  enclaves.
  Without warning, a tide of Rephaim swept for-
  ward from the marshes and destroyed everything 
  in their path. Although the Sacri Ordines have 
  managed to halt their progress, the border is not 
  as well defended as the Iron Belt.
  Dead Zone Gamma: DZ-Gamma has so 
  far been contained by the quick action of both 
  Church and Corporate forces. It borders three 
  territories, all of which are heavily fortiﬁ ed. The 
  Rephaim have kept up pressures on all three 
  borders—a tactic which has failed to produce any 
  major breakthroughs.
  Drake Peninsula: Technically the peninsula 
  covers only the north part of the territory, but as 
  the Corporations expanded the name was car-
  ried over to the whole area. Although a series of 
  bridges and tunnels links the southern extreme 
  with Hensland, natural geography has prevented 
  the two states from merging completely.
  The Eastern Conurbs: Western Haven may 
  be home to the Church’s penal mines, but the 
  eastern sector belongs to the Corporations.
  Haven: The smallest continental landmass of 
  Salus is a morass of tropical jungle and swamps. 
  Much of the center remains unexplored, though 
  a few Corporate research bases exist.
  Hensland: Also known as The Strip, the Union 
  founded Hensland in a bid to stop Nova Europa 
  and Tomaculum completely isolating the Drake 
  Peninsula by overland routes. The plan worked 
  and Hensland is now a major Corporate enclave.
  The Iron Belt: The Iron Belt is a series of large 
  Preceptories manned by all ﬁ ve Sacri Ordines 
  spread out over 5,000 miles along the foothills of 
  the Montes Carpathia. Despite the massed ranks 
  of troops, defending every mile of the border is 
  beyond the Church’s capability and incursions 
  through the Belt are commonplace. To the east 
  lie the Carpathians, to the west lies Dead Zone 
  Alpha. Civilians still live in the region and farm 
  the fertile soil to feed the Knights and Sergeants 
  whose constant vigil keeps the eastern continent 
  safe from attack. The northern extreme was once 
  New Carpathia, and stretched as far as New Buda-
  pest in the west.
  Kobia: Kobia is the Union’s largest territory. 
  Western expansion toward the Levant has been 
  halted as Corporate resources are diverted to 
  defending the eastern border. Several large 
  mining cities exist along the Montes Ferrum.
  The Levant: Running from the northern coast 
  down to the Carpathian Mountains, the Levant is 
  under threat from Rephaim forces massing along 
  the Iron Belt. The southeastern border extends 
  as far as Terra Infernalis.
  Midgard: The most northerly Corporate 
  enclave is the headquarters of Asgard. Very little 
  of its colossal military might is stationed here, as 
  there is no serious threat to its hegemony. Rumors 
  abound the Corporation has constructed several 
  research bases in the ice caps but the Church 
  cannot afford the manpower to investigate the 
  truth of the matter.
   New Budapest: New Budapest, the Vatican 
  of the South, was the second largest Church city 
  on Salus. Originally constructed on a large island 
  in the River Boritsi, the city quickly expanded 
  onto the neighboring banks. Within a decade of 
  its founding it was home to two million souls. 
  Its fall to the Rephaim in 2346 was considered 
  
  5656
  NECROPOLIS 2350
  NECROPOLIS 2350
  a disaster of the ﬁ rst magnitude and a clear sign 
  the apocalypse was near. An attempt to liberate 
  the city in 2347 failed and led to the fortiﬁ cation 
  of the Iron Belt.
  The city is divided into three key areas—the 
  city center, the outer districts, and the suburbs. 
  The main island remained the city center and 
  housed the great cathedral of St Peter, as well as 
  bureaucratic Preceptories for all ﬁ ve Ordines, an 
  Inquisition ofﬁ ce, and a vast treasury. On either 
  bank were the main accommodation areas and 
  light industrial parks. Tall apartment blocks 
  housed the tens of thousands of workers, whose 
  smoky factories were located in the surrounding 
  area. Further aﬁ eld were the suburbs—a mix of 
  large villas owned by the rich and the slums of 
  the poor who saw New Budapest as a new hope.
  Once New Budapest was the capital of New 
  Carpathia—now it lies hundreds of miles behind 
  the frontline. As far as the Sacri Ordines have 
  been able to deduce, within a few months of the 
  city being taken the two million souls inhabiting 
  the city became two million Rephaim. Recaptur-
  ing the city is a Church priority.
  New Eden: Lies on the western tip of Haven 
  and serves as a Church penal mining colony.
  New Pittsburgh: The second-largest Union 
  state is one of the key manufacturing areas on 
  Salus. Vast industrial complexes produce every-
  thing from processed food to telecommunications 
  satellites. Although the attempt to link the terri-
  tory with Kobia to the north has been thwarted 
  by the Church, relations remain good between 
  the Corporations and their Church neighbors.
  The New Territories: The New Territories 
  were claimed in 2332 in direct response to the 
  growth of the Corporate territory of Kobia to the 
  north. The border with Kobia is heavily fortiﬁ ed 
  to prevent further expansion. Preceptories guard 
  the eastern border, but the Rephaim exist here 
  in fewer numbers and do not present as much 
  threat as those far to the west.
  Nova Europa: Covers a vast territory, though 
  much of the population lives in the northern 
  bulge. The coastal arc is predominantly com-
  prised of ﬁ shing towns.
  Telmar: Telmar has shrunk to half its former 
  size since the Rephaim stormed out of DZ-Alpha. 
  Asgard and Ravendell both maintain large gar-
  risons on the border—paid for by Corporations 
  within the territory—but the unending waves of 
  Rephaim have so far proven unstoppable. It is 
  likely the territory will fall within two decades.
  Terra Australis: The great southern continent 
  accounts almost half the land area of Salus. 
  Although it now covers much of the southern 
  hemisphere, it was not always so. The Montes 
  Carpathia are in fact the joining of three con-
  tinents—the western and eastern parts of the 
  island crashed into a central continent. As the 
  two larger continents drive toward each other, 
  the region of Terra Infernalis is being crushed to 
  form the two mountain ranges to either side.
  Terra Infernalis: Hemmed in by the Montes 
  Carpathia to the west and the Montes Ferrum to 
  the east, Terra Infernalis is a barren desert. Thin 
  strips of farmland exist near the mountain ranges, 
  where summer melt waters allow crops to grow. 
  The vast interior, the largest part of which is the 
  Ruber Desert, has never been fully explored but 
  reconnaissance ﬂ ights and satellite mapping have 
  revealed nothing but vast seas of sand dunes 
  broken by rocky plateaus.
  Terra Nova: Terra Nova was the ﬁ rst continent 
  on which mankind landed. Its vast area ranges 
  from equatorial jungle through to sub arctic for-
  ests. Terra Nova comprises two continents thrust 
  together by tectonic activity—the western portion 
  is moving slowly eastward while the eastern part 
  is grinding southwest.
  Terra Septentriones: With its northern coast 
  inside the Arctic Circle, Terra Septentriones is the 
  most northerly continent. Much of its territory is 
  unclaimed taiga.
  Tomaculum: Until 2327 the region of Tomacu-
  lum was known as Aquinas. Corporate expansion 
  from the north and a constant Rephaim threat 
  from the south, combined with the near-impass-
  able Montes Leviathan to the east have resulted 
  in the territory being isolated. The name Tomacu-
  lum actually means “sausage” and refers to the 
  territory’s shape. 
  The northern and eastern borders are only 
  lightly defended—the Church simply cannot 
  afford the manpower to watch three borders.
  Vatican City: Although the entire territory is 
  referred to as the Vatican, the city itself comprises 
  only 50 square miles and is located on the New 
  Tiber estuary. The inner city is one of opulent 
  splendor, but is surrounded by slums and facto-
  ries. As one might expect, the entire area is ringed 
  with Preceptories. Each Sacer Ordo maintains an 
  administrative Preceptory building close to the 
  Papal palace, which serves as the headquarters of 
  the Sacer Ordo and is home to the Grand Master 
  and his aides.
  5656
  NECROPOLIS 2350
  NECROPOLIS 2350
  a disaster of the ﬁ rst magnitude and a clear sign 
  the apocalypse was near. An attempt to liberate 
  the city in 2347 failed and led to the fortiﬁ cation 
  of the Iron Belt.
  The city is divided into three key areas—the 
  city center, the outer districts, and the suburbs. 
  The main island remained the city center and 
  housed the great cathedral of St Peter, as well as 
  bureaucratic Preceptories for all ﬁ ve Ordines, an 
  Inquisition ofﬁ ce, and a vast treasury. On either 
  bank were the main accommodation areas and 
  light industrial parks. Tall apartment blocks 
  housed the tens of thousands of workers, whose 
  smoky factories were located in the surrounding 
  area. Further aﬁ eld were the suburbs—a mix of 
  large villas owned by the rich and the slums of 
  the poor who saw New Budapest as a new hope.
  Once New Budapest was the capital of New 
  Carpathia—now it lies hundreds of miles behind 
  the frontline. As far as the Sacri Ordines have 
  been able to deduce, within a few months of the 
  city being taken the two million souls inhabiting 
  the city became two million Rephaim. Recaptur-
  ing the city is a Church priority.
  New Eden: Lies on the western tip of Haven 
  and serves as a Church penal mining colony.
  New Pittsburgh: The second-largest Union 
  state is one of the key manufacturing areas on 
  Salus. Vast industrial complexes produce every-
  thing from processed food to telecommunications 
  satellites. Although the attempt to link the terri-
  tory with Kobia to the north has been thwarted 
  by the Church, relations remain good between 
  the Corporations and their Church neighbors.
  The New Territories: The New Territories 
  were claimed in 2332 in direct response to the 
  growth of the Corporate territory of Kobia to the 
  north. The border with Kobia is heavily fortiﬁ ed 
  to prevent further expansion. Preceptories guard 
  the eastern border, but the Rephaim exist here 
  in fewer numbers and do not present as much 
  threat as those far to the west.
  Nova Europa: Covers a vast territory, though 
  much of the population lives in the northern 
  bulge. The coastal arc is predominantly com-
  prised of ﬁ shing towns.
  Telmar: Telmar has shrunk to half its former 
  size since the Rephaim stormed out of DZ-Alpha. 
  Asgard and Ravendell both maintain large gar-
  risons on the border—paid for by Corporations 
  within the territory—but the unending waves of 
  Rephaim have so far proven unstoppable. It is 
  likely the territory will fall within two decades.
  Terra Australis: The great southern continent 
  accounts almost half the land area of Salus. 
  Although it now covers much of the southern 
  hemisphere, it was not always so. The Montes 
  Carpathia are in fact the joining of three con-
  tinents—the western and eastern parts of the 
  island crashed into a central continent. As the 
  two larger continents drive toward each other, 
  the region of Terra Infernalis is being crushed to 
  form the two mountain ranges to either side.
  Terra Infernalis: Hemmed in by the Montes 
  Carpathia to the west and the Montes Ferrum to 
  the east, Terra Infernalis is a barren desert. Thin 
  strips of farmland exist near the mountain ranges, 
  where summer melt waters allow crops to grow. 
  The vast interior, the largest part of which is the 
  Ruber Desert, has never been fully explored but 
  reconnaissance ﬂ ights and satellite mapping have 
  revealed nothing but vast seas of sand dunes 
  broken by rocky plateaus.
  Terra Nova: Terra Nova was the ﬁ rst continent 
  on which mankind landed. Its vast area ranges 
  from equatorial jungle through to sub arctic for-
  ests. Terra Nova comprises two continents thrust 
  together by tectonic activity—the western portion 
  is moving slowly eastward while the eastern part 
  is grinding southwest.
  Terra Septentriones: With its northern coast 
  inside the Arctic Circle, Terra Septentriones is the 
  most northerly continent. Much of its territory is 
  unclaimed taiga.
  Tomaculum: Until 2327 the region of Tomacu-
  lum was known as Aquinas. Corporate expansion 
  from the north and a constant Rephaim threat 
  from the south, combined with the near-impass-
  able Montes Leviathan to the east have resulted 
  in the territory being isolated. The name Tomacu-
  lum actually means “sausage” and refers to the 
  territory’s shape. 
  The northern and eastern borders are only 
  lightly defended—the Church simply cannot 
  afford the manpower to watch three borders.
  Vatican City: Although the entire territory is 
  referred to as the Vatican, the city itself comprises 
  only 50 square miles and is located on the New 
  Tiber estuary. The inner city is one of opulent 
  splendor, but is surrounded by slums and facto-
  ries. As one might expect, the entire area is ringed 
  with Preceptories. Each Sacer Ordo maintains an 
  administrative Preceptory building close to the 
  Papal palace, which serves as the headquarters of 
  the Sacer Ordo and is home to the Grand Master 
  and his aides.
  
  5757
  MOTHER CHURCH
  MOTHER CHURCH
  Thou shalt fear the Lord thy God, and serve 
  him, and shalt swear by his name.
  Deuteronomy 6:13
  At the center of mankind’s resistance to the 
  Rephaim threat sits the Third Reformation 
  Church. No longer a simple spiritual entity, the 
  Church represents a sizeable ﬁ nancial, political, 
  and military force, ruled over by Pope John XXIV.
  This is not the same Church as that of the 21st 
  century. The Third Reformation Church bears 
  only passing resemblance to that entity, which 
  withered during the ﬁ rst colonization of the 
  Terran solar system, when mankind’s belief in his 
  own ability replaced the need for God.
  Much has changed in the Church since its ini-
  tial creation during the Imperial Roman period. 
  Women are accepted as priests, although few rise 
  to positions of power, the militant Sacri Ordines 
  have risen from the ashes, and Church doctrine 
  has moved away from many of its former tenets. 
  In many ways, the Church has taken several steps 
  backward toward a more medieval view of life. The 
  war against the Rephaim is a crusade, heretics are 
  arrested, tortured, and executed, and familial ties 
  are a way of climbing the spiritual power ladder. 
  (Readers should note the term “heresy” does not 
  in any way refer to other, real world religions.)
   CHURCH 
  CHURCH  STRUCTURE
  STRUCTURE
   Pope John XXIV is the spiritual and secular 
  leader of the Church, and the most inﬂ uential 
  individual on Salus. His decrees affect the lives of 
  the hundreds of millions of citizens who belong 
  to the Church. As well as being pontiff, he is 
  entitled Bishop of the Vatican and Vicar of Salus.
  Beneath the pope are the cardinals of the 
  Curia, who act as the pope’s ministers and chief 
  advisors. Forming the College of Cardinals, these 
  individuals carry out the pope’s edicts and ensure 
  the Church machinery operates effectively. The 
  reach of a cardinal extends far beyond the doors 
  of his ofﬁ ce, however. Even though they have no 
  jurisdictional powers over the rest of the hierar-
  chical structure, their word carries great weight 
  and few archbishops or bishops will refuse to aid 
  a cardinal when requested. For all they know, 
  he may become the next pontiff and favors are 
  handy resources.
  Ruling over areas called archdioceses are the 
  archbishops. Answerable directly to the pope, it 
  is their job to maintain order over the bishops 
  who serve them. The biannual gathering of arch-
  bishops—the Prime Synod—functions to see the 
  pope’s will is carried out, as well as to discuss 
  matters of faith and law.
  Bishops are responsible for a diocese, the 
  main administrative unit of the Church. It is their 
  duty to govern the parochial churches, deliver 
  Church law to the citizens, oversee educational 
  and charitable programs, and stamp out heresy 
  within their diocese. Each has the power to create 
  Diocese Laws, so long as they do not counter any 
  Church laws. The bishop’s palace is both home 
  and ofﬁ ce, containing residential quarters for the 
  bishop, as well as administrative ofﬁ ces, the court 
  of laws, and extensive libraries.
  Serving under the bishops are a varying 
  number of priests. Depending on the size of the 
  diocese this can range from 50 up to 500. Priests 
  are responsible for a single church within a settle-
  ment. Again, depending on the population of the 
  settlement, there may be as many as two–dozen 
  churches catering for the religious needs of the 
  masses. Priests are responsible for carrying out 
  their bishop’s orders and for caring for the needs 
  of their congregation.
  5757
  MOTHER CHURCH
  MOTHER CHURCH
  Thou shalt fear the Lord thy God, and serve 
  him, and shalt swear by his name.
  Deuteronomy 6:13
  At the center of mankind’s resistance to the 
  Rephaim threat sits the Third Reformation 
  Church. No longer a simple spiritual entity, the 
  Church represents a sizeable ﬁ nancial, political, 
  and military force, ruled over by Pope John XXIV.
  This is not the same Church as that of the 21st 
  century. The Third Reformation Church bears 
  only passing resemblance to that entity, which 
  withered during the ﬁ rst colonization of the 
  Terran solar system, when mankind’s belief in his 
  own ability replaced the need for God.
  Much has changed in the Church since its ini-
  tial creation during the Imperial Roman period. 
  Women are accepted as priests, although few rise 
  to positions of power, the militant Sacri Ordines 
  have risen from the ashes, and Church doctrine 
  has moved away from many of its former tenets. 
  In many ways, the Church has taken several steps 
  backward toward a more medieval view of life. The 
  war against the Rephaim is a crusade, heretics are 
  arrested, tortured, and executed, and familial ties 
  are a way of climbing the spiritual power ladder. 
  (Readers should note the term “heresy” does not 
  in any way refer to other, real world religions.)
   CHURCH 
  CHURCH  STRUCTURE
  STRUCTURE
   Pope John XXIV is the spiritual and secular 
  leader of the Church, and the most inﬂ uential 
  individual on Salus. His decrees affect the lives of 
  the hundreds of millions of citizens who belong 
  to the Church. As well as being pontiff, he is 
  entitled Bishop of the Vatican and Vicar of Salus.
  Beneath the pope are the cardinals of the 
  Curia, who act as the pope’s ministers and chief 
  advisors. Forming the College of Cardinals, these 
  individuals carry out the pope’s edicts and ensure 
  the Church machinery operates effectively. The 
  reach of a cardinal extends far beyond the doors 
  of his ofﬁ ce, however. Even though they have no 
  jurisdictional powers over the rest of the hierar-
  chical structure, their word carries great weight 
  and few archbishops or bishops will refuse to aid 
  a cardinal when requested. For all they know, 
  he may become the next pontiff and favors are 
  handy resources.
  Ruling over areas called archdioceses are the 
  archbishops. Answerable directly to the pope, it 
  is their job to maintain order over the bishops 
  who serve them. The biannual gathering of arch-
  bishops—the Prime Synod—functions to see the 
  pope’s will is carried out, as well as to discuss 
  matters of faith and law.
  Bishops are responsible for a diocese, the 
  main administrative unit of the Church. It is their 
  duty to govern the parochial churches, deliver 
  Church law to the citizens, oversee educational 
  and charitable programs, and stamp out heresy 
  within their diocese. Each has the power to create 
  Diocese Laws, so long as they do not counter any 
  Church laws. The bishop’s palace is both home 
  and ofﬁ ce, containing residential quarters for the 
  bishop, as well as administrative ofﬁ ces, the court 
  of laws, and extensive libraries.
  Serving under the bishops are a varying 
  number of priests. Depending on the size of the 
  diocese this can range from 50 up to 500. Priests 
  are responsible for a single church within a settle-
  ment. Again, depending on the population of the 
  settlement, there may be as many as two–dozen 
  churches catering for the religious needs of the 
  masses. Priests are responsible for carrying out 
  their bishop’s orders and for caring for the needs 
  of their congregation.
  
  5858
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE 
  THE  CURIA
  CURIA
  The Curia is the civil service of the Church but 
  most often refers only to the cardinals who run 
  the various departments and belong to the Col-
  lege of Cardinals. 
  Each cardinal takes his orders directly from the 
  pope and departments are seen as personal ﬁ efs, 
  to be ruled as they wish so long as the pontiff 
  remains happy. Beneath the cardinals is a veritable 
  army of priests and laity, whose task it is to ensure 
  each department runs smoothly and efﬁ ciently.
  The Curia has many arms, but the most well 
  known are described below (in alphabetical 
  order) in more detail. Examples of lesser ofﬁ ces 
  include the Ofﬁ ce of Printing (printers of ofﬁ cial 
  Church booklets and Bibles), Ofﬁ ce of Ceremo-
  nies (organizes major events and pontiﬁ cal 
  tours), the Ofﬁ ce of Mail (the Church’s postal 
  department), and the Ofﬁ ce of Astronomy (one 
  of several scientiﬁ c ofﬁ ces answering to the Ofﬁ ce 
  of Scientiﬁ c Research).
  OFFICE OF CORPORATE LIAISON
  OFFICE OF CORPORATE LIAISON
  The Church may not favor the Corporations 
  but it also knows it cannot afford to completely 
  alienate them—too much of Salus’ manufactur-
  ing capacity is held in their hands. The Ofﬁ ce 
  of Corporate Liaison is charged with two key 
  tasks—ensuring the Corporations do not overstep 
  the mark and smoothing any rufﬂ ed feathers. The 
  head of the ofﬁ ce carries the title Cardinal Secre-
  tary of State and is the highest-ranking cardinal in 
  the Curia. He is also the Pope’s chief advisor.
  Ambassadors are sent to each Corporation’s 
  headquarters on a year long secondment, during 
  which time they are the pope’s ofﬁ cial represen-
  tatives. Though the Corporations rarely warm to 
  an ambassador—most view them as little more 
  than spies—they are at least cordial. With every 
  ambassador travels an entourage of 10–30 admin-
  istrators.
  At least one of the administrators is a member 
  of the Church Intelligence Service tasked with 
  gathering as much information as he can on 
  covert Corporate activities and reporting them 
  back to the CIS. Church ambassadorial staff are 
  accorded diplomatic immunity, and the only 
  punishment the Corporations can inﬂ ict on those 
  caught spying is expulsion from the enclave.
  An ambassador is also tasked with liaising with 
  each Corporate diplomatic ofﬁ ce in the various 
  Papal states. More than one ambassador is a 
  CIS agent, though only the CIS knows the true 
  ﬁ gure.
  OFFICE OF EDUCATION
  OFFICE OF EDUCATION
  The Church considers part of its moral duty 
  as protector of mankind to educate the masses. 
  Outside of Corporate enclaves, all schools and 
  colleges are Church controlled. Reading, writing, 
  math, and sciences are all part of the agenda, as 
  is a heavy dose of theology.
  City schools and colleges are well staffed, with 
  deans teaching a specialized subject. In rural 
  areas, the local priest often doubles as the school-
  master, and, depending on his own skills, certain 
  subjects may be missed from the timetable.
  Each year the schools and colleges hold a 
  careers day. Members of the various Curial ofﬁ ces 
  and Sacri Ordines attend, trying to recruit new 
  members from amongst those graduating that 
  year. Church approved businesses are also invited. 
  Most of the children ﬂ ock to the Sacri Ordines’ 
  stands, keen to handle the veritable arsenal each 
  Ordo brings along and to talk with the Knights. 
  Such is the power of the Church media.
  The education channel is run by members of 
  the Ofﬁ ce of Education, working alongside their 
  colleagues from the Ofﬁ ce of Information.
  OFFICE OF INFORMATION
  OFFICE OF INFORMATION
  Citizens on Salus have few choices when it 
  comes to television and radio. An in-depth look 
  at the Church media is found on page 61. The 
  Ofﬁ ce of Information is directly responsible for 
  the Church’s media network and in this capacity 
  works closely with the Ofﬁ ce of Education.
  People crave entertainment, and it is the 
  responsibility of this ofﬁ ce to ensure they receive 
  this—so long as the programs are approved 
  by Church doctrine. The ofﬁ ce has full control 
  over television, radio, and newspapers within 
  non–Corporate areas.
  As well as reporters, cameramen, newsreaders, 
  and sound engineers, the ofﬁ ce also has a depart-
  ment dedicated to tracking down Corporate radio 
  stations broadcasting within Church territory and 
  shutting them down. Ofﬁ cially called the Ofﬁ ce of 
  Public Conscience, they are commonly referred 
  to as the Censors.
  5858
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE 
  THE  CURIA
  CURIA
  The Curia is the civil service of the Church but 
  most often refers only to the cardinals who run 
  the various departments and belong to the Col-
  lege of Cardinals. 
  Each cardinal takes his orders directly from the 
  pope and departments are seen as personal ﬁ efs, 
  to be ruled as they wish so long as the pontiff 
  remains happy. Beneath the cardinals is a veritable 
  army of priests and laity, whose task it is to ensure 
  each department runs smoothly and efﬁ ciently.
  The Curia has many arms, but the most well 
  known are described below (in alphabetical 
  order) in more detail. Examples of lesser ofﬁ ces 
  include the Ofﬁ ce of Printing (printers of ofﬁ cial 
  Church booklets and Bibles), Ofﬁ ce of Ceremo-
  nies (organizes major events and pontiﬁ cal 
  tours), the Ofﬁ ce of Mail (the Church’s postal 
  department), and the Ofﬁ ce of Astronomy (one 
  of several scientiﬁ c ofﬁ ces answering to the Ofﬁ ce 
  of Scientiﬁ c Research).
  OFFICE OF CORPORATE LIAISON
  OFFICE OF CORPORATE LIAISON
  The Church may not favor the Corporations 
  but it also knows it cannot afford to completely 
  alienate them—too much of Salus’ manufactur-
  ing capacity is held in their hands. The Ofﬁ ce 
  of Corporate Liaison is charged with two key 
  tasks—ensuring the Corporations do not overstep 
  the mark and smoothing any rufﬂ ed feathers. The 
  head of the ofﬁ ce carries the title Cardinal Secre-
  tary of State and is the highest-ranking cardinal in 
  the Curia. He is also the Pope’s chief advisor.
  Ambassadors are sent to each Corporation’s 
  headquarters on a year long secondment, during 
  which time they are the pope’s ofﬁ cial represen-
  tatives. Though the Corporations rarely warm to 
  an ambassador—most view them as little more 
  than spies—they are at least cordial. With every 
  ambassador travels an entourage of 10–30 admin-
  istrators.
  At least one of the administrators is a member 
  of the Church Intelligence Service tasked with 
  gathering as much information as he can on 
  covert Corporate activities and reporting them 
  back to the CIS. Church ambassadorial staff are 
  accorded diplomatic immunity, and the only 
  punishment the Corporations can inﬂ ict on those 
  caught spying is expulsion from the enclave.
  An ambassador is also tasked with liaising with 
  each Corporate diplomatic ofﬁ ce in the various 
  Papal states. More than one ambassador is a 
  CIS agent, though only the CIS knows the true 
  ﬁ gure.
  OFFICE OF EDUCATION
  OFFICE OF EDUCATION
  The Church considers part of its moral duty 
  as protector of mankind to educate the masses. 
  Outside of Corporate enclaves, all schools and 
  colleges are Church controlled. Reading, writing, 
  math, and sciences are all part of the agenda, as 
  is a heavy dose of theology.
  City schools and colleges are well staffed, with 
  deans teaching a specialized subject. In rural 
  areas, the local priest often doubles as the school-
  master, and, depending on his own skills, certain 
  subjects may be missed from the timetable.
  Each year the schools and colleges hold a 
  careers day. Members of the various Curial ofﬁ ces 
  and Sacri Ordines attend, trying to recruit new 
  members from amongst those graduating that 
  year. Church approved businesses are also invited. 
  Most of the children ﬂ ock to the Sacri Ordines’ 
  stands, keen to handle the veritable arsenal each 
  Ordo brings along and to talk with the Knights. 
  Such is the power of the Church media.
  The education channel is run by members of 
  the Ofﬁ ce of Education, working alongside their 
  colleagues from the Ofﬁ ce of Information.
  OFFICE OF INFORMATION
  OFFICE OF INFORMATION
  Citizens on Salus have few choices when it 
  comes to television and radio. An in-depth look 
  at the Church media is found on page 61. The 
  Ofﬁ ce of Information is directly responsible for 
  the Church’s media network and in this capacity 
  works closely with the Ofﬁ ce of Education.
  People crave entertainment, and it is the 
  responsibility of this ofﬁ ce to ensure they receive 
  this—so long as the programs are approved 
  by Church doctrine. The ofﬁ ce has full control 
  over television, radio, and newspapers within 
  non–Corporate areas.
  As well as reporters, cameramen, newsreaders, 
  and sound engineers, the ofﬁ ce also has a depart-
  ment dedicated to tracking down Corporate radio 
  stations broadcasting within Church territory and 
  shutting them down. Ofﬁ cially called the Ofﬁ ce of 
  Public Conscience, they are commonly referred 
  to as the Censors.
  
  5959
  MOTHER CHURCH
  MOTHER CHURCH
  OFFICE OF INTERNAL SECURITY
  OFFICE OF INTERNAL SECURITY
  More properly named the Church Intelligence 
  Service, the CIS is a large department 
  that works closely with the Inquisition. 
  Their mandate covers everything from 
  countering Corporate espionage, uncov-
  ering heresies, and reporting on morals 
  amongst the laity. It has no interest in 
  minor crimes unless the suspect is of sig-
  niﬁ cant interest, such as a high–ranking 
  clergyman or Corporate executive.
  Members are stationed in every 
  large settlement across Salus, 
  in 
  Corporate 
  liaison 
  teams, 
  within Preceptories, and even in 
  non–Church territories. Other 
  Curial departments are frequently 
  placed under routine surveillance 
  for signs of corruption.
  The CIS has access to a wide range 
  of communication equipment and 
  maintains two spy satellites of its own. 
  Though the CIS has a wide range of 
  investigative powers, it has no judicial 
  arm—the Inquisition handles arrests 
  and interrogations.
  Since the founding of the ﬁ rst 
  Sacer Ordo, the CIS has tried to 
  work its way into a position of 
  trust. To date, there has been no 
  noticeable success. The Ordines 
  are ﬁ ercely independent of outside 
  agencies, even those of the Church, 
  and maintain their own intelligence 
  gathering arms.
  Members of the CIS caught 
  spying within a Preceptory are tried 
  as spies by the Preceptory’s court 
  and receive severe punishments, 
  much to the outrage of the CIS, 
  who are powerless to interfere in 
  the process.
  OFFICE OF THE TREASURY
  With an iron grip on the 
  finances of the Church, the Office 
  of the Treasury is probably the most 
  powerful of the Curial offices, con-
  trolling the finances of even the feared 
  Inquisition, for without money, the Church 
  cannot function. As well as accountants, the 
  Treasury has a large staff of tax collectors, 
  financial investors, and street–level donation 
  collectors.
  All citizens within Church territory must pay 
  10% of their income (known as a tithe) to the 
  Church on a monthly basis. Many settlements 
  are actually owned by the Church 
  directly, so rent monies are 
  also funneled straight to the 
  Treasury. Collection plate 
  donations made in cathe-
  drals or churches are one 
  the few ﬁ nancial areas left in 
  the hands of the local bishops, 
  and collections go straight to 
  the bishops’ treasuries for use as 
  he sees ﬁ t.
  Though a rigorous anti–Corpora-
  tion stance is maintained to the 
  public, the Church accountants are 
  not fools. The Church owns stock in 
  many of the Corporations, handled 
  through a network (some say web) 
  of “independent” ﬁ nancial advi-
  sors and stockbrokers. Investments 
  are also made in the hundreds of 
  smaller companies not answerable to 
  any Corporation.
  Companies entirely owned by the 
  Church, and there are many scattered across 
  Salus, plow their proﬁ ts into the Treasury, 
  greatly bolstering the coffers.
  Amongst these businesses are several 
  mining operations, plastics manufacturers, 
  and, of course, armaments ﬁ rms. Peace may 
  be part of the doctrine, but the Sacri Ordines 
  need to purchase weapons from somewhere 
  and it is better to pay the Church than enrich 
  the Corporations. 
  The Sacri Ordines are a thorn in the Trea-
  sury’s side. Due to their unique papal status, 
  the Ordines are exempted from many of the 
  regular taxes and own huge territories of 
  their own, from which they collect their 
  own taxes and donations. Calls to the 
  pope to revoke certain beneﬁ ts have 
  not been well received by the Ordines 
  or the pontiff himself. As such, the Sacri 
  Ordines are the only Church branches outside of 
  Treasury control.
  The ofﬁ cial currency of the Church is the miter 
  (M). Currency is minted in coins and notes, with 
  denominations of 1, 2, 5, 10, 50, and 100.
  5959
  MOTHER CHURCH
  MOTHER CHURCH
  OFFICE OF INTERNAL SECURITY
  OFFICE OF INTERNAL SECURITY
  More properly named the Church Intelligence 
  Service, the CIS is a large department 
  that works closely with the Inquisition. 
  Their mandate covers everything from 
  countering Corporate espionage, uncov-
  ering heresies, and reporting on morals 
  amongst the laity. It has no interest in 
  minor crimes unless the suspect is of sig-
  niﬁ cant interest, such as a high–ranking 
  clergyman or Corporate executive.
  Members are stationed in every 
  large settlement across Salus, 
  in 
  Corporate 
  liaison 
  teams, 
  within Preceptories, and even in 
  non–Church territories. Other 
  Curial departments are frequently 
  placed under routine surveillance 
  for signs of corruption.
  The CIS has access to a wide range 
  of communication equipment and 
  maintains two spy satellites of its own. 
  Though the CIS has a wide range of 
  investigative powers, it has no judicial 
  arm—the Inquisition handles arrests 
  and interrogations.
  Since the founding of the ﬁ rst 
  Sacer Ordo, the CIS has tried to 
  work its way into a position of 
  trust. To date, there has been no 
  noticeable success. The Ordines 
  are ﬁ ercely independent of outside 
  agencies, even those of the Church, 
  and maintain their own intelligence 
  gathering arms.
  Members of the CIS caught 
  spying within a Preceptory are tried 
  as spies by the Preceptory’s court 
  and receive severe punishments, 
  much to the outrage of the CIS, 
  who are powerless to interfere in 
  the process.
  OFFICE OF THE TREASURY
  With an iron grip on the 
  finances of the Church, the Office 
  of the Treasury is probably the most 
  powerful of the Curial offices, con-
  trolling the finances of even the feared 
  Inquisition, for without money, the Church 
  cannot function. As well as accountants, the 
  Treasury has a large staff of tax collectors, 
  financial investors, and street–level donation 
  collectors.
  All citizens within Church territory must pay 
  10% of their income (known as a tithe) to the 
  Church on a monthly basis. Many settlements 
  are actually owned by the Church 
  directly, so rent monies are 
  also funneled straight to the 
  Treasury. Collection plate 
  donations made in cathe-
  drals or churches are one 
  the few ﬁ nancial areas left in 
  the hands of the local bishops, 
  and collections go straight to 
  the bishops’ treasuries for use as 
  he sees ﬁ t.
  Though a rigorous anti–Corpora-
  tion stance is maintained to the 
  public, the Church accountants are 
  not fools. The Church owns stock in 
  many of the Corporations, handled 
  through a network (some say web) 
  of “independent” ﬁ nancial advi-
  sors and stockbrokers. Investments 
  are also made in the hundreds of 
  smaller companies not answerable to 
  any Corporation.
  Companies entirely owned by the 
  Church, and there are many scattered across 
  Salus, plow their proﬁ ts into the Treasury, 
  greatly bolstering the coffers.
  Amongst these businesses are several 
  mining operations, plastics manufacturers, 
  and, of course, armaments ﬁ rms. Peace may 
  be part of the doctrine, but the Sacri Ordines 
  need to purchase weapons from somewhere 
  and it is better to pay the Church than enrich 
  the Corporations. 
  The Sacri Ordines are a thorn in the Trea-
  sury’s side. Due to their unique papal status, 
  the Ordines are exempted from many of the 
  regular taxes and own huge territories of 
  their own, from which they collect their 
  own taxes and donations. Calls to the 
  pope to revoke certain beneﬁ ts have 
  not been well received by the Ordines 
  or the pontiff himself. As such, the Sacri 
  Ordines are the only Church branches outside of 
  Treasury control.
  The ofﬁ cial currency of the Church is the miter 
  (M). Currency is minted in coins and notes, with 
  denominations of 1, 2, 5, 10, 50, and 100.
  
  6060
  NECROPOLIS 2350
  NECROPOLIS 2350
  OFFICE OF THE HOLY 
  OFFICE OF THE HOLY  INQUISITION
  INQUISITION
  A man need not have committed a sin to fear 
  the Inquisition. Their reputation for thorough-
  ness, brutality, and persistence is well known. 
  Posters proclaiming, “The Inquisition is Watch-
  ing You!” are on every street corner and village 
  square, and their activities in rooting out heretics 
  are always headline news (except when it suits 
  the Church to keep quiet).
  ORGANIZATION
  ORGANIZATION
  The Ofﬁ ce of the Holy Inquisition of the Third 
  Reformation Church, to give it its full title, is a 
  semi-independent police force within the Church 
  tasked with hunting down heretics and Rephaim 
  sympathizers (yes, they do exist) wherever they 
  lurk.
  Dressed in red and black armor and armed with 
  ﬂ echette weapons, the Inquisition is a paramilitary 
  force unto itself. Its head, the Grand Inquisitor, 
  although a cardinal, has limited powers over the 
  other Curia members. Only the Sacri Ordines of 
  Knights remain outside his jurisdiction.
  Serving under the Grand Inquisitor are the 
  Inquisitor–Generals. As well as forming the Coun-
  cil of Inquisition, each is governor of Inquisitorial 
  affairs within an archdiocese, though the arch-
  bishop has no powers over their activities. Their 
  duty is to coordinate Inquisitional affairs within 
  their area of jurisdiction, organize educational 
  classes for school children, maintain a public 
  presence, liaise with CIS local ofﬁ cials, and head 
  up the local Inquisition court.
  Each Inquisitor-General has a number of chapter 
  houses answerable to him. Ruled by an Inquisi-
  tor–Bishop, these serve as the police precincts of 
  the Inquisition and are staffed by inquisitors and 
  security–screened civilian employees.
  INTERROGATION
  INTERROGATION
  The Inquisition has been given powers of arrest 
  over heretics. It is also the judicial arm of the CIS 
  and the Church’s own internal police force.
  Suspects arrested by the Inquisition are nor-
  mally taken to the nearest chapter house for 
  interrogation. Here, they are stripped naked, pro-
  cessed (covered under Church Law, p. 60), and 
  thrown into dank, crowded cells. Rights common 
  to “regular” criminals are not applicable when 
  under Inquisitional arrest.
  Following processing the suspect will be inter-
  rogated. There is no set time limit on this and 
  prisoners can be held indeﬁ nitely without charge 
  under the Heretic Act of 2321. When an inquisi-
  tor opens the cell door there is a palpable aura of 
  fear from the prisoners.
  Interrogation techniques vary from old–fash-
  ioned physical torture, psychological torture, 
  sleep deprivation, and pharmaceutical injection, 
  to polite questioning. A varied mixture often 
  achieves the best results.
  It is a matter of pride amongst Inquisitors who 
  can break a suspect the quickest, though many 
  take pleasure in interrogating stubborn prisoners 
  as it allows them to experiment with their “art.”
  In recent times, the Inquisition has become a 
  little trigger–happy. Incidents of suspects being 
  killed before capture have risen over 200%, 
  though their activities have not been curbed by 
  the Curia.
  JUSTICE
  JUSTICE
  Those being tried by the Inquisition are brought 
  before the local Inquisitor–Bishop. Evidence and 
  witness statements mean little compared to a 
  signed confession, and most are deemed guilty 
  before they even receive a trial date. For heretics 
  there is only one sentence–death by burning 
  without absolution. For most other offences, the 
  Inquisition prefers incarceration in a labor camp 
  or reeducation (i.e. lobotomy).
   PAPAL ELECTIONS
  PAPAL ELECTIONS
  A second function of the Curia is to elect a new 
  pontiff from amongst their number upon the 
  death or abdication of the current pope. Being 
  chosen as God’s vicar is not purely a matter of 
  divine providence—politics plays a very impor-
  tant role.
  Each cardinal, and there are currently 87, is 
  allotted a single vote, to use as they see wisest. 
  Under Church law, discussion amongst the car-
  dinals is prohibited. Each is shown to a cell and 
  remains there until he has made his decision.
  In reality, many cardinals already know whom 
  they wish to see seated on the papal throne and 
  promises are made long before the current pontiff 
  has departed ofﬁ ce. Regardless of the Church’s 
  new stance on women priests, there is an unspo-
  ken rule that no woman will ever be allowed to 
  6060
  NECROPOLIS 2350
  NECROPOLIS 2350
  OFFICE OF THE HOLY 
  OFFICE OF THE HOLY  INQUISITION
  INQUISITION
  A man need not have committed a sin to fear 
  the Inquisition. Their reputation for thorough-
  ness, brutality, and persistence is well known. 
  Posters proclaiming, “The Inquisition is Watch-
  ing You!” are on every street corner and village 
  square, and their activities in rooting out heretics 
  are always headline news (except when it suits 
  the Church to keep quiet).
  ORGANIZATION
  ORGANIZATION
  The Ofﬁ ce of the Holy Inquisition of the Third 
  Reformation Church, to give it its full title, is a 
  semi-independent police force within the Church 
  tasked with hunting down heretics and Rephaim 
  sympathizers (yes, they do exist) wherever they 
  lurk.
  Dressed in red and black armor and armed with 
  ﬂ echette weapons, the Inquisition is a paramilitary 
  force unto itself. Its head, the Grand Inquisitor, 
  although a cardinal, has limited powers over the 
  other Curia members. Only the Sacri Ordines of 
  Knights remain outside his jurisdiction.
  Serving under the Grand Inquisitor are the 
  Inquisitor–Generals. As well as forming the Coun-
  cil of Inquisition, each is governor of Inquisitorial 
  affairs within an archdiocese, though the arch-
  bishop has no powers over their activities. Their 
  duty is to coordinate Inquisitional affairs within 
  their area of jurisdiction, organize educational 
  classes for school children, maintain a public 
  presence, liaise with CIS local ofﬁ cials, and head 
  up the local Inquisition court.
  Each Inquisitor-General has a number of chapter 
  houses answerable to him. Ruled by an Inquisi-
  tor–Bishop, these serve as the police precincts of 
  the Inquisition and are staffed by inquisitors and 
  security–screened civilian employees.
  INTERROGATION
  INTERROGATION
  The Inquisition has been given powers of arrest 
  over heretics. It is also the judicial arm of the CIS 
  and the Church’s own internal police force.
  Suspects arrested by the Inquisition are nor-
  mally taken to the nearest chapter house for 
  interrogation. Here, they are stripped naked, pro-
  cessed (covered under Church Law, p. 60), and 
  thrown into dank, crowded cells. Rights common 
  to “regular” criminals are not applicable when 
  under Inquisitional arrest.
  Following processing the suspect will be inter-
  rogated. There is no set time limit on this and 
  prisoners can be held indeﬁ nitely without charge 
  under the Heretic Act of 2321. When an inquisi-
  tor opens the cell door there is a palpable aura of 
  fear from the prisoners.
  Interrogation techniques vary from old–fash-
  ioned physical torture, psychological torture, 
  sleep deprivation, and pharmaceutical injection, 
  to polite questioning. A varied mixture often 
  achieves the best results.
  It is a matter of pride amongst Inquisitors who 
  can break a suspect the quickest, though many 
  take pleasure in interrogating stubborn prisoners 
  as it allows them to experiment with their “art.”
  In recent times, the Inquisition has become a 
  little trigger–happy. Incidents of suspects being 
  killed before capture have risen over 200%, 
  though their activities have not been curbed by 
  the Curia.
  JUSTICE
  JUSTICE
  Those being tried by the Inquisition are brought 
  before the local Inquisitor–Bishop. Evidence and 
  witness statements mean little compared to a 
  signed confession, and most are deemed guilty 
  before they even receive a trial date. For heretics 
  there is only one sentence–death by burning 
  without absolution. For most other offences, the 
  Inquisition prefers incarceration in a labor camp 
  or reeducation (i.e. lobotomy).
   PAPAL ELECTIONS
  PAPAL ELECTIONS
  A second function of the Curia is to elect a new 
  pontiff from amongst their number upon the 
  death or abdication of the current pope. Being 
  chosen as God’s vicar is not purely a matter of 
  divine providence—politics plays a very impor-
  tant role.
  Each cardinal, and there are currently 87, is 
  allotted a single vote, to use as they see wisest. 
  Under Church law, discussion amongst the car-
  dinals is prohibited. Each is shown to a cell and 
  remains there until he has made his decision.
  In reality, many cardinals already know whom 
  they wish to see seated on the papal throne and 
  promises are made long before the current pontiff 
  has departed ofﬁ ce. Regardless of the Church’s 
  new stance on women priests, there is an unspo-
  ken rule that no woman will ever be allowed to 
  
  6161
  MOTHER CHURCH
  MOTHER CHURCH
  sit on the papal throne. Given there are presently 
  only six female cardinals the chances of this hap-
  pening are extremely remote.
  When all of the cardinals are ready, a secret 
  vote is held in the main Curia chamber within 
  the Vatican Palace. The names of those who have 
  received votes are read out, along with their 
  current vote tally. In order to become pope, a 
  cardinal requires two–thirds of the votes plus 
  one extra.
  If there is no clear winner, the cardinals return 
  to their cells and another vote is held after their 
  meditations. This procedure can last for many 
  days, but as successive votes are held, so the 
  number of candidates is naturally reduced, with 
  cardinals throwing their weight behind one or 
  other of the candidates with votes in the previous 
  round.
  In keeping with the old Vatican tradition, col-
  ored smoke is released from the chimney within 
  the Curia council chamber after each round of 
  voting. Black smoke signiﬁ es the voting has failed 
  to elect a new pope—white means a new pontiff 
  has been elected. Huge crowds gather outside in 
  the plaza, hoping the voting will be swift and a 
  new pope soon enthroned.
  OTHER APPOINTMENTS
  OTHER APPOINTMENTS
  The ofﬁ ce of Pope is the only elected position 
  within the Church. The pope is directly respon-
  sible for appointing members to the posts of 
  cardinal and archbishop and his word is ﬁ nal in 
  such matters.
  Bishops are appointed from amongst the 
  priesthood by the archbishop they will serve. Due 
  to nepotism, many bishops are blood relatives of 
  their archbishop.
  Bishops appoint common priests, the lowest 
  ordained members of the Church. Any appoint-
  ment is an excuse for a Mass to be held at the 
  local church or cathedral.
  THE 
  THE  MEDIA
  MEDIA
  There are six main Church television channels, 
  each covering a single subject. The channels pro-
  vide news (religious, civil, and business), movies, 
  light entertainment, sermons and hymns, educa-
  tional programs, and home shopping (from Curia 
  approved companies, of course, and with a cut of 
  the proﬁ ts going to Church coffers).
  All six channels broadcast 24 hours a day, 8 
  days a week. During festival periods a seventh 
  channel is broadcast, covering the festive events 
  taking place and allowing viewers to partake of 
  the celebrations from their own home through 
  interactive options.
  The Sacri Ordines are each allotted one hour 
  per day on the news channel to broadcast their 
  own material, though typically this is a recruit-
  ment ﬁ lm or old news footage of Knights in 
  combat with a voice-over promoting the good 
  work of the Ordo. Sometimes viewers receive live 
  footage, though usually only when the Church 
  is winning a battle. Once a week the shopping 
  channel hosts an “Ordo Night,” where shoppers 
  can purchase Sacer Ordo memorabilia (model 
  tanks, mugs, commemorative coins, autographed 
  photos of heroic Knights, and so on).
  Just two stations provide Church radio services 
  for Salus. Vatican Radio broadcasts a mixture of 
  sermons, music, and news, whereas Radio Salus 
  provides a mixture of chat shows, plays, com-
  edies, and other forms of light entertainment. 
  Each Sacer Ordo is allowed to broadcast its own 
  radio station on Fridays.
  Lastly, there are the daily newspapers, which 
  are actually printed on paper. The Vatican Daily 
  is available only within the Vatican City itself, but 
  the Salus Times, the Daily Word (jokingly referred 
  6161
  MOTHER CHURCH
  MOTHER CHURCH
  sit on the papal throne. Given there are presently 
  only six female cardinals the chances of this hap-
  pening are extremely remote.
  When all of the cardinals are ready, a secret 
  vote is held in the main Curia chamber within 
  the Vatican Palace. The names of those who have 
  received votes are read out, along with their 
  current vote tally. In order to become pope, a 
  cardinal requires two–thirds of the votes plus 
  one extra.
  If there is no clear winner, the cardinals return 
  to their cells and another vote is held after their 
  meditations. This procedure can last for many 
  days, but as successive votes are held, so the 
  number of candidates is naturally reduced, with 
  cardinals throwing their weight behind one or 
  other of the candidates with votes in the previous 
  round.
  In keeping with the old Vatican tradition, col-
  ored smoke is released from the chimney within 
  the Curia council chamber after each round of 
  voting. Black smoke signiﬁ es the voting has failed 
  to elect a new pope—white means a new pontiff 
  has been elected. Huge crowds gather outside in 
  the plaza, hoping the voting will be swift and a 
  new pope soon enthroned.
  OTHER APPOINTMENTS
  OTHER APPOINTMENTS
  The ofﬁ ce of Pope is the only elected position 
  within the Church. The pope is directly respon-
  sible for appointing members to the posts of 
  cardinal and archbishop and his word is ﬁ nal in 
  such matters.
  Bishops are appointed from amongst the 
  priesthood by the archbishop they will serve. Due 
  to nepotism, many bishops are blood relatives of 
  their archbishop.
  Bishops appoint common priests, the lowest 
  ordained members of the Church. Any appoint-
  ment is an excuse for a Mass to be held at the 
  local church or cathedral.
  THE 
  THE  MEDIA
  MEDIA
  There are six main Church television channels, 
  each covering a single subject. The channels pro-
  vide news (religious, civil, and business), movies, 
  light entertainment, sermons and hymns, educa-
  tional programs, and home shopping (from Curia 
  approved companies, of course, and with a cut of 
  the proﬁ ts going to Church coffers).
  All six channels broadcast 24 hours a day, 8 
  days a week. During festival periods a seventh 
  channel is broadcast, covering the festive events 
  taking place and allowing viewers to partake of 
  the celebrations from their own home through 
  interactive options.
  The Sacri Ordines are each allotted one hour 
  per day on the news channel to broadcast their 
  own material, though typically this is a recruit-
  ment ﬁ lm or old news footage of Knights in 
  combat with a voice-over promoting the good 
  work of the Ordo. Sometimes viewers receive live 
  footage, though usually only when the Church 
  is winning a battle. Once a week the shopping 
  channel hosts an “Ordo Night,” where shoppers 
  can purchase Sacer Ordo memorabilia (model 
  tanks, mugs, commemorative coins, autographed 
  photos of heroic Knights, and so on).
  Just two stations provide Church radio services 
  for Salus. Vatican Radio broadcasts a mixture of 
  sermons, music, and news, whereas Radio Salus 
  provides a mixture of chat shows, plays, com-
  edies, and other forms of light entertainment. 
  Each Sacer Ordo is allowed to broadcast its own 
  radio station on Fridays.
  Lastly, there are the daily newspapers, which 
  are actually printed on paper. The Vatican Daily 
  is available only within the Vatican City itself, but 
  the Salus Times, the Daily Word (jokingly referred 
  
  6262
  NECROPOLIS 2350
  NECROPOLIS 2350
  to as the Burning Bush), and the Independent 
  (which it is not) are available in densely popu-
  lated regions. Remote areas often have to sufﬁ ce 
  with the local bishop’s own monthly newsletter.
  Corporate media of any form is banned within 
  Church–dominated territories. Depending on 
  the content, being caught reading or listening to 
  Corporate media can carry a charge of heresy.
   CALENDAR
  CALENDAR
  Though Salus has a 24–hour rotation it has a 
  1,536-day year. The earliest calendars were simply 
  an extension of Earth’s own, with months rang-
  ing from 127 to 130 days in length and keeping 
  the same names as had been used for centuries. 
  Every 365 days, the year was increased. Follow-
  ing the Third Reformation, the Church drastically 
  altered the calendar.
  The modern calendar works on a non-solar 
  year of eight months. Each month is named after 
  one of the canonical hours—Prime, Terce, Sext, 
  Nones, Vespers, Compline, Matins, and Lauds. 
  Each month comprises 48 days, broken down 
  into six weeks of eight days. Days retain their old 
  Earth names, but Prayday (Restday in the Union) 
  now sits between Saturday and Sunday. Prayday 
  is the only regular day off during the week for 
  civilians. Weeks begin on Sunday.
  The ﬁ rst and last days of each month are a major 
  public holiday, during which time the Church 
  hosts many large festivals. Even the corporations 
  have adopted these holidays.
  At the end of each eight month cycle, the year 
  count is increased by one, differences between 
  the 384 days of a quarter year on Salus and Earth’s 
  365 day year being politely ignored. With Earth 
  destroyed, the recording of Earth years is more a 
  nod to the past than a strict requirement.
  With each recorded year lasting exactly a quar-
  ter of a Salus solar year, each effectively covers 
  a single season. The current year covers spring, 
  2351 will be summer, 2352 spans fall, and 2353 
  is winter. The cycle then begins again with 2354 
  in spring. Of course, seasons rarely answer to the 
  calendars of men and some leeway in seasonal 
  variations is to be expected.
  Date notation is written as “number of day in 
  the month.month.year.” The month is notated by 
  Roman numerals. Thus, the last day of the cur-
  rent year would be written 48.VIII.2350.
  Human biology has not altered since mankind 
  arrived on Salus and aging occurs at the same rate 
  as it did on Earth. In keeping with tradition, citi-
  zens still refer to their age in Earth years. Citizens 
  celebrate four birthdays every Salus solar year.
  CHURCH 
  CHURCH  LAW
  LAW
  In theory, Church law governs the entirety 
  of Salus. In reality, it extends only as far as the 
  Church can enforce its will. Remote settlements 
  and Corporate enclaves are often self–governed, 
  leaving the Church powerless to intervene except 
  by military force. Only the Sacri Ordines are ofﬁ -
  cially exempted from regular Church law.
  POLICING CRIME
  POLICING CRIME
  Settlements are policed by a professional 
  police force, with a regimented hierarchy from 
  patrolman up to precinct captain. The two–tier 
  structure of Salus extends to law enforcement as 
  well.
  Whereas cities may have dozens of multistory 
  precinct buildings containing cells, interrogation 
  rooms, ofﬁ ces, armories, and garages, the small-
  est villages may have nothing other than a police 
  sergeant and one or two patrolmen operating 
  out of a two cell one ofﬁ ce shack. Metropolitan 
  police are issued with batons, ﬂ echette pistols, 
  tangle guns, light armor, combat helmets, and 
  APC’s—rural ofﬁ cers are lucky to receive anything 
  other than a baton and a patrol car.
  Regardless of geographic location, the senior 
  ofﬁ cer answers directly to the bishop—the chief 
  of police within the diocese.
  Suspects detained by the police are allowed 
  a single phone call (upon which the police may 
  eavesdrop), have the right to be treated humanely, 
  and the right to an attorney. Those detained 
  by the Inquisition have no rights. Suspects are 
  ﬁ ngerprinted, DNA–printed, photographed, and 
  retina scanned before being locked in a cell.
  Once a suspect has been processed, the case is 
  handed over to the Bishop Attorney’s ofﬁ ce. Law-
  yers within the Bishop Attorney’s ofﬁ ce, whether 
  clergy or civilian, carry the title Monsignor Attor-
  ney.
  6262
  NECROPOLIS 2350
  NECROPOLIS 2350
  to as the Burning Bush), and the Independent 
  (which it is not) are available in densely popu-
  lated regions. Remote areas often have to sufﬁ ce 
  with the local bishop’s own monthly newsletter.
  Corporate media of any form is banned within 
  Church–dominated territories. Depending on 
  the content, being caught reading or listening to 
  Corporate media can carry a charge of heresy.
   CALENDAR
  CALENDAR
  Though Salus has a 24–hour rotation it has a 
  1,536-day year. The earliest calendars were simply 
  an extension of Earth’s own, with months rang-
  ing from 127 to 130 days in length and keeping 
  the same names as had been used for centuries. 
  Every 365 days, the year was increased. Follow-
  ing the Third Reformation, the Church drastically 
  altered the calendar.
  The modern calendar works on a non-solar 
  year of eight months. Each month is named after 
  one of the canonical hours—Prime, Terce, Sext, 
  Nones, Vespers, Compline, Matins, and Lauds. 
  Each month comprises 48 days, broken down 
  into six weeks of eight days. Days retain their old 
  Earth names, but Prayday (Restday in the Union) 
  now sits between Saturday and Sunday. Prayday 
  is the only regular day off during the week for 
  civilians. Weeks begin on Sunday.
  The ﬁ rst and last days of each month are a major 
  public holiday, during which time the Church 
  hosts many large festivals. Even the corporations 
  have adopted these holidays.
  At the end of each eight month cycle, the year 
  count is increased by one, differences between 
  the 384 days of a quarter year on Salus and Earth’s 
  365 day year being politely ignored. With Earth 
  destroyed, the recording of Earth years is more a 
  nod to the past than a strict requirement.
  With each recorded year lasting exactly a quar-
  ter of a Salus solar year, each effectively covers 
  a single season. The current year covers spring, 
  2351 will be summer, 2352 spans fall, and 2353 
  is winter. The cycle then begins again with 2354 
  in spring. Of course, seasons rarely answer to the 
  calendars of men and some leeway in seasonal 
  variations is to be expected.
  Date notation is written as “number of day in 
  the month.month.year.” The month is notated by 
  Roman numerals. Thus, the last day of the cur-
  rent year would be written 48.VIII.2350.
  Human biology has not altered since mankind 
  arrived on Salus and aging occurs at the same rate 
  as it did on Earth. In keeping with tradition, citi-
  zens still refer to their age in Earth years. Citizens 
  celebrate four birthdays every Salus solar year.
  CHURCH 
  CHURCH  LAW
  LAW
  In theory, Church law governs the entirety 
  of Salus. In reality, it extends only as far as the 
  Church can enforce its will. Remote settlements 
  and Corporate enclaves are often self–governed, 
  leaving the Church powerless to intervene except 
  by military force. Only the Sacri Ordines are ofﬁ -
  cially exempted from regular Church law.
  POLICING CRIME
  POLICING CRIME
  Settlements are policed by a professional 
  police force, with a regimented hierarchy from 
  patrolman up to precinct captain. The two–tier 
  structure of Salus extends to law enforcement as 
  well.
  Whereas cities may have dozens of multistory 
  precinct buildings containing cells, interrogation 
  rooms, ofﬁ ces, armories, and garages, the small-
  est villages may have nothing other than a police 
  sergeant and one or two patrolmen operating 
  out of a two cell one ofﬁ ce shack. Metropolitan 
  police are issued with batons, ﬂ echette pistols, 
  tangle guns, light armor, combat helmets, and 
  APC’s—rural ofﬁ cers are lucky to receive anything 
  other than a baton and a patrol car.
  Regardless of geographic location, the senior 
  ofﬁ cer answers directly to the bishop—the chief 
  of police within the diocese.
  Suspects detained by the police are allowed 
  a single phone call (upon which the police may 
  eavesdrop), have the right to be treated humanely, 
  and the right to an attorney. Those detained 
  by the Inquisition have no rights. Suspects are 
  ﬁ ngerprinted, DNA–printed, photographed, and 
  retina scanned before being locked in a cell.
  Once a suspect has been processed, the case is 
  handed over to the Bishop Attorney’s ofﬁ ce. Law-
  yers within the Bishop Attorney’s ofﬁ ce, whether 
  clergy or civilian, carry the title Monsignor Attor-
  ney.
  
  6363
  MOTHER CHURCH
  MOTHER CHURCH
   CRIMES
  CRIMES
  For those who answer to the Church, the law 
  covers all civil, criminal, and religious crimes—
  everything from murder to theft to extortion 
  passes through the Bishop Attorney’s ofﬁ ce.
  Religious crimes have been reintroduced since 
  the Third Reformation. The Inquisition handles 
  heresy, the most severe of the religious crimes—
  the bishop handles all other religious crimes. 
  Blasphemy, not paying tithes, desecration, and 
  anti–Church activities, the meaning of which is 
  left deliberately vague to allow Inquisitional juris-
  diction, are now punishable offences.
  In keeping with its authoritarian stance, the 
  Church labels all crimes as sins—acts against 
  God—and criminals are referred to as sinners.
  THE BISHOP’S COURT
  THE BISHOP’S COURT
  Trial by jury is a thing of the past. Evidence 
  gathered over the centuries proved the jury 
  system is ﬂ awed and open to corruption. Under 
  the edicts of the pope, all criminal matters com-
  mitted by citizens are to be heard by bishops, in 
  whom the Church places great faith. Citizens who 
  have sworn fealty to a Preceptory have the right 
  to trial in the Ordines’ courts.
  Given that one man must oversee all court 
  proceedings, the bishop does not have time, or 
  the inclination, to hear every case. Simple cases, 
  where the suspect was caught red–handed, are 
  handled by simple submission of evidence and 
  witness statements. The accused does not get his 
  “day in court” to defend himself.
  More complex cases, those involving important 
  ﬁ gures, or cases deemed to be of public interest 
  are handled differently. Both accused and accuser 
  (a lawyer if the crime is against the Church) are 
  brought before the bishop, along with material 
  evidence, witnesses, and character witnesses. 
  This is often a trial by numbers, with the number 
  of character witnesses, as well as their reputation, 
  playing a direct role in determining guilt.
  For example, family and friends will accom-
  pany a poor tenant farmer caught stealing from 
  his master. The landowner, on the other hand, 
  will bring other wealthy landowners, churchmen, 
  doctors, and other professionals of good reputa-
  tion to back him up. The unlucky farmer stands 
  little chance of being found not guilty.
  Bribery is considered a sin, but donations to 
  worthy Church causes are not. Naturally, the 
  difference depends solely upon the donor. The 
  peasant from the above example may be able to 
  buy a few candles for his church and earn the favor 
  of his priest—a landowner accused of murdering 
  a social inferior could afford an entire hospital 
  wing named after the bishop’s mother.
   SENTENCING
  SENTENCING
  Once the bishop has heard or read the evidence 
  he passes sentence. Depending on the crime and 
  severity, the punishment may be anything from a 
  ﬁ ne to conﬁ scation of property, public ﬂ ogging, 
  mutilation (including branding), incarceration in 
  a labor camp, or death by burning or hanging. 
  To call sentences medieval is being generous. 
  Those sentenced to death are sometimes offered 
  absolution for their mortal sins.
  Appeals or retrials are rare. The appeal process 
  is painfully slow and, in the case of ﬂ ogging, muti-
  lation, or death, often comes too late to be of much 
  use to the accused. At best, the accused is given a 
  pardon (sometimes posthumously). A sample of 
  crimes and punishments is listed below.
  Crime 
  Punishment.
  Arson 
  Death by burning.
  Blasphemy 
  Ten lashes, increasing by ten for 
  each further offence. Persistent 
  offenders may be handed over 
  to the Inquisition.
  Grand theft
  (10,000M+) 
  Loss of dominant hand, plus 
  ﬁ ne equaling 20–100% of the 
  value of the goods stolen.
  Handling of 
  stolen goods 
  Fifty lashes and ﬁ ne equal to the 
  value of the goods.
  Heresy 
  Death by burning without abso-
  lution.
  Murder of a 
  clergyman 
  Death by burning.
  Murder of a 
  social equal 
  5–25 years incarceration in a 
  labor camp.
  Murder of a 
  social superior Twenty years to life incarcera-
  tion in a labor camp.
  Petty theft 
  (1,000M or less) Twenty lashes plus ﬁ ne equal to 
  value of the goods.
  Sedition 
  Ranges from ﬁ ve or more years 
  in a labor camp to death by 
  burning.
  6363
  MOTHER CHURCH
  MOTHER CHURCH
   CRIMES
  CRIMES
  For those who answer to the Church, the law 
  covers all civil, criminal, and religious crimes—
  everything from murder to theft to extortion 
  passes through the Bishop Attorney’s ofﬁ ce.
  Religious crimes have been reintroduced since 
  the Third Reformation. The Inquisition handles 
  heresy, the most severe of the religious crimes—
  the bishop handles all other religious crimes. 
  Blasphemy, not paying tithes, desecration, and 
  anti–Church activities, the meaning of which is 
  left deliberately vague to allow Inquisitional juris-
  diction, are now punishable offences.
  In keeping with its authoritarian stance, the 
  Church labels all crimes as sins—acts against 
  God—and criminals are referred to as sinners.
  THE BISHOP’S COURT
  THE BISHOP’S COURT
  Trial by jury is a thing of the past. Evidence 
  gathered over the centuries proved the jury 
  system is ﬂ awed and open to corruption. Under 
  the edicts of the pope, all criminal matters com-
  mitted by citizens are to be heard by bishops, in 
  whom the Church places great faith. Citizens who 
  have sworn fealty to a Preceptory have the right 
  to trial in the Ordines’ courts.
  Given that one man must oversee all court 
  proceedings, the bishop does not have time, or 
  the inclination, to hear every case. Simple cases, 
  where the suspect was caught red–handed, are 
  handled by simple submission of evidence and 
  witness statements. The accused does not get his 
  “day in court” to defend himself.
  More complex cases, those involving important 
  ﬁ gures, or cases deemed to be of public interest 
  are handled differently. Both accused and accuser 
  (a lawyer if the crime is against the Church) are 
  brought before the bishop, along with material 
  evidence, witnesses, and character witnesses. 
  This is often a trial by numbers, with the number 
  of character witnesses, as well as their reputation, 
  playing a direct role in determining guilt.
  For example, family and friends will accom-
  pany a poor tenant farmer caught stealing from 
  his master. The landowner, on the other hand, 
  will bring other wealthy landowners, churchmen, 
  doctors, and other professionals of good reputa-
  tion to back him up. The unlucky farmer stands 
  little chance of being found not guilty.
  Bribery is considered a sin, but donations to 
  worthy Church causes are not. Naturally, the 
  difference depends solely upon the donor. The 
  peasant from the above example may be able to 
  buy a few candles for his church and earn the favor 
  of his priest—a landowner accused of murdering 
  a social inferior could afford an entire hospital 
  wing named after the bishop’s mother.
   SENTENCING
  SENTENCING
  Once the bishop has heard or read the evidence 
  he passes sentence. Depending on the crime and 
  severity, the punishment may be anything from a 
  ﬁ ne to conﬁ scation of property, public ﬂ ogging, 
  mutilation (including branding), incarceration in 
  a labor camp, or death by burning or hanging. 
  To call sentences medieval is being generous. 
  Those sentenced to death are sometimes offered 
  absolution for their mortal sins.
  Appeals or retrials are rare. The appeal process 
  is painfully slow and, in the case of ﬂ ogging, muti-
  lation, or death, often comes too late to be of much 
  use to the accused. At best, the accused is given a 
  pardon (sometimes posthumously). A sample of 
  crimes and punishments is listed below.
  Crime 
  Punishment.
  Arson 
  Death by burning.
  Blasphemy 
  Ten lashes, increasing by ten for 
  each further offence. Persistent 
  offenders may be handed over 
  to the Inquisition.
  Grand theft
  (10,000M+) 
  Loss of dominant hand, plus 
  ﬁ ne equaling 20–100% of the 
  value of the goods stolen.
  Handling of 
  stolen goods 
  Fifty lashes and ﬁ ne equal to the 
  value of the goods.
  Heresy 
  Death by burning without abso-
  lution.
  Murder of a 
  clergyman 
  Death by burning.
  Murder of a 
  social equal 
  5–25 years incarceration in a 
  labor camp.
  Murder of a 
  social superior Twenty years to life incarcera-
  tion in a labor camp.
  Petty theft 
  (1,000M or less) Twenty lashes plus ﬁ ne equal to 
  value of the goods.
  Sedition 
  Ranges from ﬁ ve or more years 
  in a labor camp to death by 
  burning.
  
  6464
  NECROPOLIS 2350
  NECROPOLIS 2350
  6464
  NECROPOLIS 2350
  NECROPOLIS 2350
  
  6565
  MOTHER CHURCH
  MOTHER CHURCH
  CHURCH LAW AND THE 
  CHURCH LAW AND THE  CORPORATIONS
  CORPORATIONS
  “Justice for All” is a motto the Church cannot 
  always enforce. Ruling the common people is 
  one thing, but dispensing justice with regard the 
  Corporations is another matter altogether.
  For a start, each Corporation has their own 
  internal security force and judicial system. 
  Though technically these are to police Corporate 
  crimes, such as fraud or sabotage, in reality Cor-
  porate enclaves are separate city–states, ruled by 
  the local board of directors.
  The Church may have a presence within these 
  cities, in the form of a house of worship, but it 
  lacks any real judicial authority. Corporations 
  allow clergy to preach to the masses, but armed 
  Church enforcers, even the Sacri Ordines, are 
  forbidden access unless speciﬁ cally invited.
  Church ambassadors may request an indi-
  vidual be extradited to a Church state to stand 
  trial under Church law, but such requests must 
  go before the board and are often placed under 
  “Any Other Business” and missed out if the meet-
  ing overruns. After a half dozen such overruns, 
  even the most paciﬁ stic of ambassadors is ready 
  to call in the Knights.
  There have been instances of armed Church 
  intervention. In 2339, Inquisition spies had long 
  suspected a senior executive of the Asgard Cor-
  poration was a vampiric puppet, diverting arms 
  shipments to the Rephaim through intermediar-
  ies. Asgard’s board refused to hand the executive 
  over, stating they were “not in a position to 
  comply until they had viewed the evidence.” 
  Having reviewed the evidence the board again 
  refused, insisting a junior executive was actually 
  the party responsible.
  After six months of wrangling the Inquisition 
  persuaded the pope to order the Ordo Hastae 
  Sanctae to capture the suspect on their behalf. 
  During a ﬁ erce battle with Asgard security forces 
  that left over 150 dead, the Ordo eventually 
  located the executive. He committed suicide 
  before they could arrest him. Asgard remains a 
  ﬁ erce opponent of the Church to this day.
  THE 
  THE  POPULACE
  POPULACE
  The Church actively governs over 400 million 
  souls. From the largest city to the smallest farm-
  stead, the Church has made it its mission to save 
  the souls of the populace by any means necessary. 
  Church territory is divided into archdioceses and 
  dioceses controlled directly by the Church, and 
  Commanderies and Preceptories owned by the 
  Sacri Ordines.
  Poverty is rife across most of the land. The 
  Church imposes heavy taxes on the masses to pay 
  for public services and subsidize industry—the 
  Ordines’ taxes go toward keeping their military 
  machines running at the highest possible efﬁ -
  ciency. The wealthiest citizens are senior Church 
  members (bishops and above), captains of indus-
  try, and crime bosses.
  Within cities and towns, the majority of the pop-
  ulace lives in towering apartment blocks. Large 
  families are the norm, though few apartments 
  have more than two bedrooms. Most apartment 
  blocks are in dire need of maintenance, but the 
  Church is loathe to spend money on refurbish-
  ment when it has more pressing matters to deal 
  with—such as feeding the masses, saving souls, 
  and rooting out heresy.
  In stark contrast to the drab rows of apartment 
  blocks are the marbled plazas, tree-lined avenues, 
  and open parks located in the more afﬂ uent parts 
  of town. Police patrols keep diligent watch over 
  these areas and those who look out of place are 
  stopped and questioned.
  Rephaim attacks on rural communities have led 
  to mass migrations to the already overcrowded 
  cities, placing further strain on the Church welfare 
  system. Beggars are becoming more common on 
  city streets despite local police actions to remove 
  them to work camps.
  Corporate observers often accuse the Church 
  of deliberately keeping the masses downtrodden. 
  This way, they say, the citizens see membership of 
  an Ordo as advancement up the social ladder and 
  ﬂ ock to the various Ordines, so keeping up troop 
  strengths. The Church is quick to retort that Cor-
  porate pricing policy and trading practices stiﬂ e 
  local industries.
  Citizens living in villages and hamlets are only 
  slightly better off. Agriculture is the usual way of 
  life and while not richly rewarded employs most 
  of the rural population. Houses range from prefab 
  structures used by the earliest colonists to stone 
  and thatch cottages more reminiscent of 18th 
  century Earth. Few farmers can afford the latest 
  Corporate agricultural machinery and so must 
  rely on a combination of outdated machines—
  some dating back to the ﬁ rst colonization—and 
  backbreaking manual labor.
  6565
  MOTHER CHURCH
  MOTHER CHURCH
  CHURCH LAW AND THE 
  CHURCH LAW AND THE  CORPORATIONS
  CORPORATIONS
  “Justice for All” is a motto the Church cannot 
  always enforce. Ruling the common people is 
  one thing, but dispensing justice with regard the 
  Corporations is another matter altogether.
  For a start, each Corporation has their own 
  internal security force and judicial system. 
  Though technically these are to police Corporate 
  crimes, such as fraud or sabotage, in reality Cor-
  porate enclaves are separate city–states, ruled by 
  the local board of directors.
  The Church may have a presence within these 
  cities, in the form of a house of worship, but it 
  lacks any real judicial authority. Corporations 
  allow clergy to preach to the masses, but armed 
  Church enforcers, even the Sacri Ordines, are 
  forbidden access unless speciﬁ cally invited.
  Church ambassadors may request an indi-
  vidual be extradited to a Church state to stand 
  trial under Church law, but such requests must 
  go before the board and are often placed under 
  “Any Other Business” and missed out if the meet-
  ing overruns. After a half dozen such overruns, 
  even the most paciﬁ stic of ambassadors is ready 
  to call in the Knights.
  There have been instances of armed Church 
  intervention. In 2339, Inquisition spies had long 
  suspected a senior executive of the Asgard Cor-
  poration was a vampiric puppet, diverting arms 
  shipments to the Rephaim through intermediar-
  ies. Asgard’s board refused to hand the executive 
  over, stating they were “not in a position to 
  comply until they had viewed the evidence.” 
  Having reviewed the evidence the board again 
  refused, insisting a junior executive was actually 
  the party responsible.
  After six months of wrangling the Inquisition 
  persuaded the pope to order the Ordo Hastae 
  Sanctae to capture the suspect on their behalf. 
  During a ﬁ erce battle with Asgard security forces 
  that left over 150 dead, the Ordo eventually 
  located the executive. He committed suicide 
  before they could arrest him. Asgard remains a 
  ﬁ erce opponent of the Church to this day.
  THE 
  THE  POPULACE
  POPULACE
  The Church actively governs over 400 million 
  souls. From the largest city to the smallest farm-
  stead, the Church has made it its mission to save 
  the souls of the populace by any means necessary. 
  Church territory is divided into archdioceses and 
  dioceses controlled directly by the Church, and 
  Commanderies and Preceptories owned by the 
  Sacri Ordines.
  Poverty is rife across most of the land. The 
  Church imposes heavy taxes on the masses to pay 
  for public services and subsidize industry—the 
  Ordines’ taxes go toward keeping their military 
  machines running at the highest possible efﬁ -
  ciency. The wealthiest citizens are senior Church 
  members (bishops and above), captains of indus-
  try, and crime bosses.
  Within cities and towns, the majority of the pop-
  ulace lives in towering apartment blocks. Large 
  families are the norm, though few apartments 
  have more than two bedrooms. Most apartment 
  blocks are in dire need of maintenance, but the 
  Church is loathe to spend money on refurbish-
  ment when it has more pressing matters to deal 
  with—such as feeding the masses, saving souls, 
  and rooting out heresy.
  In stark contrast to the drab rows of apartment 
  blocks are the marbled plazas, tree-lined avenues, 
  and open parks located in the more afﬂ uent parts 
  of town. Police patrols keep diligent watch over 
  these areas and those who look out of place are 
  stopped and questioned.
  Rephaim attacks on rural communities have led 
  to mass migrations to the already overcrowded 
  cities, placing further strain on the Church welfare 
  system. Beggars are becoming more common on 
  city streets despite local police actions to remove 
  them to work camps.
  Corporate observers often accuse the Church 
  of deliberately keeping the masses downtrodden. 
  This way, they say, the citizens see membership of 
  an Ordo as advancement up the social ladder and 
  ﬂ ock to the various Ordines, so keeping up troop 
  strengths. The Church is quick to retort that Cor-
  porate pricing policy and trading practices stiﬂ e 
  local industries.
  Citizens living in villages and hamlets are only 
  slightly better off. Agriculture is the usual way of 
  life and while not richly rewarded employs most 
  of the rural population. Houses range from prefab 
  structures used by the earliest colonists to stone 
  and thatch cottages more reminiscent of 18th 
  century Earth. Few farmers can afford the latest 
  Corporate agricultural machinery and so must 
  rely on a combination of outdated machines—
  some dating back to the ﬁ rst colonization—and 
  backbreaking manual labor.
  
  6666
  NECROPOLIS 2350
  NECROPOLIS 2350
  There are “free hold” areas within the Church 
  hegemony. Land not controlled directly by a 
  bishop or Preceptory is often run by a close 
  relative of the ofﬁ cial. Nepotism is seen as an 
  acceptable part of society—at least to those with 
  something to gain from it.
  Church laws ban citizens from owning ﬁ re-
  arms, leaving most with no way of defending their 
  homes against the Rephaim. As attacks increase 
  more and more citizens are acquiring illegal ﬁ re-
  arms through Corporate channels—something 
  the Church is keen to stop.
  OTHER MILITARY FORCES
  OTHER MILITARY FORCES
  True military power within the Church lies 
  solely in the hands of the  Sacri Ordines. A unit 
  known as the  Swiss Guard serves as the pope’s 
  personal bodyguard. Originally founded in the 
  15th century from Swiss mercenaries, the cur-
  rent pope reintroduced the Guard when he took 
  ofﬁ ce.
  Comprised of Knights poached from their 
  Ordo to serve the pontiff directly and citizens 
  who pass the rigorous training regime, they pro-
  tect the pope’s body, possessions, and residence, 
  and accompany him on ofﬁ cial tours. Within the 
  Vatican itself four members are always stationed 
  at the pope’s side.
  The Swiss Guard is ﬁ ercely loyal to the pon-
  tiff, willing to lay down their lives for him at a 
  moment’s notice and without hesitation. No 
  door is closed to the Guard so long as the pope 
  is present, and bodyguards are present at even 
  secret meetings. Knowing they hold this knowl-
  edge makes them highly suspicious of any Curial 
  advances toward them. Guard members pride 
  themselves on being incorruptible—the punish-
  ment for breaking the pope’s trust in them is 
  death by ﬁ ring squad without absolution.
  At present, the Guard maintains a force of only 
  200 soldiers, plus a cadre of 100 support staff. 
  The only armed vehicles they possess are Prophet 
  APC’s and a single Angel dropship (call-sign Ark 1) 
  for transporting the pope on his tours. Members 
  of the Guard on duty wear purple battle suits and 
  carry ﬂ echette riﬂ es. Although comprised mainly 
  of Knights, the Swiss Guard is not a Sacer Ordo 
  and its members use military ranks similar to 
  those of the 21st Century. However, members are 
  allowed to carry swords, much to the disgust of 
  the Sacri Ordines.
  6666
  NECROPOLIS 2350
  NECROPOLIS 2350
  There are “free hold” areas within the Church 
  hegemony. Land not controlled directly by a 
  bishop or Preceptory is often run by a close 
  relative of the ofﬁ cial. Nepotism is seen as an 
  acceptable part of society—at least to those with 
  something to gain from it.
  Church laws ban citizens from owning ﬁ re-
  arms, leaving most with no way of defending their 
  homes against the Rephaim. As attacks increase 
  more and more citizens are acquiring illegal ﬁ re-
  arms through Corporate channels—something 
  the Church is keen to stop.
  OTHER MILITARY FORCES
  OTHER MILITARY FORCES
  True military power within the Church lies 
  solely in the hands of the  Sacri Ordines. A unit 
  known as the  Swiss Guard serves as the pope’s 
  personal bodyguard. Originally founded in the 
  15th century from Swiss mercenaries, the cur-
  rent pope reintroduced the Guard when he took 
  ofﬁ ce.
  Comprised of Knights poached from their 
  Ordo to serve the pontiff directly and citizens 
  who pass the rigorous training regime, they pro-
  tect the pope’s body, possessions, and residence, 
  and accompany him on ofﬁ cial tours. Within the 
  Vatican itself four members are always stationed 
  at the pope’s side.
  The Swiss Guard is ﬁ ercely loyal to the pon-
  tiff, willing to lay down their lives for him at a 
  moment’s notice and without hesitation. No 
  door is closed to the Guard so long as the pope 
  is present, and bodyguards are present at even 
  secret meetings. Knowing they hold this knowl-
  edge makes them highly suspicious of any Curial 
  advances toward them. Guard members pride 
  themselves on being incorruptible—the punish-
  ment for breaking the pope’s trust in them is 
  death by ﬁ ring squad without absolution.
  At present, the Guard maintains a force of only 
  200 soldiers, plus a cadre of 100 support staff. 
  The only armed vehicles they possess are Prophet 
  APC’s and a single Angel dropship (call-sign Ark 1) 
  for transporting the pope on his tours. Members 
  of the Guard on duty wear purple battle suits and 
  carry ﬂ echette riﬂ es. Although comprised mainly 
  of Knights, the Swiss Guard is not a Sacer Ordo 
  and its members use military ranks similar to 
  those of the 21st Century. However, members are 
  allowed to carry swords, much to the disgust of 
  the Sacri Ordines.
  
  WAR MASTER’S SECTION
  WAR MASTER’S SECTION
  PAPAL DECREE HAS LABELED 
  PAPAL DECREE HAS LABELED 
  THE INFORMATION CONTAINED 
  THE INFORMATION CONTAINED 
  BEYOND THIS POINT AS 
  BEYOND THIS POINT AS 
  HERETICAL.
  HERETICAL.
  READING THIS INFORMATION 
  READING THIS INFORMATION 
  WITHOUT OFFICIAL SANCTION 
  WITHOUT OFFICIAL SANCTION 
  WILL RESULT IN A VISIT 
  WILL RESULT IN A VISIT 
  FROM THE INQUISITION 
  FROM THE INQUISITION 
  FOLLOWED BY SUMMARY 
  FOLLOWED BY SUMMARY 
  EXECUTION.
  EXECUTION.
  WAR MASTER’S SECTION
  WAR MASTER’S SECTION
  PAPAL DECREE HAS LABELED 
  PAPAL DECREE HAS LABELED 
  THE INFORMATION CONTAINED 
  THE INFORMATION CONTAINED 
  BEYOND THIS POINT AS 
  BEYOND THIS POINT AS 
  HERETICAL.
  HERETICAL.
  READING THIS INFORMATION 
  READING THIS INFORMATION 
  WITHOUT OFFICIAL SANCTION 
  WITHOUT OFFICIAL SANCTION 
  WILL RESULT IN A VISIT 
  WILL RESULT IN A VISIT 
  FROM THE INQUISITION 
  FROM THE INQUISITION 
  FOLLOWED BY SUMMARY 
  FOLLOWED BY SUMMARY 
  EXECUTION.
  EXECUTION.
  
  6868
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE CORPORATIONS
  THE CORPORATIONS
  And the merchants of the earth shall weep 
  and mourn over her; for no man buyeth their 
  merchandise anymore.
  Revelation 18:11
  Founded during the early 22nd century, 
  the Corporations are powerful industrial and 
  mercantile entities wealthier than many former 
  nations of Earth and with a workforce running 
  into tens of millions per Corporation.
   LIFESTYLE
  LIFESTYLE
  Most Church citizens believe their Corporate 
  cousins live in opulent splendor. Part of this stems 
  from watching illegal broadcasts of Corporate 
  soap operas and advertisements, which depict 
  citizens as being well-paid, happy, and possessed 
  of immaculate teeth. Life does indeed seem better 
  on the other side of the ideological fence.
  Of course, this idealized image is far from the 
  truth. Yes, there are very rich citizens with smiles 
  crafted by the ﬁ nest plastic surgeons money can 
  buy, but these are a minute percentage of the 
  populace, and almost always senior Corporate 
  executives or media stars.
  For the most part, Corporate citizens are every 
  bit as downtrodden as their Church counterparts. 
  Most work in boring, dead end jobs that exist 
  purely to keep unemployment ﬁ gures down, 
  earn just enough money to pay rent on their 
  one-room apartment and keep themselves from 
  starving, and wish that they were Church citizens, 
  guaranteed a place in the afterlife following the 
  end of their dreary existence.
  Corporate accommodation is 99% apartments, 
  though these range from the common one and 
  two room variety to the luxurious penthouse 
  suites of the executives and media darlings. Only 
  the truly wealthy can afford to own a private, 
  detached house.
  This great divide between “haves” and “have-
  nots” spans every aspect of society, from choice of 
  food to car, from holiday location to the chances 
  of being hassled by the Corporate police.
   CURRENCY
  CURRENCY
  Before the formation of the Union follow-
  ing the Corporate Wars, the Corporations used 
  their own currency scripts. Goods were priced 
  in the script of the manufacturer, which made 
  purchasing even everyday items laborious as the 
  currency had to be converted. When the Union 
  was formed, individual scripts were abolished in 
  favor of a single currency—the Union Dollar. The 
  current Dollar is kept artiﬁ cially tied to the value 
  of the Miter at a one-to-one ratio.
  Hard currency is still prominent in Union 
  enclaves, especially among the lower classes. 
  Large transactions and Corporate investments are 
  handled using credit or stock options. Freelancers, 
  a form of independent Corporate troubleshooter, 
  rarely accept credit or stock options, preferring 
  untraceable hard cash in their hands.
  All dollars are thin, plastic cards printed with 
  the value and logo of the issuing Corporation. 
  CORPORATE 
  CORPORATE  MEDIA
  MEDIA
  Though each Corporation has its own enclaves, 
  effectively city-states free of Church dominion, 
  they do enjoy limited exchanges of ideas. This 
  is most notable in the media. Corporate citizens 
  enjoy much more freedom of choice of their tele-
  vision, radio, and newspapers. Lansing Media, a 
  minor Corporation, is responsible for producing 
  over 60% of all media entertainment, which it 
  sells to other Corporations’ media networks.
  Most Corporations provide over 100 television 
  and radio channels to their citizens, covering 
  almost any topic imaginable. The Corporate media 
  machines run all day, every day. Free of Church 
  censorship, Corporate media even has interviews 
  with heretics, allowing them a chance to speak 
  their mind safe from Inquisitorial intolerance. 
  Being businesses, the Corporations do allow the 
  Church to purchase licenses to broadcast its own 
  television channels to their citizens. Given the 
  wide range of entertainment available, viewing 
  ﬁ gures are quite low. Shows deemed “politically 
  offensive” (i.e. those which slander the Union) are 
  replaced with repeats of a less political nature.
  CORPORATE 
  CORPORATE  MILITARY
  MILITARY
  The Corporate military machine comes in two 
  types. The majority of soldiers serve the Corpora-
  tions directly, effectively belonging to a standing, 
  professional army. Soldiers are clothed, fed, and 
  equipped by their Corporation.
  On the other side of the coin are the mercenary 
  outﬁ ts. Usually formed by disgruntled Corporate 
  ofﬁ cers who want a say in which cause they ﬁ ght 
  6868
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE CORPORATIONS
  THE CORPORATIONS
  And the merchants of the earth shall weep 
  and mourn over her; for no man buyeth their 
  merchandise anymore.
  Revelation 18:11
  Founded during the early 22nd century, 
  the Corporations are powerful industrial and 
  mercantile entities wealthier than many former 
  nations of Earth and with a workforce running 
  into tens of millions per Corporation.
   LIFESTYLE
  LIFESTYLE
  Most Church citizens believe their Corporate 
  cousins live in opulent splendor. Part of this stems 
  from watching illegal broadcasts of Corporate 
  soap operas and advertisements, which depict 
  citizens as being well-paid, happy, and possessed 
  of immaculate teeth. Life does indeed seem better 
  on the other side of the ideological fence.
  Of course, this idealized image is far from the 
  truth. Yes, there are very rich citizens with smiles 
  crafted by the ﬁ nest plastic surgeons money can 
  buy, but these are a minute percentage of the 
  populace, and almost always senior Corporate 
  executives or media stars.
  For the most part, Corporate citizens are every 
  bit as downtrodden as their Church counterparts. 
  Most work in boring, dead end jobs that exist 
  purely to keep unemployment ﬁ gures down, 
  earn just enough money to pay rent on their 
  one-room apartment and keep themselves from 
  starving, and wish that they were Church citizens, 
  guaranteed a place in the afterlife following the 
  end of their dreary existence.
  Corporate accommodation is 99% apartments, 
  though these range from the common one and 
  two room variety to the luxurious penthouse 
  suites of the executives and media darlings. Only 
  the truly wealthy can afford to own a private, 
  detached house.
  This great divide between “haves” and “have-
  nots” spans every aspect of society, from choice of 
  food to car, from holiday location to the chances 
  of being hassled by the Corporate police.
   CURRENCY
  CURRENCY
  Before the formation of the Union follow-
  ing the Corporate Wars, the Corporations used 
  their own currency scripts. Goods were priced 
  in the script of the manufacturer, which made 
  purchasing even everyday items laborious as the 
  currency had to be converted. When the Union 
  was formed, individual scripts were abolished in 
  favor of a single currency—the Union Dollar. The 
  current Dollar is kept artiﬁ cially tied to the value 
  of the Miter at a one-to-one ratio.
  Hard currency is still prominent in Union 
  enclaves, especially among the lower classes. 
  Large transactions and Corporate investments are 
  handled using credit or stock options. Freelancers, 
  a form of independent Corporate troubleshooter, 
  rarely accept credit or stock options, preferring 
  untraceable hard cash in their hands.
  All dollars are thin, plastic cards printed with 
  the value and logo of the issuing Corporation. 
  CORPORATE 
  CORPORATE  MEDIA
  MEDIA
  Though each Corporation has its own enclaves, 
  effectively city-states free of Church dominion, 
  they do enjoy limited exchanges of ideas. This 
  is most notable in the media. Corporate citizens 
  enjoy much more freedom of choice of their tele-
  vision, radio, and newspapers. Lansing Media, a 
  minor Corporation, is responsible for producing 
  over 60% of all media entertainment, which it 
  sells to other Corporations’ media networks.
  Most Corporations provide over 100 television 
  and radio channels to their citizens, covering 
  almost any topic imaginable. The Corporate media 
  machines run all day, every day. Free of Church 
  censorship, Corporate media even has interviews 
  with heretics, allowing them a chance to speak 
  their mind safe from Inquisitorial intolerance. 
  Being businesses, the Corporations do allow the 
  Church to purchase licenses to broadcast its own 
  television channels to their citizens. Given the 
  wide range of entertainment available, viewing 
  ﬁ gures are quite low. Shows deemed “politically 
  offensive” (i.e. those which slander the Union) are 
  replaced with repeats of a less political nature.
  CORPORATE 
  CORPORATE  MILITARY
  MILITARY
  The Corporate military machine comes in two 
  types. The majority of soldiers serve the Corpora-
  tions directly, effectively belonging to a standing, 
  professional army. Soldiers are clothed, fed, and 
  equipped by their Corporation.
  On the other side of the coin are the mercenary 
  outﬁ ts. Usually formed by disgruntled Corporate 
  ofﬁ cers who want a say in which cause they ﬁ ght 
  
  6969
  THE CORPORATIONS
  THE CORPORATIONS
  for, mercenary units are heavily regulated by the 
  Corporations, primarily to stop them becoming a 
  threat to any Corporation.
  The most renowned merc force is the Free 
  Legion. Life in the Legion is tough and brutal, but 
  the unit gets the most lucrative contracts and the 
  soldiers are well rewarded for their efforts on the 
  ﬁ eld of war. Even the Sacri Ordines give them a 
  begrudging respect.
  CORPORATE OVERVIEWS
  CORPORATE OVERVIEWS
  This section covers the eleven Corporations 
  making up the Union. They are the most power-
  ful institutions on Salus outside of the Church 
  and hundreds of millions of lives fall under their 
  combined protectorate. Through subsidiaries, 
  these Corporations have ﬁ ngers in almost every 
  business pie. However, each has a major market 
  share of its own in a few key industries.
  The text below gives a brief overview of each 
  Corporation, including its stance on the Church, 
  its prime industries, and some background mate-
  rial.
  MAJOR CORPORATIONS
  MAJOR CORPORATIONS
  There are ﬁ ve major Corporations on Salus.
   AGRIMAX
  AGRIMAX
  Corporate Symbol: Crossed hoes behind a 
  capital “A.”
  Church Stance: Pro-Church.
  Primary Industries: Seeds, farming equip-
  ment and machinery, pesticides.
  Originally known as Farmacon, a division of 
  Pharmacom, the division grew extremely wealthy 
  as mankind began colonizing new worlds. Even-
  tually its proﬁ ts allowed it to break away from its 
  parent, though not without resistance. During 
  the Corporate War, the two sides fought several 
  pitched battles, and even today the two corpora-
  tions dislike each other.
  Although Pharmacom still holds the fertilizer 
  market ﬁ rmly in its grasp, Agrimax has essentially 
  sown up all other farming related industries. Out-
  remer and Agrimax overlap in the manufacture of 
  tractors and combines, but Outremer’s share is 
  minor and their agricultural machinery division 
  exists simply to provide some competition and so 
  keep Agrimax’s prices low.
  Unusually, Agrimax supports the Church on 
  many of its policies. The only area of disagree-
  ment is genetic engineering (many of the seeds 
  Agrimax sells are modiﬁ ed to produce better 
  yields). No one in the Union or Church consid-
  ers Agrimax’s stance totally selﬂ ess, though. In 
  return for its vocal support, Agrimax is allowed 
  to sell its wares to Church citizens, albeit through 
  intermediaries (and all goods are rebranded.)
  A military force of some 157,000 troops backed 
  by light tanks protects the company’s laborato-
  ries, manufacturing sites, and seed silos.
   ASGARD
  ASGARD
  Corporate Symbol: Inverted hammer.
  Church Stance: Strong anti–Church.
  Primary Industries: Armaments, industrial 
  computers, and mercantile shipping.
  Asgard is the largest of the Corporations, 
  having made its money selling armaments as a 
  neutral party during the Third World War and the 
  Corporate War.
  Its shipping line, which once plied the stars 
  between Earth, the inner colonies, and Salus, is 
  now primarily a wet–navy, transporting goods 
  between Corporate zones.
  Asgard has always been opposed to Church 
  rule and is amongst the more militant of the 
  Corporations. The incident in 2339 (page 65) 
  has only hardened its stance. Pitched battles with 
  Church forces have so far been avoided, but as 
  the Corporation seeks to expand, so skirmishes 
  are becoming more prevalent and bloodier.
  Its manufacture of ﬂ echette weapons has 
  brought it into competition with the Church’s 
  own armaments ﬁ rms, though its specialty is con-
  ventional ballistic weapons. The Sacri Ordines 
  have taken a keen interest in Asgard’s latest range 
  of advanced ballistic ﬁ rearms, which have greater 
  damage potential than ﬂ echette weapons, much 
  to the Curia’s dismay.
  Its security force is immense (1,775,000 
  troops), well disciplined, uses weaponry equal 
  to anything possessed by the Sacri Ordines, and 
  is backed up by heavy tanks. The Thor MBT, 
  Asgard’s only homegrown military vehicle, is an 
  even match for the Golgotha. Rumors abound 
  that Asgard has constructed its own grav tank 
  variant, though no proof is forthcoming.
  6969
  THE CORPORATIONS
  THE CORPORATIONS
  for, mercenary units are heavily regulated by the 
  Corporations, primarily to stop them becoming a 
  threat to any Corporation.
  The most renowned merc force is the Free 
  Legion. Life in the Legion is tough and brutal, but 
  the unit gets the most lucrative contracts and the 
  soldiers are well rewarded for their efforts on the 
  ﬁ eld of war. Even the Sacri Ordines give them a 
  begrudging respect.
  CORPORATE OVERVIEWS
  CORPORATE OVERVIEWS
  This section covers the eleven Corporations 
  making up the Union. They are the most power-
  ful institutions on Salus outside of the Church 
  and hundreds of millions of lives fall under their 
  combined protectorate. Through subsidiaries, 
  these Corporations have ﬁ ngers in almost every 
  business pie. However, each has a major market 
  share of its own in a few key industries.
  The text below gives a brief overview of each 
  Corporation, including its stance on the Church, 
  its prime industries, and some background mate-
  rial.
  MAJOR CORPORATIONS
  MAJOR CORPORATIONS
  There are ﬁ ve major Corporations on Salus.
   AGRIMAX
  AGRIMAX
  Corporate Symbol: Crossed hoes behind a 
  capital “A.”
  Church Stance: Pro-Church.
  Primary Industries: Seeds, farming equip-
  ment and machinery, pesticides.
  Originally known as Farmacon, a division of 
  Pharmacom, the division grew extremely wealthy 
  as mankind began colonizing new worlds. Even-
  tually its proﬁ ts allowed it to break away from its 
  parent, though not without resistance. During 
  the Corporate War, the two sides fought several 
  pitched battles, and even today the two corpora-
  tions dislike each other.
  Although Pharmacom still holds the fertilizer 
  market ﬁ rmly in its grasp, Agrimax has essentially 
  sown up all other farming related industries. Out-
  remer and Agrimax overlap in the manufacture of 
  tractors and combines, but Outremer’s share is 
  minor and their agricultural machinery division 
  exists simply to provide some competition and so 
  keep Agrimax’s prices low.
  Unusually, Agrimax supports the Church on 
  many of its policies. The only area of disagree-
  ment is genetic engineering (many of the seeds 
  Agrimax sells are modiﬁ ed to produce better 
  yields). No one in the Union or Church consid-
  ers Agrimax’s stance totally selﬂ ess, though. In 
  return for its vocal support, Agrimax is allowed 
  to sell its wares to Church citizens, albeit through 
  intermediaries (and all goods are rebranded.)
  A military force of some 157,000 troops backed 
  by light tanks protects the company’s laborato-
  ries, manufacturing sites, and seed silos.
   ASGARD
  ASGARD
  Corporate Symbol: Inverted hammer.
  Church Stance: Strong anti–Church.
  Primary Industries: Armaments, industrial 
  computers, and mercantile shipping.
  Asgard is the largest of the Corporations, 
  having made its money selling armaments as a 
  neutral party during the Third World War and the 
  Corporate War.
  Its shipping line, which once plied the stars 
  between Earth, the inner colonies, and Salus, is 
  now primarily a wet–navy, transporting goods 
  between Corporate zones.
  Asgard has always been opposed to Church 
  rule and is amongst the more militant of the 
  Corporations. The incident in 2339 (page 65) 
  has only hardened its stance. Pitched battles with 
  Church forces have so far been avoided, but as 
  the Corporation seeks to expand, so skirmishes 
  are becoming more prevalent and bloodier.
  Its manufacture of ﬂ echette weapons has 
  brought it into competition with the Church’s 
  own armaments ﬁ rms, though its specialty is con-
  ventional ballistic weapons. The Sacri Ordines 
  have taken a keen interest in Asgard’s latest range 
  of advanced ballistic ﬁ rearms, which have greater 
  damage potential than ﬂ echette weapons, much 
  to the Curia’s dismay.
  Its security force is immense (1,775,000 
  troops), well disciplined, uses weaponry equal 
  to anything possessed by the Sacri Ordines, and 
  is backed up by heavy tanks. The Thor MBT, 
  Asgard’s only homegrown military vehicle, is an 
  even match for the Golgotha. Rumors abound 
  that Asgard has constructed its own grav tank 
  variant, though no proof is forthcoming.
  
  7070
  NECROPOLIS 2350
  NECROPOLIS 2350
  The Valhalla Military Academy in Midgard pro-
  duces the best ofﬁ cers in the Corporate sector. 
  Trained for three years, its ofﬁ cer cadets receive 
  tuition in leadership, military strategy and tactics, 
  diplomacy, and urban warfare. Graduating cadets 
  must serve ﬁ ve years in Asgard’s security force 
  before being allowed to leave.
   BIOGEN CHEMICAL AND MEDICAL SUPPLIES
  BIOGEN CHEMICAL AND MEDICAL SUPPLIES
  Corporate Symbol: Caduceus.
  Church Stance: Neutral.
  Primary Industries: Genetic engineering, 
  medical supplies, and pharmaceuticals.
  Church ofﬁ cials have often accused BioGen of 
  “playing God” with its work in genetics. Ofﬁ cially 
  banned in 2324, genetic engineering is still carried 
  on within its enclaves, with experiments focusing 
  primarily on improving crop yields. Once BioGen 
  has perfected its latest strains, it will undoubtedly 
  lobby the Church for approval.
  BioGen also manufactures a wide range of 
  medical supplies, hospital equipment, and phar-
  maceuticals on a truly massive scale, providing 
  much of the population of Salus with these prod-
  ucts. Of course, the Church refuses to admit its 
  dealings with the Corporations, and most Church 
  citizens use BioGen products rebadged with the 
  name of a Church company.
  One of its greatest achievements was the per-
  fection of a synthetic blood that could be used 
  in transplants regardless of the subject’s blood 
  group. Work on synthetic organs and cybernet-
  ics proceeds, against the wishes of the Church. 
  Unfortunately for the Vatican, trade embargoes 
  resulted in a shortage of medical supplies for 
  civilian and military hospitals and forced the 
  Church to back down.
  Most of its research facilities are located far 
  from urban concentrations. Eager to ensure 
  BioGen is playing by the rules, the  Curia has 
  called for inspectors to be allowed into these 
  facilities. As yet, BioGen has refused to comply, 
  stating the right to maintain corporate secrecy as 
  its reason for noncompliance.
  It maintains only a small security force (80,000 
  troops), most of which is concentrated around its 
  key research installations. Heavy vehicle support 
  is minimal, though its does make use of Puriﬁ er 
  tanks bought from the Church.
   PHARMACOM
  PHARMACOM
  Corporate Symbol: Blue triangle surround-
  ing a silver letter “P.”
  Church Stance: Mildly anti–Church
  Primary Industries: Fertilizer, household 
  chemicals, oil products, and pharmaceuticals.
  Pharmacom is one of the best–known Corpo-
  rations. Its fertilizer products are used across the 
  planet, and even in remote settlements bags of 
  fertilizer bearing its logo are commonplace.
  Following the  Corporate Wars, Pharmacom was 
  in danger of losing market share to BioGen, but 
  the resurgence of interest in Salus and the com-
  pany’s ability to alter its main product have saved 
  it. Since 2326, the Corporation has also branched 
  out into oil products, such as rubber and plastics, 
  becoming one of the largest producers of these 
  commodities. Competition with BioGen over 
  pharmaceutical sales is ﬁ erce, though its house-
  hold products, such as detergents, have bolstered 
  recent poor sales in the medical markets.
  Pharmacom’s security force (370,000 troops) 
  is surprisingly well armed, with several light tank 
  brigades. These are stationed around its oil wells, 
  manufacturing facilities, and supply depots.
  7070
  NECROPOLIS 2350
  NECROPOLIS 2350
  The Valhalla Military Academy in Midgard pro-
  duces the best ofﬁ cers in the Corporate sector. 
  Trained for three years, its ofﬁ cer cadets receive 
  tuition in leadership, military strategy and tactics, 
  diplomacy, and urban warfare. Graduating cadets 
  must serve ﬁ ve years in Asgard’s security force 
  before being allowed to leave.
   BIOGEN CHEMICAL AND MEDICAL SUPPLIES
  BIOGEN CHEMICAL AND MEDICAL SUPPLIES
  Corporate Symbol: Caduceus.
  Church Stance: Neutral.
  Primary Industries: Genetic engineering, 
  medical supplies, and pharmaceuticals.
  Church ofﬁ cials have often accused BioGen of 
  “playing God” with its work in genetics. Ofﬁ cially 
  banned in 2324, genetic engineering is still carried 
  on within its enclaves, with experiments focusing 
  primarily on improving crop yields. Once BioGen 
  has perfected its latest strains, it will undoubtedly 
  lobby the Church for approval.
  BioGen also manufactures a wide range of 
  medical supplies, hospital equipment, and phar-
  maceuticals on a truly massive scale, providing 
  much of the population of Salus with these prod-
  ucts. Of course, the Church refuses to admit its 
  dealings with the Corporations, and most Church 
  citizens use BioGen products rebadged with the 
  name of a Church company.
  One of its greatest achievements was the per-
  fection of a synthetic blood that could be used 
  in transplants regardless of the subject’s blood 
  group. Work on synthetic organs and cybernet-
  ics proceeds, against the wishes of the Church. 
  Unfortunately for the Vatican, trade embargoes 
  resulted in a shortage of medical supplies for 
  civilian and military hospitals and forced the 
  Church to back down.
  Most of its research facilities are located far 
  from urban concentrations. Eager to ensure 
  BioGen is playing by the rules, the  Curia has 
  called for inspectors to be allowed into these 
  facilities. As yet, BioGen has refused to comply, 
  stating the right to maintain corporate secrecy as 
  its reason for noncompliance.
  It maintains only a small security force (80,000 
  troops), most of which is concentrated around its 
  key research installations. Heavy vehicle support 
  is minimal, though its does make use of Puriﬁ er 
  tanks bought from the Church.
   PHARMACOM
  PHARMACOM
  Corporate Symbol: Blue triangle surround-
  ing a silver letter “P.”
  Church Stance: Mildly anti–Church
  Primary Industries: Fertilizer, household 
  chemicals, oil products, and pharmaceuticals.
  Pharmacom is one of the best–known Corpo-
  rations. Its fertilizer products are used across the 
  planet, and even in remote settlements bags of 
  fertilizer bearing its logo are commonplace.
  Following the  Corporate Wars, Pharmacom was 
  in danger of losing market share to BioGen, but 
  the resurgence of interest in Salus and the com-
  pany’s ability to alter its main product have saved 
  it. Since 2326, the Corporation has also branched 
  out into oil products, such as rubber and plastics, 
  becoming one of the largest producers of these 
  commodities. Competition with BioGen over 
  pharmaceutical sales is ﬁ erce, though its house-
  hold products, such as detergents, have bolstered 
  recent poor sales in the medical markets.
  Pharmacom’s security force (370,000 troops) 
  is surprisingly well armed, with several light tank 
  brigades. These are stationed around its oil wells, 
  manufacturing facilities, and supply depots.
  
  7171
  THE CORPORATIONS
  THE CORPORATIONS
   RAVENDELL ENTERPRISES
  RAVENDELL ENTERPRISES
  Corporate Symbol: Stylized raven, wings 
  spread, head turned to the right.
  Church Stance: Mildly anti–Church.
  Primary Industries: Armaments, industrial 
  computers, and military vehicles.
  Ravendell is in direct competition with Asgard 
  in two key markets—armaments and computers. 
  Whereas Asgard currently holds the market share 
  in ballistic weapons, Ravendell has been the driv-
  ing force behind laser technology research and 
  its versions are superior to those of the Church.
  Military vehicles are another of the Corpo-
  ration’s specialties. Its tanks are cheaper than 
  Church vehicles of similar speciﬁ cation and the 
  Corporation is currently negotiating sales to 
  several major Preceptories. A series of sabotage 
  attempts on its main tank works have led to the 
  Corporation making accusations against the 
  Church. Tension is running high and its security 
  force has been placed on alert as a precaution.
  Ravendell maintains an impressive military 
  force (1,259,000 troops), kitted out with weap-
  ons and vehicles of its own manufacture. In this 
  regard, it has the most self–sufﬁ cient military on 
  the planet. Equipped with a range of personal 
  ﬁ rearms, heavy weapons, and military vehicles, its 
  army is as powerful as any of the Sacri Ordines.
  MINOR CORPORATIONS
  MINOR CORPORATIONS
  There are six minor Corporations on Salus.
   ATLANTIS INDUSTRIES
  ATLANTIS INDUSTRIES
  Corporate Symbol: A letter “A” constructed 
  from girders.
  Church Stance: Weak anti–Church.
  Primary Industries: Heavy engineering and 
  military vehicles.
  Atlantis is the only minor Corporation to man-
  ufacture military vehicles. Specializing in light 
  tanks and APC’s, it supplies many of the Corpora-
  tions who distrust Ravendell’s equipment.
  Recent additions have seen some ingenious 
  designs and they are rapidly developing a name 
  for quality products at a reasonable price. A deal 
  with Asgard has allowed them to start design on a 
  two–man grav sled under license. Of all the minor 
  Corporations, Atlantis is the most militant.
  Heavy engineering is the company’s other key 
  area of expertise. From construction equipment 
  to bridge building, Atlantis grew prosperous as 
  the population on Salus expanded and rebuilt 
  after the Corporate Wars. Construction on a 
  high–speed rail link tunnel between the Drake 
  peninsula and Hensland began in 2348 and is 
  expected to be complete in 2360.
  Security forces (290,500 troops) are armed 
  with Asgard weapons, but use Atlantis vehicles. 
  Many of its leaders are trained at the Valhalla Mili-
  tary Academy—a fact that has not gone unnoticed 
  by the other Corporations.
   HELVETIA TELEKOM
  HELVETIA TELEKOM
  Corporate Symbol: Old–fashioned RKO–style 
  radio mast topped by an “H” made of lightning 
  bolts.
  Church Stance: Neutral.
  Primary 
  Industries: 
  Telecommunications 
  arrays and satellites.
  Helvetia is the largest telecommunications 
  company on Salus. Though the Church maintains 
  its own systems, Helvetia supplies communica-
  tion equipment to most of the other Corporations 
  and builds satellites to order. Since the Corporate 
  War effectively ended FC Drive space exploration, 
  Helvetia has returned to using solid–fuel rockets 
  to launch its satellites.
  With one hand, the Church accuses Helvetia of 
  constructing spy satellites for the major Corpora-
  tions—an allegation it vehemently denies. With 
  the other, it rents use of their rocket facilities to 
  launch its own satellites.
  Rumors abound that Helvetia has been 
  approached by Asgard to construct an orbital 
  nuclear weapons platform. Both Corporations 
  deny this, stating full compliance with the Nuclear 
  Weapon Act of 2316, which prohibits the design, 
  construction, testing, or use of such weapons.
  Helvetia’s security force is small (40,200 
  troops), and primarily used to guard its high–tech 
  research labs and launch facilities.
   INAMI CORPORATION
  INAMI CORPORATION
  Corporate Symbol: The Corporation’s name 
  in lower case capitals.
  Church Stance: Neutral.
  Primary Industries: Home computers, house-
  hold prefab furniture, and mercantile shipping.
  7171
  THE CORPORATIONS
  THE CORPORATIONS
   RAVENDELL ENTERPRISES
  RAVENDELL ENTERPRISES
  Corporate Symbol: Stylized raven, wings 
  spread, head turned to the right.
  Church Stance: Mildly anti–Church.
  Primary Industries: Armaments, industrial 
  computers, and military vehicles.
  Ravendell is in direct competition with Asgard 
  in two key markets—armaments and computers. 
  Whereas Asgard currently holds the market share 
  in ballistic weapons, Ravendell has been the driv-
  ing force behind laser technology research and 
  its versions are superior to those of the Church.
  Military vehicles are another of the Corpo-
  ration’s specialties. Its tanks are cheaper than 
  Church vehicles of similar speciﬁ cation and the 
  Corporation is currently negotiating sales to 
  several major Preceptories. A series of sabotage 
  attempts on its main tank works have led to the 
  Corporation making accusations against the 
  Church. Tension is running high and its security 
  force has been placed on alert as a precaution.
  Ravendell maintains an impressive military 
  force (1,259,000 troops), kitted out with weap-
  ons and vehicles of its own manufacture. In this 
  regard, it has the most self–sufﬁ cient military on 
  the planet. Equipped with a range of personal 
  ﬁ rearms, heavy weapons, and military vehicles, its 
  army is as powerful as any of the Sacri Ordines.
  MINOR CORPORATIONS
  MINOR CORPORATIONS
  There are six minor Corporations on Salus.
   ATLANTIS INDUSTRIES
  ATLANTIS INDUSTRIES
  Corporate Symbol: A letter “A” constructed 
  from girders.
  Church Stance: Weak anti–Church.
  Primary Industries: Heavy engineering and 
  military vehicles.
  Atlantis is the only minor Corporation to man-
  ufacture military vehicles. Specializing in light 
  tanks and APC’s, it supplies many of the Corpora-
  tions who distrust Ravendell’s equipment.
  Recent additions have seen some ingenious 
  designs and they are rapidly developing a name 
  for quality products at a reasonable price. A deal 
  with Asgard has allowed them to start design on a 
  two–man grav sled under license. Of all the minor 
  Corporations, Atlantis is the most militant.
  Heavy engineering is the company’s other key 
  area of expertise. From construction equipment 
  to bridge building, Atlantis grew prosperous as 
  the population on Salus expanded and rebuilt 
  after the Corporate Wars. Construction on a 
  high–speed rail link tunnel between the Drake 
  peninsula and Hensland began in 2348 and is 
  expected to be complete in 2360.
  Security forces (290,500 troops) are armed 
  with Asgard weapons, but use Atlantis vehicles. 
  Many of its leaders are trained at the Valhalla Mili-
  tary Academy—a fact that has not gone unnoticed 
  by the other Corporations.
   HELVETIA TELEKOM
  HELVETIA TELEKOM
  Corporate Symbol: Old–fashioned RKO–style 
  radio mast topped by an “H” made of lightning 
  bolts.
  Church Stance: Neutral.
  Primary 
  Industries: 
  Telecommunications 
  arrays and satellites.
  Helvetia is the largest telecommunications 
  company on Salus. Though the Church maintains 
  its own systems, Helvetia supplies communica-
  tion equipment to most of the other Corporations 
  and builds satellites to order. Since the Corporate 
  War effectively ended FC Drive space exploration, 
  Helvetia has returned to using solid–fuel rockets 
  to launch its satellites.
  With one hand, the Church accuses Helvetia of 
  constructing spy satellites for the major Corpora-
  tions—an allegation it vehemently denies. With 
  the other, it rents use of their rocket facilities to 
  launch its own satellites.
  Rumors abound that Helvetia has been 
  approached by Asgard to construct an orbital 
  nuclear weapons platform. Both Corporations 
  deny this, stating full compliance with the Nuclear 
  Weapon Act of 2316, which prohibits the design, 
  construction, testing, or use of such weapons.
  Helvetia’s security force is small (40,200 
  troops), and primarily used to guard its high–tech 
  research labs and launch facilities.
   INAMI CORPORATION
  INAMI CORPORATION
  Corporate Symbol: The Corporation’s name 
  in lower case capitals.
  Church Stance: Neutral.
  Primary Industries: Home computers, house-
  hold prefab furniture, and mercantile shipping.
  
  7272
  NECROPOLIS 2350
  NECROPOLIS 2350
  Founded during the years following the Cor-
  porate War, Inami sold home computers and 
  prefab furniture to the new colonists on Salus. 
  High quality and affordable, few city homes are 
  without Inami products. It even caters for more 
  remote settlers, offering a home–delivery service 
  through its mercantile shipping line, if you are 
  prepared to wait several months for delivery.
  Asgard is the dominant force in bulk mercan-
  tile shipping, but Inami has found its niche. Its 
  freighters are not as large, but it prides itself on 
  speedy deliveries and even operates an air arm, 
  using converted dropships purchased from the 
  Church (once stripped of all weapon systems).
  Inami maintains a marine force (27,400 
  troops) to guard its freighters from pirates, and 
  a small security force (90,000 troops) to protect 
  its docks and warehouses. Light on land–based 
  vehicles, its ocean-going freighters are all armed, 
  and it has recently placed an order with Atlantis 
  for three-dozen Man-o-War destroyers.
   LANSING MEDIA
  LANSING MEDIA
  Corporate Symbol: The Corporation name in 
  silver, italic letters.
  Church Stance: Strongly anti–Church.
  Primary Industries: Home entertainment 
  and telecommunications.
  Lansing Media was originally the entertainment 
  branch of Helvetia Telekom. When the Corporate 
  Wars ended, Lansing’s management team bought 
  the division from their parent company. Helvetia 
  has regretted the move ever since.
  Helvetia has stuck to providing telecoms equip-
  ment—Lansing reinvented itself as a media outlet. 
  Though it does sell some telecoms equipment, 
  this is little more than a sideline for its prime 
  market  : entertainment systems and programs.
  Lansing produces over 80% of the non–Church 
  produced television and radio programs broadcast 
  across Salus. It also prints ten major newspapers 
  7272
  NECROPOLIS 2350
  NECROPOLIS 2350
  Founded during the years following the Cor-
  porate War, Inami sold home computers and 
  prefab furniture to the new colonists on Salus. 
  High quality and affordable, few city homes are 
  without Inami products. It even caters for more 
  remote settlers, offering a home–delivery service 
  through its mercantile shipping line, if you are 
  prepared to wait several months for delivery.
  Asgard is the dominant force in bulk mercan-
  tile shipping, but Inami has found its niche. Its 
  freighters are not as large, but it prides itself on 
  speedy deliveries and even operates an air arm, 
  using converted dropships purchased from the 
  Church (once stripped of all weapon systems).
  Inami maintains a marine force (27,400 
  troops) to guard its freighters from pirates, and 
  a small security force (90,000 troops) to protect 
  its docks and warehouses. Light on land–based 
  vehicles, its ocean-going freighters are all armed, 
  and it has recently placed an order with Atlantis 
  for three-dozen Man-o-War destroyers.
   LANSING MEDIA
  LANSING MEDIA
  Corporate Symbol: The Corporation name in 
  silver, italic letters.
  Church Stance: Strongly anti–Church.
  Primary Industries: Home entertainment 
  and telecommunications.
  Lansing Media was originally the entertainment 
  branch of Helvetia Telekom. When the Corporate 
  Wars ended, Lansing’s management team bought 
  the division from their parent company. Helvetia 
  has regretted the move ever since.
  Helvetia has stuck to providing telecoms equip-
  ment—Lansing reinvented itself as a media outlet. 
  Though it does sell some telecoms equipment, 
  this is little more than a sideline for its prime 
  market  : entertainment systems and programs.
  Lansing produces over 80% of the non–Church 
  produced television and radio programs broadcast 
  across Salus. It also prints ten major newspapers 
  
  7373
  THE CORPORATIONS
  THE CORPORATIONS
  on behalf of the other Corporations. Virtually 
  every popular program is produced in Lansing’s 
  extensive studio complexes and the biggest 
  names in entertainment are on its payroll. Only 
  the Church refuses to air Lansing’s programs, 
  citing its desire to “maintain moral standards”. In 
  view of this, it is perhaps not surprising Lansing 
  produces several anti–Church programs.
  Lansing’s security force is very small (8,300 
  troops) and actually serves as a bodyguard unit to 
  its stars. It does not use military vehicles, prefer-
  ring Outremer armored limousines.
   OUTREMER ENGINEERING
  OUTREMER ENGINEERING
  Corporate Symbol: An “O” with “speed 
  marks,” as if it were a wheel in motion.
  Church Stance: Neutral.
  Primary Industries: Aircraft, ground vehicles, 
  and watercraft.
  Outremer specializes in civilian vehicles. 
  Aircraft, ground vehicles, and watercraft are all 
  produced at its massive factory complexes. From 
  cheap family hatchbacks to state–of–the–art ocean 
  liners and passenger jets, Outremer controls the 
  nonmilitary market.
  It has contracts to supply vehicles to all of the 
  Corporations, which then re–brand the vehicles 
  as their own. Given its dominant position, it might 
  be surprising that the company is not amongst 
  the major Corporations.
  For the other Corporations to buy Outremer 
  products the price must be kept low (so the other 
  Corporations can put on their own markup). 
  Asgard and Ravendell have both hinted that if 
  Outremer hikes up its prices, they will go into 
  direct competition. Against their ﬁ nancial power, 
  Outremer would be hard pressed to maintain 
  much of a market share.
  Outremer’s security force (119,200 troops) 
  exists to protect its giant factories. Military vehicles 
  are light on the ground, though rugged, lightly 
  armored four–by–fours are commonplace.
   WEST STAR MINING
  WEST STAR MINING
  Corporate Symbol: Gold “WSM” on a blue 
  background.
  Church Stance: Strongly anti–Church.
  Primary Industries: Mineral extraction, oil 
  products, ore processing.
  West Star Mining is in direct competition with 
  Pharmacom in the oil–based product market. 
  Luckily for WSM, it can rely on its ore extraction 
  and processing to keep proﬁ ts high.
  WSM has extensive mining operations, extract-
  ing everything from coal to diamonds, iron to 
  gold. After extraction, the product is sold to the 
  other Corporations for use in manufacturing.
  Given the hard bargains driven by the other 
  Corporations, WSM has been forced to lower its 
  overheads, mainly by cutting wages and skimping 
  on safety. Church rhetoric accuses WSM of using 
  slave labor—WSM has responded by pointing the 
  ﬁ nger at Church labor camps.
  WSM possesses a large security force (267,100 
  troops) equipped with Ravendell APC’s for mobil-
  ity. The Corporation claims the force is purely 
  there to protect its interests—critics point to a 
  veritable police state for oppressed workers.
  CORPORATE GEAR
  CORPORATE GEAR
  Unless otherwise speciﬁ ed, all other weapons 
  (i.e. heavy weapons, vehicular weapons, etc.) are 
  identical to their Church counterparts.
  SELECTED GEAR NOTES
  SELECTED GEAR NOTES
  Corporate security forces are armed with a 
  variety of weapons. Some are modeled after the 
  Church’s own designs, others are unique to the 
  Corporations. The Church forbids its troops to use 
  these weapons, to keep the Ordines purchasing 
  from Church–backed companies. However, the 
  Corporations seek an end to Church monopoly 
  and are negotiating weapons sales with several of 
  the Sacri Ordines.
  Asgard 6/12mm Weapons: Asgard is leading 
  the research into ballistic weapons capable of 
  dealing with Rephaim. While heavier than ﬂ ech-
  ette weapons, they ﬁ re caseless 6mm or 12mm 
  binary–propellant rounds. Ammunition for the 
  12mm caliber weapons comes in Armor Piercing, 
  Gel (for stunning targets), High Explosive, Light 
  Explosive Armor Piercing, and conventional solid 
  lead. Even with extensive recoil dampers, the kick 
  from these weapons is considerable.
  Within the Corporate market, these weapons 
  are sold to many security forces, though Asgard 
  only sells conventional ammo to those purchas-
  ing 12mm variants.
  7373
  THE CORPORATIONS
  THE CORPORATIONS
  on behalf of the other Corporations. Virtually 
  every popular program is produced in Lansing’s 
  extensive studio complexes and the biggest 
  names in entertainment are on its payroll. Only 
  the Church refuses to air Lansing’s programs, 
  citing its desire to “maintain moral standards”. In 
  view of this, it is perhaps not surprising Lansing 
  produces several anti–Church programs.
  Lansing’s security force is very small (8,300 
  troops) and actually serves as a bodyguard unit to 
  its stars. It does not use military vehicles, prefer-
  ring Outremer armored limousines.
   OUTREMER ENGINEERING
  OUTREMER ENGINEERING
  Corporate Symbol: An “O” with “speed 
  marks,” as if it were a wheel in motion.
  Church Stance: Neutral.
  Primary Industries: Aircraft, ground vehicles, 
  and watercraft.
  Outremer specializes in civilian vehicles. 
  Aircraft, ground vehicles, and watercraft are all 
  produced at its massive factory complexes. From 
  cheap family hatchbacks to state–of–the–art ocean 
  liners and passenger jets, Outremer controls the 
  nonmilitary market.
  It has contracts to supply vehicles to all of the 
  Corporations, which then re–brand the vehicles 
  as their own. Given its dominant position, it might 
  be surprising that the company is not amongst 
  the major Corporations.
  For the other Corporations to buy Outremer 
  products the price must be kept low (so the other 
  Corporations can put on their own markup). 
  Asgard and Ravendell have both hinted that if 
  Outremer hikes up its prices, they will go into 
  direct competition. Against their ﬁ nancial power, 
  Outremer would be hard pressed to maintain 
  much of a market share.
  Outremer’s security force (119,200 troops) 
  exists to protect its giant factories. Military vehicles 
  are light on the ground, though rugged, lightly 
  armored four–by–fours are commonplace.
   WEST STAR MINING
  WEST STAR MINING
  Corporate Symbol: Gold “WSM” on a blue 
  background.
  Church Stance: Strongly anti–Church.
  Primary Industries: Mineral extraction, oil 
  products, ore processing.
  West Star Mining is in direct competition with 
  Pharmacom in the oil–based product market. 
  Luckily for WSM, it can rely on its ore extraction 
  and processing to keep proﬁ ts high.
  WSM has extensive mining operations, extract-
  ing everything from coal to diamonds, iron to 
  gold. After extraction, the product is sold to the 
  other Corporations for use in manufacturing.
  Given the hard bargains driven by the other 
  Corporations, WSM has been forced to lower its 
  overheads, mainly by cutting wages and skimping 
  on safety. Church rhetoric accuses WSM of using 
  slave labor—WSM has responded by pointing the 
  ﬁ nger at Church labor camps.
  WSM possesses a large security force (267,100 
  troops) equipped with Ravendell APC’s for mobil-
  ity. The Corporation claims the force is purely 
  there to protect its interests—critics point to a 
  veritable police state for oppressed workers.
  CORPORATE GEAR
  CORPORATE GEAR
  Unless otherwise speciﬁ ed, all other weapons 
  (i.e. heavy weapons, vehicular weapons, etc.) are 
  identical to their Church counterparts.
  SELECTED GEAR NOTES
  SELECTED GEAR NOTES
  Corporate security forces are armed with a 
  variety of weapons. Some are modeled after the 
  Church’s own designs, others are unique to the 
  Corporations. The Church forbids its troops to use 
  these weapons, to keep the Ordines purchasing 
  from Church–backed companies. However, the 
  Corporations seek an end to Church monopoly 
  and are negotiating weapons sales with several of 
  the Sacri Ordines.
  Asgard 6/12mm Weapons: Asgard is leading 
  the research into ballistic weapons capable of 
  dealing with Rephaim. While heavier than ﬂ ech-
  ette weapons, they ﬁ re caseless 6mm or 12mm 
  binary–propellant rounds. Ammunition for the 
  12mm caliber weapons comes in Armor Piercing, 
  Gel (for stunning targets), High Explosive, Light 
  Explosive Armor Piercing, and conventional solid 
  lead. Even with extensive recoil dampers, the kick 
  from these weapons is considerable.
  Within the Corporate market, these weapons 
  are sold to many security forces, though Asgard 
  only sells conventional ammo to those purchas-
  ing 12mm variants.
  
  7474
  NECROPOLIS 2350
  NECROPOLIS 2350
  Asgard Stun Pistol: A recent innovation, the 
  stun pistol is designed for riot control and polic-
  ing duties. Powered by a laser pistol battery, it 
  delivers a powerful electrical charge over short 
  distances. Victims suffer uncontrollable muscle 
  spasms, intense pain, and even unconsciousness 
  rather than lethal injury. Stun pistols inﬂ ict non-
  lethal damage as per Church models.
  Ravendell Laser Weapons: Ravendell’s range 
  of laser weapons is lighter than those of the 
  Church, with a longer range and more effective 
  energy usage. Too expensive to be issued to all 
  of their security forces, they are reserved for elite 
  units.
  CORPORATE 
  CORPORATE  VEHICLES
  VEHICLES
  Corporate vehicles come in two types—those 
  manufactured and used by a single Corporation, 
  and those they buy from other manufacturers. 
  Thus, one might see vehicles built by Ravendell 
  and Atlantis serving with Helvetia forces. Asgard 
  may use its own Thor MBT, but it purchases sup-
  port vehicles from Ravendell and Atlantis.
  GROUND VEHICLES
  GROUND VEHICLES
  As with the Church, the majority of Corporate 
  vehicles are designed for war.
  ASSASSINATOR LIGHT TANK (RAVENDELL)
  ASSASSINATOR LIGHT TANK (RAVENDELL)
  The Assassinator is one of only two amphibious 
  military vehicles currently used on Salus. Though 
  weakly armored, its impressive speed, maneuver-
  ability, and stealth capabilities allow it to quickly 
  get behind heavier tanks, striking at their weakest 
  armor.
  Acc/Top Speed: 7/30; Toughness: 45/40/35 
  (30/25/20); Handling: +2; Crew: 3
  Notes: Advanced Stealth Technology, Amphibi-
  ous, Heavy Armor, Improved Stabilizer, Infrared 
  Night Vision, Tracked
  Weapons:
  * 45mm railgun (50 rounds)
  * 40mm autocannon (100 rounds)
  * Flechette MG pintle (400 rounds)
  BOMBARD SPA (RAVENDELL)
  BOMBARD SPA (RAVENDELL)
  The Bombard is a dual-turreted SPA and the 
  primary artillery weapon of the Corporations. Its 
  twin howitzers are mounted in separate side-by-
  side turrets, and can be ﬁ red as a linked pair or 
  independently. It is sluggish and handles poorly 
  at “high” speed, but has enough ﬁ repower to 
  silence most critics.
  Acc/Top Speed: 5/20; Toughness: 35/30/25 
  (20/15/10); Handling: –2; Crew: 6
  Notes: 
  Heavy Armor, Improved Stabilizer, 
  Tracked
  Weapons:
  * Two 150mm artillery pieces (Damage: 5d10, 
  Large Burst Template—place two adjacent 
  templates; both deviate independently)
  * Flechette MG pintle (400 rounds)
  BRIGAND MEDIUM TANK (ATLANTIS)
  BRIGAND MEDIUM TANK (ATLANTIS)
  Designed for Corporations with a larger 
  budget, the Brigand is equipped with a revolu-
  tionary dual turret system. Though mounted as 
  a single unit, the over–under main weapons can 
  traverse independently of each other, allowing 
  multiple target acquisition and ﬁ ring capability.
  Acc/Top Speed: 6/20; Toughness: 60/55/45 
  (45/40/30); Handling: –1; Crew: 4
  Notes: Heavy Armor, Infrared Night Vision, Sta-
  bilizer, Tracked
  Weapons:
  * 20 mm railgun (40 rounds)
  * 45mm railgun (40 rounds)
  * Flechette MG coaxial mounted on each 
  weapon (400 rounds each)
  EQUALIZER ANTI–TANK VEHICLE (ATLANTIS)
  EQUALIZER ANTI–TANK VEHICLE (ATLANTIS)
  The Equalizer is Atlantis’ best selling military 
  vehicle. The same size as an average saloon car, it 
  packs enough ﬁ repower to destroy most armored 
  targets at a fraction of the cost of an MBT.
  Acc/Top Speed: 12/30; Toughness: 12 (5); Han-
  dling: +0; Crew: 2
  Notes: Four Wheel Drive, Heavy Armor, Improved 
  Stabilizer, Night Vision
  Weapons:
  * 4 x Passover 9cm AT missile tubes (no 
  reloads)
  ROADRUNNER APC (RAVENDELL)
  ROADRUNNER APC (RAVENDELL)
  The Roadrunner is the standard Corporate 
  APC. The weapon package below is the standard 
  Ravendell factory option, but there are many 
  variants available, for an extra cost. The railgun 
  is ﬁ xed on the left hand side, and folds out from 
  7474
  NECROPOLIS 2350
  NECROPOLIS 2350
  Asgard Stun Pistol: A recent innovation, the 
  stun pistol is designed for riot control and polic-
  ing duties. Powered by a laser pistol battery, it 
  delivers a powerful electrical charge over short 
  distances. Victims suffer uncontrollable muscle 
  spasms, intense pain, and even unconsciousness 
  rather than lethal injury. Stun pistols inﬂ ict non-
  lethal damage as per Church models.
  Ravendell Laser Weapons: Ravendell’s range 
  of laser weapons is lighter than those of the 
  Church, with a longer range and more effective 
  energy usage. Too expensive to be issued to all 
  of their security forces, they are reserved for elite 
  units.
  CORPORATE 
  CORPORATE  VEHICLES
  VEHICLES
  Corporate vehicles come in two types—those 
  manufactured and used by a single Corporation, 
  and those they buy from other manufacturers. 
  Thus, one might see vehicles built by Ravendell 
  and Atlantis serving with Helvetia forces. Asgard 
  may use its own Thor MBT, but it purchases sup-
  port vehicles from Ravendell and Atlantis.
  GROUND VEHICLES
  GROUND VEHICLES
  As with the Church, the majority of Corporate 
  vehicles are designed for war.
  ASSASSINATOR LIGHT TANK (RAVENDELL)
  ASSASSINATOR LIGHT TANK (RAVENDELL)
  The Assassinator is one of only two amphibious 
  military vehicles currently used on Salus. Though 
  weakly armored, its impressive speed, maneuver-
  ability, and stealth capabilities allow it to quickly 
  get behind heavier tanks, striking at their weakest 
  armor.
  Acc/Top Speed: 7/30; Toughness: 45/40/35 
  (30/25/20); Handling: +2; Crew: 3
  Notes: Advanced Stealth Technology, Amphibi-
  ous, Heavy Armor, Improved Stabilizer, Infrared 
  Night Vision, Tracked
  Weapons:
  * 45mm railgun (50 rounds)
  * 40mm autocannon (100 rounds)
  * Flechette MG pintle (400 rounds)
  BOMBARD SPA (RAVENDELL)
  BOMBARD SPA (RAVENDELL)
  The Bombard is a dual-turreted SPA and the 
  primary artillery weapon of the Corporations. Its 
  twin howitzers are mounted in separate side-by-
  side turrets, and can be ﬁ red as a linked pair or 
  independently. It is sluggish and handles poorly 
  at “high” speed, but has enough ﬁ repower to 
  silence most critics.
  Acc/Top Speed: 5/20; Toughness: 35/30/25 
  (20/15/10); Handling: –2; Crew: 6
  Notes: 
  Heavy Armor, Improved Stabilizer, 
  Tracked
  Weapons:
  * Two 150mm artillery pieces (Damage: 5d10, 
  Large Burst Template—place two adjacent 
  templates; both deviate independently)
  * Flechette MG pintle (400 rounds)
  BRIGAND MEDIUM TANK (ATLANTIS)
  BRIGAND MEDIUM TANK (ATLANTIS)
  Designed for Corporations with a larger 
  budget, the Brigand is equipped with a revolu-
  tionary dual turret system. Though mounted as 
  a single unit, the over–under main weapons can 
  traverse independently of each other, allowing 
  multiple target acquisition and ﬁ ring capability.
  Acc/Top Speed: 6/20; Toughness: 60/55/45 
  (45/40/30); Handling: –1; Crew: 4
  Notes: Heavy Armor, Infrared Night Vision, Sta-
  bilizer, Tracked
  Weapons:
  * 20 mm railgun (40 rounds)
  * 45mm railgun (40 rounds)
  * Flechette MG coaxial mounted on each 
  weapon (400 rounds each)
  EQUALIZER ANTI–TANK VEHICLE (ATLANTIS)
  EQUALIZER ANTI–TANK VEHICLE (ATLANTIS)
  The Equalizer is Atlantis’ best selling military 
  vehicle. The same size as an average saloon car, it 
  packs enough ﬁ repower to destroy most armored 
  targets at a fraction of the cost of an MBT.
  Acc/Top Speed: 12/30; Toughness: 12 (5); Han-
  dling: +0; Crew: 2
  Notes: Four Wheel Drive, Heavy Armor, Improved 
  Stabilizer, Night Vision
  Weapons:
  * 4 x Passover 9cm AT missile tubes (no 
  reloads)
  ROADRUNNER APC (RAVENDELL)
  ROADRUNNER APC (RAVENDELL)
  The Roadrunner is the standard Corporate 
  APC. The weapon package below is the standard 
  Ravendell factory option, but there are many 
  variants available, for an extra cost. The railgun 
  is ﬁ xed on the left hand side, and folds out from 
  
  7575
  THE CORPORATIONS
  THE CORPORATIONS
  an armored casing when required. Its superior 
  speed over the Prophet APC comes at the expense 
  of slightly weaker front armor.
  Acc/Top Speed: 20/40; Toughness: 23/21/21 
  (12/10/10); Handling: +0; Crew: 3+12
  Notes: Fixed Weapon (railgun), Heavy Armor, 
  Tracked
  Weapons:
  * 30mm railgun (20 rounds)
  * Flechette chain gun in turret (1000 rounds)
  SCORCHER MEDIUM TANK (ATLANTIS)
  SCORCHER MEDIUM TANK (ATLANTIS)
  The Scorcher is a modiﬁ ed Brigand and uses 
  the dual turret system.
  Acc/Top Speed: 6/22; Toughness: 60/55/45 
  (45/40/30); Handling: –1; Crew: 4
  Notes: Heavy Armor, Infrared Night Vision, 
  Tracked
  Weapons:
  * Heavy ﬂ amethrower (30 shots)
  * Heavy ﬂ amethrower (30 shots)
  SHREDDER LIGHT TANK (RAVENDELL)
  SHREDDER LIGHT TANK (RAVENDELL)
  Armed with four 20mm autocannons arranged 
  to ﬁ re as a single battery, the Shredder certainly 
  lives up to its name. Although ineffective against 
  the front armor of most tanks, it can tear through 
  weaker side and rear armor of all but the heavi-
  est tanks. It is also very cheap to produce, which 
  means a force can afford to ﬁ eld large numbers 
  of them. 
  Make a single Shooting roll. The quad cannons 
  grant the gunner +2 to his Shooting roll and 
  inﬂ ict 5d8 damage on a successful hit. AP remains 
  unaltered.
  Acc/Top Speed: 6/25; Toughness: 33/27/22 
  (20/15/10); Handling: +0; Crew: 4
  Notes: Heavy Armor, Improved Stabilizer, Infra-
  red Night Vision, Tracked
  Weapons:
  * Quad 20mm autocannons (200 rounds each)
  * Flechette MG pintle (400 rounds)
  STRIKER TANK DESTROYER (RAVENDELL)
  STRIKER TANK DESTROYER (RAVENDELL)
  Slow and powerful, the Striker is designed for 
  one purpose—to destroy enemy tanks. Armed 
  with two 80mm railguns, the Striker is a devastat-
  ing weapon. Thick front armor makes a Striker 
  hard to kill face on, but they suffer from weak 
  side and rear armor.
  Acc/Top Speed: 4/13; Toughness: 136/66/56 
  (120/50/40); Handling: –2; Crew: 5
  Notes: Fixed Gun (railguns), Heavy Armor, Infra-
  red Night Vision, Sloped Armor (–2), Stabilizer, 
  Tracked
  Weapons:
  * Twin 80mm railguns (40 rounds each)
  * Flechette MG pintle (1000 rounds)
  THOR HEAVY TANK (ASGARD)
  THOR HEAVY TANK (ASGARD)
  Designed to rival the mighty Golgotha of 
  the Sacri Ordines, the Thor is the backbone of 
  Asgard’s security forces. Its 60mm main gun is 
  powerful enough to pierce most armored vehicles 
  and its autocannon and ﬂ echette chain gun give 
  impressive casualty rates against infantry and soft 
  targets.
  Acc/Top Speed: 5/20; Toughness: 110/100/75 
  (95/85/60); Handling: –1; Crew: 3
  Notes: Heavy Armor, Night Vision, Stabilizer, 
  Tracked
  Weapons:
  * 60mm railgun (50 rounds)
  * 40mm autocannon coaxial (200 rounds)
  * Flechette chain gun coaxial (1000 rounds)
  * Flechette MG pintle (500 rounds)
  7575
  THE CORPORATIONS
  THE CORPORATIONS
  an armored casing when required. Its superior 
  speed over the Prophet APC comes at the expense 
  of slightly weaker front armor.
  Acc/Top Speed: 20/40; Toughness: 23/21/21 
  (12/10/10); Handling: +0; Crew: 3+12
  Notes: Fixed Weapon (railgun), Heavy Armor, 
  Tracked
  Weapons:
  * 30mm railgun (20 rounds)
  * Flechette chain gun in turret (1000 rounds)
  SCORCHER MEDIUM TANK (ATLANTIS)
  SCORCHER MEDIUM TANK (ATLANTIS)
  The Scorcher is a modiﬁ ed Brigand and uses 
  the dual turret system.
  Acc/Top Speed: 6/22; Toughness: 60/55/45 
  (45/40/30); Handling: –1; Crew: 4
  Notes: Heavy Armor, Infrared Night Vision, 
  Tracked
  Weapons:
  * Heavy ﬂ amethrower (30 shots)
  * Heavy ﬂ amethrower (30 shots)
  SHREDDER LIGHT TANK (RAVENDELL)
  SHREDDER LIGHT TANK (RAVENDELL)
  Armed with four 20mm autocannons arranged 
  to ﬁ re as a single battery, the Shredder certainly 
  lives up to its name. Although ineffective against 
  the front armor of most tanks, it can tear through 
  weaker side and rear armor of all but the heavi-
  est tanks. It is also very cheap to produce, which 
  means a force can afford to ﬁ eld large numbers 
  of them. 
  Make a single Shooting roll. The quad cannons 
  grant the gunner +2 to his Shooting roll and 
  inﬂ ict 5d8 damage on a successful hit. AP remains 
  unaltered.
  Acc/Top Speed: 6/25; Toughness: 33/27/22 
  (20/15/10); Handling: +0; Crew: 4
  Notes: Heavy Armor, Improved Stabilizer, Infra-
  red Night Vision, Tracked
  Weapons:
  * Quad 20mm autocannons (200 rounds each)
  * Flechette MG pintle (400 rounds)
  STRIKER TANK DESTROYER (RAVENDELL)
  STRIKER TANK DESTROYER (RAVENDELL)
  Slow and powerful, the Striker is designed for 
  one purpose—to destroy enemy tanks. Armed 
  with two 80mm railguns, the Striker is a devastat-
  ing weapon. Thick front armor makes a Striker 
  hard to kill face on, but they suffer from weak 
  side and rear armor.
  Acc/Top Speed: 4/13; Toughness: 136/66/56 
  (120/50/40); Handling: –2; Crew: 5
  Notes: Fixed Gun (railguns), Heavy Armor, Infra-
  red Night Vision, Sloped Armor (–2), Stabilizer, 
  Tracked
  Weapons:
  * Twin 80mm railguns (40 rounds each)
  * Flechette MG pintle (1000 rounds)
  THOR HEAVY TANK (ASGARD)
  THOR HEAVY TANK (ASGARD)
  Designed to rival the mighty Golgotha of 
  the Sacri Ordines, the Thor is the backbone of 
  Asgard’s security forces. Its 60mm main gun is 
  powerful enough to pierce most armored vehicles 
  and its autocannon and ﬂ echette chain gun give 
  impressive casualty rates against infantry and soft 
  targets.
  Acc/Top Speed: 5/20; Toughness: 110/100/75 
  (95/85/60); Handling: –1; Crew: 3
  Notes: Heavy Armor, Night Vision, Stabilizer, 
  Tracked
  Weapons:
  * 60mm railgun (50 rounds)
  * 40mm autocannon coaxial (200 rounds)
  * Flechette chain gun coaxial (1000 rounds)
  * Flechette MG pintle (500 rounds)
  
  7676
  NECROPOLIS 2350
  NECROPOLIS 2350
  WALRUS LIGHT TANK (ATLANTIS)
  WALRUS LIGHT TANK (ATLANTIS)
  The Walrus is an amphibious light tank capable 
  of carrying a six-man ﬁ re team. Slower than many 
  tanks of its class, it is nonetheless a popular 
  model, especially with Corporations with facili-
  ties in marshy terrain.
  Acc/Top Speed: 4/18; Toughness: 45/40/35 
  (35/25/20); Handling: –1; Crew: 3+6
  Notes: Amphibious, Heavy Armor, Stabilizer, 
  Tracked
  Weapons:
  * 30 mm railgun (60 rounds)
  * Flechette MG pintle (500 rounds)
  AIRCRAFT
  AIRCRAFT
  As with the Church, the Corporations manu-
  facture only limited numbers of aircraft.
  NIGHTWING UTILITY CRAFT (RAVENDELL)
  NIGHTWING UTILITY CRAFT (RAVENDELL)
  An all–round jet–propelled aircraft the Nigh-
  twing can carry 24 troops, six stretchers, or four 
  tons of cargo. It has sliding doors on each side, 
  allowing rapid transfer of occupants or cargo. 
  Weapons are only ﬁ tted to military versions.
  Acc/Top Speed: 60/750; Climb: 35; Toughness: 
  20 (4); Handling: +0; Crew: 2+24
  Notes: Fixed Weapon (autocannon), Night Vi-
  sion
  Weapons:
  * 20mm autocannon nose mounted (100 
  rounds)
  * Four Passover 9cm AT missiles wing mounted
  * Four bombs
  WATERCRAFT
  WATERCRAFT
  The Corporations build more watercraft than 
  the Church. The Church usually buys watercraft 
  from Atlantis, rather than invest in manufacturing 
  their own.
  FREIGHTERS (ASGARD, INAMI, & OUTREMER)
  FREIGHTERS (ASGARD, INAMI, & OUTREMER)
  Several Corporations produce ocean-going 
  freighters of similar design. The weapon systems 
  are typical weapons—exact armament varies 
  depending on the territory. Each freighter can 
  carry thousands of tons of cargo over a 30,000-
  mile range.
  Acc/Top Speed: 2/6; Toughness: 20 (6); Han-
  dling: –4; Crew: 10
  Notes: Heavy Armor
  Weapons:
  * 30mm railgun front turret (50 rounds)
  * 30mm railgun rear turret (50 rounds)
  * Ten 12mm MGs (1,000 rounds each)
  MAN-O’-WAR LIGHT CRUISER (ATLANTIS)
  MAN-O’-WAR LIGHT CRUISER (ATLANTIS)
  One of the heaviest oceangoing military craft 
  in use, the Man-o’-War is a long–range ﬂ eet pro-
  tection vessel. With an effective range of 20,000 
  miles, and enough ﬁ repower to challenge any 
  known naval craft (and many aircraft), it has the 
  endurance necessary to travel across Salus’ vast 
  oceans.
  Acc/Top Speed: 3/10; Toughness: 45 (30); Han-
  dling: –2; Crew: 15+20
  Notes: Heavy Armor
  Weapons:
  * Twin 40mm railgun front turret (40 rounds)
  * Two twin 30mm railguns each side (50 rounds 
  each)
  * Two ﬂ echette chain guns for antiaircraft use 
  (2000 rounds each)
  * Six 
  front–ﬁ ring 
  torpedo 
  tubes 
  (Range 
  150/300/600, Damage 5d10, ROF 1, Medium 
  Burst Template, AP 20)
  SKIPPER HYDROFOIL (ATLANTIS)
  SKIPPER HYDROFOIL (ATLANTIS)
  The Skipper’s main role is a fast deployment 
  ﬂ eet defense craft for coastal waters. Though 
  capable of journeying on the open ocean, its 
  small fuel capacity (1,000 mile range) limits its 
  operational effectiveness. A small barrack room 
  caters for a force of up to 20 marines, though on 
  routine patrols half this number is usually car-
  ried.
  The Skimmer variant carries no weapons, 
  being a luxury model for Corporate executives. 
  The barracks are converted into a series of luxury 
  rooms.
  Acc/Top Speed: 4/13; Toughness: 15 (3); Han-
  dling: +0; Crew: 4+20
  Notes: —
  Weapons:
  * 40mm autocannon forward (100 rounds)
  * 4 x Flechette MG (1000 rounds each)
  7676
  NECROPOLIS 2350
  NECROPOLIS 2350
  WALRUS LIGHT TANK (ATLANTIS)
  WALRUS LIGHT TANK (ATLANTIS)
  The Walrus is an amphibious light tank capable 
  of carrying a six-man ﬁ re team. Slower than many 
  tanks of its class, it is nonetheless a popular 
  model, especially with Corporations with facili-
  ties in marshy terrain.
  Acc/Top Speed: 4/18; Toughness: 45/40/35 
  (35/25/20); Handling: –1; Crew: 3+6
  Notes: Amphibious, Heavy Armor, Stabilizer, 
  Tracked
  Weapons:
  * 30 mm railgun (60 rounds)
  * Flechette MG pintle (500 rounds)
  AIRCRAFT
  AIRCRAFT
  As with the Church, the Corporations manu-
  facture only limited numbers of aircraft.
  NIGHTWING UTILITY CRAFT (RAVENDELL)
  NIGHTWING UTILITY CRAFT (RAVENDELL)
  An all–round jet–propelled aircraft the Nigh-
  twing can carry 24 troops, six stretchers, or four 
  tons of cargo. It has sliding doors on each side, 
  allowing rapid transfer of occupants or cargo. 
  Weapons are only ﬁ tted to military versions.
  Acc/Top Speed: 60/750; Climb: 35; Toughness: 
  20 (4); Handling: +0; Crew: 2+24
  Notes: Fixed Weapon (autocannon), Night Vi-
  sion
  Weapons:
  * 20mm autocannon nose mounted (100 
  rounds)
  * Four Passover 9cm AT missiles wing mounted
  * Four bombs
  WATERCRAFT
  WATERCRAFT
  The Corporations build more watercraft than 
  the Church. The Church usually buys watercraft 
  from Atlantis, rather than invest in manufacturing 
  their own.
  FREIGHTERS (ASGARD, INAMI, & OUTREMER)
  FREIGHTERS (ASGARD, INAMI, & OUTREMER)
  Several Corporations produce ocean-going 
  freighters of similar design. The weapon systems 
  are typical weapons—exact armament varies 
  depending on the territory. Each freighter can 
  carry thousands of tons of cargo over a 30,000-
  mile range.
  Acc/Top Speed: 2/6; Toughness: 20 (6); Han-
  dling: –4; Crew: 10
  Notes: Heavy Armor
  Weapons:
  * 30mm railgun front turret (50 rounds)
  * 30mm railgun rear turret (50 rounds)
  * Ten 12mm MGs (1,000 rounds each)
  MAN-O’-WAR LIGHT CRUISER (ATLANTIS)
  MAN-O’-WAR LIGHT CRUISER (ATLANTIS)
  One of the heaviest oceangoing military craft 
  in use, the Man-o’-War is a long–range ﬂ eet pro-
  tection vessel. With an effective range of 20,000 
  miles, and enough ﬁ repower to challenge any 
  known naval craft (and many aircraft), it has the 
  endurance necessary to travel across Salus’ vast 
  oceans.
  Acc/Top Speed: 3/10; Toughness: 45 (30); Han-
  dling: –2; Crew: 15+20
  Notes: Heavy Armor
  Weapons:
  * Twin 40mm railgun front turret (40 rounds)
  * Two twin 30mm railguns each side (50 rounds 
  each)
  * Two ﬂ echette chain guns for antiaircraft use 
  (2000 rounds each)
  * Six 
  front–ﬁ ring 
  torpedo 
  tubes 
  (Range 
  150/300/600, Damage 5d10, ROF 1, Medium 
  Burst Template, AP 20)
  SKIPPER HYDROFOIL (ATLANTIS)
  SKIPPER HYDROFOIL (ATLANTIS)
  The Skipper’s main role is a fast deployment 
  ﬂ eet defense craft for coastal waters. Though 
  capable of journeying on the open ocean, its 
  small fuel capacity (1,000 mile range) limits its 
  operational effectiveness. A small barrack room 
  caters for a force of up to 20 marines, though on 
  routine patrols half this number is usually car-
  ried.
  The Skimmer variant carries no weapons, 
  being a luxury model for Corporate executives. 
  The barracks are converted into a series of luxury 
  rooms.
  Acc/Top Speed: 4/13; Toughness: 15 (3); Han-
  dling: +0; Crew: 4+20
  Notes: —
  Weapons:
  * 40mm autocannon forward (100 rounds)
  * 4 x Flechette MG (1000 rounds each)
  
  7777
  THE CORPORATIONS
  THE CORPORATIONS
  ASGARD PERSONAL FIREARMS
  ASGARD PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Pistols
  6mm pistol
  12/24/48
  2d6
  1
  4
  15
  —
  Semi-auto
  12mm pistol
  12/24/48
  2d8
  1
  8
  7
  d6
  Semi-auto
  Stun pistol
  5/10/20
  3d6
  1
  5
  5
  —
  See notes
  Submachine Guns
  6mm SMG
  12/24/48
  2d6
  3
  5
  30
  —
  Auto
  12mm SMG
  15/30/60
  2d8
  3
  7
  30
  d6
  Auto
  Assault Riﬂ es
  6mm ACR
  24/48/96
  2d6+1
  3
  9
  40
  —
  Auto; 3RB
  12mm ACR
  30/60/120
  2d8+1
  3
  16
  30
  d6
  Auto; 3RB; integral grenade 
  launcher
  Sniper Riﬂ es
  12mm long barrel
  50/100/200
  2d10
  1
  12
  10
  d6
  Integral scope with low light 
  vision attachment
  Machineguns
  6mm light MG
  30/60/120
  2d8+1
  3
  20
  200
  d6
  Auto; Snapﬁ re penalty
  12mm heavy MG
  50/100/200
  2d10
  4
  32
  250
  d8
  Auto; Snapﬁ re penalty
  RAVENDELL PERSONAL FIREARMS
  RAVENDELL PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Laser Weapons
  Laser pistol
  15/30/60
  1–3d6*
  1
  5
  24
  —
  Semi-auto
  Laser riﬂ e
  30/60/120
  1–3d6*
  3
  10
  48
  d6
  Auto
  Laser sniper riﬂ e
  50/100/200
  1–3d6*
  1
  8
  24
  —
  AP 4
  Laser MG
  50/100/200
  1–3d6*
  5
  20
  120
  d8
  Auto
  * Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  Semi–Auto: May Double–Tap; Auto: Fully Automatic or Single Shot; 3RB: Has a 3–round burst selector.
  AMMUNITION
  AMMUNITION
  Ammo
  Weight
  Notes
  6mm conventional
  2/30
  AP 2
  12mm armor piercing
  4/30
  AP 6
  12mm conventional
  4/30
  AP 2
  12mm gel rounds
  4/30
  Nonlethal damage
  12mm high explosive
  4/30
  +2 damage
  12mm LEAP
  4/30
  AP 4; +1 damage
  Laser battery (pistol)
  1
  Provides one full load of shots
  Laser battery (riﬂ e)
  2
  Provides one full load of shots
  Laser battery (MG)
  4
  Provides one full load of shots
  7777
  THE CORPORATIONS
  THE CORPORATIONS
  ASGARD PERSONAL FIREARMS
  ASGARD PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Pistols
  6mm pistol
  12/24/48
  2d6
  1
  4
  15
  —
  Semi-auto
  12mm pistol
  12/24/48
  2d8
  1
  8
  7
  d6
  Semi-auto
  Stun pistol
  5/10/20
  3d6
  1
  5
  5
  —
  See notes
  Submachine Guns
  6mm SMG
  12/24/48
  2d6
  3
  5
  30
  —
  Auto
  12mm SMG
  15/30/60
  2d8
  3
  7
  30
  d6
  Auto
  Assault Riﬂ es
  6mm ACR
  24/48/96
  2d6+1
  3
  9
  40
  —
  Auto; 3RB
  12mm ACR
  30/60/120
  2d8+1
  3
  16
  30
  d6
  Auto; 3RB; integral grenade 
  launcher
  Sniper Riﬂ es
  12mm long barrel
  50/100/200
  2d10
  1
  12
  10
  d6
  Integral scope with low light 
  vision attachment
  Machineguns
  6mm light MG
  30/60/120
  2d8+1
  3
  20
  200
  d6
  Auto; Snapﬁ re penalty
  12mm heavy MG
  50/100/200
  2d10
  4
  32
  250
  d8
  Auto; Snapﬁ re penalty
  RAVENDELL PERSONAL FIREARMS
  RAVENDELL PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Shots
  Min Str.
  Notes
  Laser Weapons
  Laser pistol
  15/30/60
  1–3d6*
  1
  5
  24
  —
  Semi-auto
  Laser riﬂ e
  30/60/120
  1–3d6*
  3
  10
  48
  d6
  Auto
  Laser sniper riﬂ e
  50/100/200
  1–3d6*
  1
  8
  24
  —
  AP 4
  Laser MG
  50/100/200
  1–3d6*
  5
  20
  120
  d8
  Auto
  * Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  Semi–Auto: May Double–Tap; Auto: Fully Automatic or Single Shot; 3RB: Has a 3–round burst selector.
  AMMUNITION
  AMMUNITION
  Ammo
  Weight
  Notes
  6mm conventional
  2/30
  AP 2
  12mm armor piercing
  4/30
  AP 6
  12mm conventional
  4/30
  AP 2
  12mm gel rounds
  4/30
  Nonlethal damage
  12mm high explosive
  4/30
  +2 damage
  12mm LEAP
  4/30
  AP 4; +1 damage
  Laser battery (pistol)
  1
  Provides one full load of shots
  Laser battery (riﬂ e)
  2
  Provides one full load of shots
  Laser battery (MG)
  4
  Provides one full load of shots
  
  7878
  NECROPOLIS 2350
  NECROPOLIS 2350
  7878
  NECROPOLIS 2350
  NECROPOLIS 2350
  
  7979
  THE REPHAIM
  THE REPHAIM
  I am he that liveth, and was dead; and, 
  behold, I can live for evermore; and have the 
  keys of death and hell.
  Revelations 1:18
  Born of darkness, the Rephaim pose a grave 
  danger to humanity (pun intended). From sunless 
  caverns and towers of nightmarish construction, 
  the minions of evil pour forth, seeking to destroy 
  the living.
  This chapter covers the Rephaim in detail, 
  explaining how their society is organized, the 
  different types of greater Rephaim, and the dark 
  lairs they call home. Stats for various Rephaim 
  can found in the Bestiary (starting on page 153).
   ORIGIN
  ORIGIN
  The Rephaim did not originate on Necropolis. 
  Their home is a dimension lying beyond the black 
  hole, an artiﬁ cial construct, sitting in the center 
  of the solar system.
  Countless eons ago, the Rephaim were a race 
  of warlike aliens known as the Zal—a human-
  oid race whose only goal was to force all other 
  sentient life into slavery. Their cruelty knew 
  no bounds and hundreds of races fell to their 
  galaxy-spanning armies. In seeking to conquer 
  the universe they encroached on the territory of 
  another advanced race, whose name history has 
  forgotten.
  The two sides fought an epic war culminating 
  in a ﬁ nal showdown in the Chalcis system. The 
  damage to the star system was not the result of 
  a supernova but of weapons of truly awesome 
  power used by both sides. Unwilling to destroy 
  the Zal, the victors banished them to a dimension 
  beyond time and space where it was believed 
  they would remain for all eternity. The black hole 
  served as the gateway to this dimension. 
  Unfortunately for the victors, the new dimen-
  sion was home to a malevolent entity that 
  corrupted and twisted the Zal into the Rephaim. 
  Over the eons they lost their knowledge of sci-
  ence, which was replaced with a far older and 
  more versatile power—magic.
  The time-space disturbance caused by the 
  arrival of the ﬁ rst probe to visit Necropolis began 
  to erode the dimensional prison. Each new ship 
  further weakened the energy ﬁ eld until, in 2312, 
  a hole formed. Though the Rephaim lacked 
  spaceships they had enough magical power to 
  transport several of their Stygian Towers (see 
  page 82) to Chalcis—a world on which they 
  sensed sentient life.
  The hole in the dimensional prison snapped 
  closed shortly after their arrival on Chalcis, leav-
  ing them few in numbers. Had the Church left 
  Chalcis to ﬁ ght its own battle mankind may have 
  emerged victorious. Sadly, the reinforcement 
  ships and the later colonization of 2318 reopened 
  the hole and allowed the Rephaim to reinforce 
  their numbers.
  The hole is currently closed, though as the 
  Rephaim grow in power so their necromancers 
  come closer to ﬁ nding a permanent means of 
  destroying the barrier and releasing the untold 
  billions of horrors waiting for their chance to 
  feed on sentient life.
   ORGANIZATION
  ORGANIZATION
  Ruling over the Dark Dimension, the “native” 
  dimension of the Rephaim, is the Dark. It is not a 
  physical being, but the sentient manifestation of 
  7979
  THE REPHAIM
  THE REPHAIM
  I am he that liveth, and was dead; and, 
  behold, I can live for evermore; and have the 
  keys of death and hell.
  Revelations 1:18
  Born of darkness, the Rephaim pose a grave 
  danger to humanity (pun intended). From sunless 
  caverns and towers of nightmarish construction, 
  the minions of evil pour forth, seeking to destroy 
  the living.
  This chapter covers the Rephaim in detail, 
  explaining how their society is organized, the 
  different types of greater Rephaim, and the dark 
  lairs they call home. Stats for various Rephaim 
  can found in the Bestiary (starting on page 153).
   ORIGIN
  ORIGIN
  The Rephaim did not originate on Necropolis. 
  Their home is a dimension lying beyond the black 
  hole, an artiﬁ cial construct, sitting in the center 
  of the solar system.
  Countless eons ago, the Rephaim were a race 
  of warlike aliens known as the Zal—a human-
  oid race whose only goal was to force all other 
  sentient life into slavery. Their cruelty knew 
  no bounds and hundreds of races fell to their 
  galaxy-spanning armies. In seeking to conquer 
  the universe they encroached on the territory of 
  another advanced race, whose name history has 
  forgotten.
  The two sides fought an epic war culminating 
  in a ﬁ nal showdown in the Chalcis system. The 
  damage to the star system was not the result of 
  a supernova but of weapons of truly awesome 
  power used by both sides. Unwilling to destroy 
  the Zal, the victors banished them to a dimension 
  beyond time and space where it was believed 
  they would remain for all eternity. The black hole 
  served as the gateway to this dimension. 
  Unfortunately for the victors, the new dimen-
  sion was home to a malevolent entity that 
  corrupted and twisted the Zal into the Rephaim. 
  Over the eons they lost their knowledge of sci-
  ence, which was replaced with a far older and 
  more versatile power—magic.
  The time-space disturbance caused by the 
  arrival of the ﬁ rst probe to visit Necropolis began 
  to erode the dimensional prison. Each new ship 
  further weakened the energy ﬁ eld until, in 2312, 
  a hole formed. Though the Rephaim lacked 
  spaceships they had enough magical power to 
  transport several of their Stygian Towers (see 
  page 82) to Chalcis—a world on which they 
  sensed sentient life.
  The hole in the dimensional prison snapped 
  closed shortly after their arrival on Chalcis, leav-
  ing them few in numbers. Had the Church left 
  Chalcis to ﬁ ght its own battle mankind may have 
  emerged victorious. Sadly, the reinforcement 
  ships and the later colonization of 2318 reopened 
  the hole and allowed the Rephaim to reinforce 
  their numbers.
  The hole is currently closed, though as the 
  Rephaim grow in power so their necromancers 
  come closer to ﬁ nding a permanent means of 
  destroying the barrier and releasing the untold 
  billions of horrors waiting for their chance to 
  feed on sentient life.
   ORGANIZATION
  ORGANIZATION
  Ruling over the Dark Dimension, the “native” 
  dimension of the Rephaim, is the Dark. It is not a 
  physical being, but the sentient manifestation of 
  
  8080
  NECROPOLIS 2350
  NECROPOLIS 2350
  true evil, an unhallowed entity possessed of god-
  like intellect and an insatiable drive to destroy 
  the living. Fortunately for mankind, it remains on 
  the other side of the black hole.
  Rephaim, like the rest of Salus’ population, 
  exist in a two–tiered environment. Controlling 
  their society are the greater Rephaim, the movers 
  and shakers, those with necromantic powers and 
  independent wills. Lesser Rephaim represent 
  common footsoldiers—greater Rephaim are tacti-
  cians, plotters, and schemers. They are the evil 
  behind the darkness threatening humanity.
   LICHES
  LICHES
  Liches are without equal. They are the true 
  lords of the Rephaim. They go by many titles 
  amongst the unhallowed, of which Masters of 
  Darkness, Lords of Terror, and Scourge of the 
  Living are just a few.
  Resembling cadaverous humans, withered 
  ﬂ esh clinging tightly to their bones, their appear-
  ance belies their supernatural strength and 
  intelligence. All were powerful beings in their 
  previous existence, willing to trade their souls 
  for eternal life. Taken into service, the liches 
  were transported across many worlds to act as 
  the Dark’s supreme commanders.
  Prestige is highly important to a liche. Creat-
  ing a new abomination or weird science gizmo 
  brings respect (albeit begrudgingly) and with 
  respect comes power. Greater vampires prefer 
  to serve those liches with such power, for when 
  Salus is theirs, their master will undoubtedly con-
  trol a larger share of territory, in turn giving their 
  minions greater authority.
   Necromancy is the liches’ true calling—all 
  are masters of the art and wield terrible powers. 
  Their link to the Dark is stronger than that of 
  other Rephaim, and their ability to create per-
  manent zombies and skeletons unparalleled. As 
  well as powerful magic, the touch of a liche is 
  deadly. Through their link to the dark, they can 
  drain their victims’ life force, using it to provide 
  sustenance for their own bodies. 
  Since the acquisition of the OSI ﬁ les an 
  unknown number of liches have turned to weird 
  science as a way of augmenting their necromantic 
  powers. Previously content with using weapons 
  and equipment captured from the Sacri Ordines, 
  these liches are now beginning to produce weap-
  ons of frightening power and origin.
  At present, the existence of the liches remains 
  nothing but a tantalizing rumor to the Church. 
  Vampire captives have spoken of “dark lords” 
  and “terrible masters,” but no mortal has beheld 
  a liche and lived to report their ﬁ ndings.
  THE 
  THE  DARK CONCLAVE
  DARK CONCLAVE
  The Dark Conclave, a council of liches, gov-
  erns the Rephaim of Salus. These necromantic 
  ﬁ ends are the driving force behind the Rephaim 
  menace, seeking to destroy all life on Salus and 
  turn it into a true necropolis. Sworn to serve the 
  Dark, each liche is also desperate to prove his loy-
  alty to their god. Political treachery, assassination, 
  and even outright open warfare plagues the Dark 
  Conclave, as each liche seeks to become supreme 
  overlord of Salus.
  Meeting only once a year, on the longest night, 
  the Dark Conclave sets the agenda for the next 
  phase of its relentless war, discusses battle plans, 
  and gives liches a chance to unveil new horrors 
  to their peers. The Dark Conclave gathers at the 
  ﬁ rst Stygian Tower built on Salus, which they con-
  sider their most “holy” site. It marks the location 
  of their ﬁ rst arrival on their new world and the 
  beginning of a new age of conquest.
   MUMMIES
  MUMMIES
  Beneath the Dark Conclave are the priests of 
  the Dark—the mummies. These desiccated night-
  mares are the Dark’s spiritual representatives and 
  are responsible for spreading his faith throughout 
  the universe.
  Portrayed by the media as desiccated corpses 
  wrapped in swathes of linen and bedecked with 
  sacred amulets, mummies have been in the 
  human conscience as animated corpses since the 
  early days of television.
  Mummies are the priests of the Rephaim, 
  maintaining the link between the Dark and his 
  followers through dark rituals and bloody sac-
  riﬁ ces. Found only in dark temples and at the 
  side of liches, they lead the worship of the dark 
  and are responsible for organizing human cultist 
  covens.
  The Dark Priest, the highest rank within the 
  priesthood, acts as oracle for the Dark, chan-
  neling his being to allow communication with 
  the Conclave. Possessing necromantic powers 
  in excess of many liches, the Dark Priest perma-
  nently resides in the Conclave’s prime  Stygian 
  8080
  NECROPOLIS 2350
  NECROPOLIS 2350
  true evil, an unhallowed entity possessed of god-
  like intellect and an insatiable drive to destroy 
  the living. Fortunately for mankind, it remains on 
  the other side of the black hole.
  Rephaim, like the rest of Salus’ population, 
  exist in a two–tiered environment. Controlling 
  their society are the greater Rephaim, the movers 
  and shakers, those with necromantic powers and 
  independent wills. Lesser Rephaim represent 
  common footsoldiers—greater Rephaim are tacti-
  cians, plotters, and schemers. They are the evil 
  behind the darkness threatening humanity.
   LICHES
  LICHES
  Liches are without equal. They are the true 
  lords of the Rephaim. They go by many titles 
  amongst the unhallowed, of which Masters of 
  Darkness, Lords of Terror, and Scourge of the 
  Living are just a few.
  Resembling cadaverous humans, withered 
  ﬂ esh clinging tightly to their bones, their appear-
  ance belies their supernatural strength and 
  intelligence. All were powerful beings in their 
  previous existence, willing to trade their souls 
  for eternal life. Taken into service, the liches 
  were transported across many worlds to act as 
  the Dark’s supreme commanders.
  Prestige is highly important to a liche. Creat-
  ing a new abomination or weird science gizmo 
  brings respect (albeit begrudgingly) and with 
  respect comes power. Greater vampires prefer 
  to serve those liches with such power, for when 
  Salus is theirs, their master will undoubtedly con-
  trol a larger share of territory, in turn giving their 
  minions greater authority.
   Necromancy is the liches’ true calling—all 
  are masters of the art and wield terrible powers. 
  Their link to the Dark is stronger than that of 
  other Rephaim, and their ability to create per-
  manent zombies and skeletons unparalleled. As 
  well as powerful magic, the touch of a liche is 
  deadly. Through their link to the dark, they can 
  drain their victims’ life force, using it to provide 
  sustenance for their own bodies. 
  Since the acquisition of the OSI ﬁ les an 
  unknown number of liches have turned to weird 
  science as a way of augmenting their necromantic 
  powers. Previously content with using weapons 
  and equipment captured from the Sacri Ordines, 
  these liches are now beginning to produce weap-
  ons of frightening power and origin.
  At present, the existence of the liches remains 
  nothing but a tantalizing rumor to the Church. 
  Vampire captives have spoken of “dark lords” 
  and “terrible masters,” but no mortal has beheld 
  a liche and lived to report their ﬁ ndings.
  THE 
  THE  DARK CONCLAVE
  DARK CONCLAVE
  The Dark Conclave, a council of liches, gov-
  erns the Rephaim of Salus. These necromantic 
  ﬁ ends are the driving force behind the Rephaim 
  menace, seeking to destroy all life on Salus and 
  turn it into a true necropolis. Sworn to serve the 
  Dark, each liche is also desperate to prove his loy-
  alty to their god. Political treachery, assassination, 
  and even outright open warfare plagues the Dark 
  Conclave, as each liche seeks to become supreme 
  overlord of Salus.
  Meeting only once a year, on the longest night, 
  the Dark Conclave sets the agenda for the next 
  phase of its relentless war, discusses battle plans, 
  and gives liches a chance to unveil new horrors 
  to their peers. The Dark Conclave gathers at the 
  ﬁ rst Stygian Tower built on Salus, which they con-
  sider their most “holy” site. It marks the location 
  of their ﬁ rst arrival on their new world and the 
  beginning of a new age of conquest.
   MUMMIES
  MUMMIES
  Beneath the Dark Conclave are the priests of 
  the Dark—the mummies. These desiccated night-
  mares are the Dark’s spiritual representatives and 
  are responsible for spreading his faith throughout 
  the universe.
  Portrayed by the media as desiccated corpses 
  wrapped in swathes of linen and bedecked with 
  sacred amulets, mummies have been in the 
  human conscience as animated corpses since the 
  early days of television.
  Mummies are the priests of the Rephaim, 
  maintaining the link between the Dark and his 
  followers through dark rituals and bloody sac-
  riﬁ ces. Found only in dark temples and at the 
  side of liches, they lead the worship of the dark 
  and are responsible for organizing human cultist 
  covens.
  The Dark Priest, the highest rank within the 
  priesthood, acts as oracle for the Dark, chan-
  neling his being to allow communication with 
  the Conclave. Possessing necromantic powers 
  in excess of many liches, the Dark Priest perma-
  nently resides in the Conclave’s prime  Stygian 
  
  8181
  THE REPHAIM
  THE REPHAIM
  Tower. Lesser priests are assigned to liches and 
  ancient vampires by the Dark Priest to serve as 
  spiritual advisors.
  The creation of a mummy requires a body to be 
  drained of blood and its internal organs removed 
  to prevent decay. The ﬂ esh is then desiccated 
  over a period of 60 days, and ﬁ nally wrapped in 
  specially prepared wrappings. Magical amulets 
  and talismans are placed under the bandages, 
  tying the corrupted soul to the corpse.
  Only mummies may use the improved zombie 
  power to create more of their own kind. Since 
  the ritual to create a mummy requires another 
  mummy to enact a lengthy ritual, these creatures 
  share a common bond unknown to the liches and 
  power–hungry vampires. Mummies prefer to use 
  human clergy for conversion into full mummies, 
  ﬁ nding a twisted pleasure in watching a servant 
  of light become a servant of darkness.
  Their shriveled bodies are grim to behold and 
  their touch deadly. Victims of “mummy rot” ﬁ nd 
  their muscles and internal organs desiccating, 
  their joints becoming stiffer, and their skin slowly 
  turning rock hard. Victims who die from the dis-
  ease can be animated as guardian mummies—a 
  more powerful form of zombie.
  Like liches, mummies are skilled necromancers, 
  though they lack the deep understanding of the 
  art to create permanent zombies and skeletons. 
  A few have taken to weird science, causing a rift 
  between traditionalists and so–called “heretics.”
   VAMPIRES
  VAMPIRES
  The human love affair with vampires dates back 
  to the late 19th century and a certain novel set in 
  Transylvania and London. During the latter part 
  of the 20th century, vampires had become icons 
  amongst a disgruntled generation, something to 
  be revered, even worshipped.
  Blood drinking, sleeping in cofﬁ ns, wearing 
  Gothic clothes—there were many humans who 
  emulated the lifestyle vampires were perceived 
  to follow. Such nonsense is found only amongst 
  cultists on Salus, for here the populace under-
  stands what vampires truly are–servants of the 
  Dark with a taste for human blood.
  The ancient vampires serve liches as overlords 
  of captured territory and are responsible for 
  leading the Rephaim as generals. Though tech-
  nically answerable to any member of the Dark 
  Conclave, all have taken sides, pledging loyalty 
  to an individual liche in return for the right to 
  feast on human blood and to learn necromancy 
  from their master. Far from being subservient 
  lackeys, ancient vampires have on occasion risen 
  up against a weak master, destroying him and 
  offering his lands to another liche.
  Liches may be the government, mummies may 
  be the priesthood, but the vampires are the aris-
  tocracy and masters of both Rephaim and human 
  slaves. Each ancient vampire controls a domain, 
  in which are located military bases and settle-
  ments of human slaves. They rule their domains 
  like feudal overlords.
  Ancient vampires are also skilled corruptors, 
  capable of controlling their puppets through 
  force of will over great distances. They are also 
  the spymasters of the Rephaim, planting puppets 
  in positions of power, undermining both Church 
  and Corporation, and leading covens of gullible 
  would–be vampire humans.
  Beneath the ancient vampires are the lesser 
  vampires, the commanders of the legions loyal 
  only to the ancient vampire who spawned them. 
  Each strives to prove his worth to his master in 
  8181
  THE REPHAIM
  THE REPHAIM
  Tower. Lesser priests are assigned to liches and 
  ancient vampires by the Dark Priest to serve as 
  spiritual advisors.
  The creation of a mummy requires a body to be 
  drained of blood and its internal organs removed 
  to prevent decay. The ﬂ esh is then desiccated 
  over a period of 60 days, and ﬁ nally wrapped in 
  specially prepared wrappings. Magical amulets 
  and talismans are placed under the bandages, 
  tying the corrupted soul to the corpse.
  Only mummies may use the improved zombie 
  power to create more of their own kind. Since 
  the ritual to create a mummy requires another 
  mummy to enact a lengthy ritual, these creatures 
  share a common bond unknown to the liches and 
  power–hungry vampires. Mummies prefer to use 
  human clergy for conversion into full mummies, 
  ﬁ nding a twisted pleasure in watching a servant 
  of light become a servant of darkness.
  Their shriveled bodies are grim to behold and 
  their touch deadly. Victims of “mummy rot” ﬁ nd 
  their muscles and internal organs desiccating, 
  their joints becoming stiffer, and their skin slowly 
  turning rock hard. Victims who die from the dis-
  ease can be animated as guardian mummies—a 
  more powerful form of zombie.
  Like liches, mummies are skilled necromancers, 
  though they lack the deep understanding of the 
  art to create permanent zombies and skeletons. 
  A few have taken to weird science, causing a rift 
  between traditionalists and so–called “heretics.”
   VAMPIRES
  VAMPIRES
  The human love affair with vampires dates back 
  to the late 19th century and a certain novel set in 
  Transylvania and London. During the latter part 
  of the 20th century, vampires had become icons 
  amongst a disgruntled generation, something to 
  be revered, even worshipped.
  Blood drinking, sleeping in cofﬁ ns, wearing 
  Gothic clothes—there were many humans who 
  emulated the lifestyle vampires were perceived 
  to follow. Such nonsense is found only amongst 
  cultists on Salus, for here the populace under-
  stands what vampires truly are–servants of the 
  Dark with a taste for human blood.
  The ancient vampires serve liches as overlords 
  of captured territory and are responsible for 
  leading the Rephaim as generals. Though tech-
  nically answerable to any member of the Dark 
  Conclave, all have taken sides, pledging loyalty 
  to an individual liche in return for the right to 
  feast on human blood and to learn necromancy 
  from their master. Far from being subservient 
  lackeys, ancient vampires have on occasion risen 
  up against a weak master, destroying him and 
  offering his lands to another liche.
  Liches may be the government, mummies may 
  be the priesthood, but the vampires are the aris-
  tocracy and masters of both Rephaim and human 
  slaves. Each ancient vampire controls a domain, 
  in which are located military bases and settle-
  ments of human slaves. They rule their domains 
  like feudal overlords.
  Ancient vampires are also skilled corruptors, 
  capable of controlling their puppets through 
  force of will over great distances. They are also 
  the spymasters of the Rephaim, planting puppets 
  in positions of power, undermining both Church 
  and Corporation, and leading covens of gullible 
  would–be vampire humans.
  Beneath the ancient vampires are the lesser 
  vampires, the commanders of the legions loyal 
  only to the ancient vampire who spawned them. 
  Each strives to prove his worth to his master in 
  
  8282
  NECROPOLIS 2350
  NECROPOLIS 2350
  the hope of being chosen as future successor. 
  Gifted commanders may be given control of a 
  village of human slaves.
  Church media often portrays vampires as the 
  ultimate evil amongst the Rephaim. Sallow–skin, 
  red eyes, long nails, and Gothic clothing have all 
  been replaced with the images of near–bestial 
  creatures, more animal than human, savagely 
  draining the blood from the living to feed their 
  own warped existence.
  Such propaganda has proven harmful to the 
  Church’s cause, for vampires can appear quite 
  human. Their skin does tend to be cold, but it is 
  not the “frozen ﬂ esh of a corpse,” their eyes are 
  redder than most, but no more than a bloodshot 
  drunk, and their clothing ranges from smart suits 
  to military fatigues.
  Contrary to folklore vampires are not afraid 
  of the cross—although certain individuals have 
  the faith to drive them away—are immune to the 
  effects of sunlight, can cross running water, and 
  do not sleep in cofﬁ ns. Vampires are gifted with 
  a wide range of talents, from the ability to create 
  more of their race to their necromantic powers 
  to control minds. Young vampires, wishing to 
  increase their standing and power, have taken 
  to weird science, embracing the new art with 
  relish.
  LESSER REPHAIM
  LESSER REPHAIM
  At the bottom of the ladder are the mindless 
  dead—tools to use as their masters desire. Even 
  wights, the most intelligent of these ﬁ ends, are 
  treated as nothing more than expendable troops. 
  Whereas zombies and skeletons form the main-
  stay of the armies, members of the priesthood 
  use guardian mummies as bodyguards.
  UNHALLOWED GROUND
  UNHALLOWED GROUND
  The Church has its cathedrals and churches—
  the Rephaim have their mausoleums. Mausoleums 
  are the lairs of the greater Rephaim. In recently 
  conquered areas, mausoleums are most often 
  former churches, desecrated and made unhal-
  lowed through bloody rites. Deeper within 
  the Dead Zone are the true mausoleums—the 
  Stygian Towers, home to the liches of the Dark 
  Conclave.
  Stygian Towers are generally tall, round struc-
  tures (i.e. towers) built of human and animal 
  bone bound together with powerful necromancy. 
  They vary in size, with the smallest being only a 
  few tens of feet in height and the largest towering 
  many hundreds of feet, with deep catacombs run-
  ning under the earth. The dark magics used to 
  form these monstrosities have left them unnatu-
  rally hard, granting them some protection against 
  tanks and artillery (Toughness 100).
  The ground surrounding a  Stygian Tower is 
  warped by the necromantic magic used in its 
  creation. Forests grow thicker, trees grow savage 
  thorns, and animated vines actively seek living 
  ﬂ esh for sustenance. Former deserts and plains 
  become marshy, concealing quicksand and deep 
  pits ﬁ lled with sharp tree stumps.
  Animal life is equally affected, becoming more 
  vicious and completely unafraid of humans. 
  Many twisted horrors are placed as guardians and 
  watchdogs, reporting the presence of interlopers 
  to the Tower’s master.
  Within a Stygian Tower, darkness and evil hold 
  power. Room after room, decorated in what 
  humans would call Gothic style, is dedicated to 
  magical research, weird science, corpse anima-
  tion, bizarre alchemical experiments, and torture, 
  as well as tombs, barracks, libraries, treasuries, 
  and other mundane functions. Internal defenses 
  are strong, with many lesser Rephaim on constant 
  patrol, as well as magical and mundane traps to 
  catch unwary intruders.
  To date, no human has seen a Stygian Tower 
  and lived to report its existence. Like the liches 
  who inhabit them, these dark fortresses are 
  something the Church has yet to encounter.
   DARKNESS GENERATORS
  DARKNESS GENERATORS
  Generators are not true weird science gizmos. 
  Rephaim were using them in their prison dimen-
  sion long before the ﬁ rst colonists landed on 
  Salus. Rather than being an object of science, 
  they are a form of necromancy, converting life 
  energy into dark matter. Who constructed the 
  ﬁ rst generator is lost in the mists of time.
  The darkness generator is deployed at all 
  major Rephaim strongholds and serves two 
  purposes—to block out the rays of the sun, and 
  to instill fear in humans. The Rephaim are not 
  affected by sunlight, but they prefer to operate 
  under cover of darkness, when human morale is 
  normally at its lowest.
  8282
  NECROPOLIS 2350
  NECROPOLIS 2350
  the hope of being chosen as future successor. 
  Gifted commanders may be given control of a 
  village of human slaves.
  Church media often portrays vampires as the 
  ultimate evil amongst the Rephaim. Sallow–skin, 
  red eyes, long nails, and Gothic clothing have all 
  been replaced with the images of near–bestial 
  creatures, more animal than human, savagely 
  draining the blood from the living to feed their 
  own warped existence.
  Such propaganda has proven harmful to the 
  Church’s cause, for vampires can appear quite 
  human. Their skin does tend to be cold, but it is 
  not the “frozen ﬂ esh of a corpse,” their eyes are 
  redder than most, but no more than a bloodshot 
  drunk, and their clothing ranges from smart suits 
  to military fatigues.
  Contrary to folklore vampires are not afraid 
  of the cross—although certain individuals have 
  the faith to drive them away—are immune to the 
  effects of sunlight, can cross running water, and 
  do not sleep in cofﬁ ns. Vampires are gifted with 
  a wide range of talents, from the ability to create 
  more of their race to their necromantic powers 
  to control minds. Young vampires, wishing to 
  increase their standing and power, have taken 
  to weird science, embracing the new art with 
  relish.
  LESSER REPHAIM
  LESSER REPHAIM
  At the bottom of the ladder are the mindless 
  dead—tools to use as their masters desire. Even 
  wights, the most intelligent of these ﬁ ends, are 
  treated as nothing more than expendable troops. 
  Whereas zombies and skeletons form the main-
  stay of the armies, members of the priesthood 
  use guardian mummies as bodyguards.
  UNHALLOWED GROUND
  UNHALLOWED GROUND
  The Church has its cathedrals and churches—
  the Rephaim have their mausoleums. Mausoleums 
  are the lairs of the greater Rephaim. In recently 
  conquered areas, mausoleums are most often 
  former churches, desecrated and made unhal-
  lowed through bloody rites. Deeper within 
  the Dead Zone are the true mausoleums—the 
  Stygian Towers, home to the liches of the Dark 
  Conclave.
  Stygian Towers are generally tall, round struc-
  tures (i.e. towers) built of human and animal 
  bone bound together with powerful necromancy. 
  They vary in size, with the smallest being only a 
  few tens of feet in height and the largest towering 
  many hundreds of feet, with deep catacombs run-
  ning under the earth. The dark magics used to 
  form these monstrosities have left them unnatu-
  rally hard, granting them some protection against 
  tanks and artillery (Toughness 100).
  The ground surrounding a  Stygian Tower is 
  warped by the necromantic magic used in its 
  creation. Forests grow thicker, trees grow savage 
  thorns, and animated vines actively seek living 
  ﬂ esh for sustenance. Former deserts and plains 
  become marshy, concealing quicksand and deep 
  pits ﬁ lled with sharp tree stumps.
  Animal life is equally affected, becoming more 
  vicious and completely unafraid of humans. 
  Many twisted horrors are placed as guardians and 
  watchdogs, reporting the presence of interlopers 
  to the Tower’s master.
  Within a Stygian Tower, darkness and evil hold 
  power. Room after room, decorated in what 
  humans would call Gothic style, is dedicated to 
  magical research, weird science, corpse anima-
  tion, bizarre alchemical experiments, and torture, 
  as well as tombs, barracks, libraries, treasuries, 
  and other mundane functions. Internal defenses 
  are strong, with many lesser Rephaim on constant 
  patrol, as well as magical and mundane traps to 
  catch unwary intruders.
  To date, no human has seen a Stygian Tower 
  and lived to report its existence. Like the liches 
  who inhabit them, these dark fortresses are 
  something the Church has yet to encounter.
   DARKNESS GENERATORS
  DARKNESS GENERATORS
  Generators are not true weird science gizmos. 
  Rephaim were using them in their prison dimen-
  sion long before the ﬁ rst colonists landed on 
  Salus. Rather than being an object of science, 
  they are a form of necromancy, converting life 
  energy into dark matter. Who constructed the 
  ﬁ rst generator is lost in the mists of time.
  The darkness generator is deployed at all 
  major Rephaim strongholds and serves two 
  purposes—to block out the rays of the sun, and 
  to instill fear in humans. The Rephaim are not 
  affected by sunlight, but they prefer to operate 
  under cover of darkness, when human morale is 
  normally at its lowest.
  
  8383
  THE REPHAIM
  THE REPHAIM
  A pyramid dozens, often hundreds, of feet to 
  a side with a single smoke stack rising from the 
  top, the generator is constructed from layer upon 
  layer of bone, held together by cement formed 
  of dried ﬂ esh and blood. Standard weird science 
  gizmos use a single power source and are thus 
  limited in their duration—the generator is a true 
  necromantic tool.
  Within the generator is an enormous heart, 
  ripped from a beast of the Dark Dimension and 
  suspended from the walls and ceiling by living 
  muscle. Arteries leading from the heart connect 
  directly to the smoke stack. A mass of thick veins 
  hangs from the heart and connects to the ground, 
  pulsating as they draw the very life force from the 
  planet. Each beat of the heart draws energy from 
  the surrounding land, and spews a black cloud 
  up the stack and into the atmosphere.
  The cloud from the stack rises to a height of 
  a mile before spreading out to form a blanket 
  with a depth of several hundred feet. The cloud 
  is an ever–broiling mass, split by constant sheet 
  lightning, though no rain falls. Beneath this 
  permanent, impenetrable shroud light level are 
  equivalent to those of a cloudy night (–2 pen-
  alty).
  Unlike the generators in the Stygian Towers 
  (see below), these smaller shrouds cover an area 
  1 mile in radius per year a standard generator is 
  running—generators started when the Rephaim 
  emerged on Salus in 2312 are now surrounded 
  by a cloud nearly 40 miles in radius.
  The presence of the generator has a disastrous 
  effect on the surrounding lands. Soil and plant 
  life are drained of nutrients. Vegetable matter 
  withers and dies as the soil becomes marshy and 
  exudes a foul stench.
  Entering a shrouded area is not for the faint-
  hearted—the dark cloud seems to weigh heavily 
  on the human soul and instills a sense of utter 
  dread. Any character entering a shrouded area 
  must make a Guts roll. On a success he is unaf-
  fected. With a failure, he suffers a –1 penalty to all 
  trait tests while within the area.
  8383
  THE REPHAIM
  THE REPHAIM
  A pyramid dozens, often hundreds, of feet to 
  a side with a single smoke stack rising from the 
  top, the generator is constructed from layer upon 
  layer of bone, held together by cement formed 
  of dried ﬂ esh and blood. Standard weird science 
  gizmos use a single power source and are thus 
  limited in their duration—the generator is a true 
  necromantic tool.
  Within the generator is an enormous heart, 
  ripped from a beast of the Dark Dimension and 
  suspended from the walls and ceiling by living 
  muscle. Arteries leading from the heart connect 
  directly to the smoke stack. A mass of thick veins 
  hangs from the heart and connects to the ground, 
  pulsating as they draw the very life force from the 
  planet. Each beat of the heart draws energy from 
  the surrounding land, and spews a black cloud 
  up the stack and into the atmosphere.
  The cloud from the stack rises to a height of 
  a mile before spreading out to form a blanket 
  with a depth of several hundred feet. The cloud 
  is an ever–broiling mass, split by constant sheet 
  lightning, though no rain falls. Beneath this 
  permanent, impenetrable shroud light level are 
  equivalent to those of a cloudy night (–2 pen-
  alty).
  Unlike the generators in the Stygian Towers 
  (see below), these smaller shrouds cover an area 
  1 mile in radius per year a standard generator is 
  running—generators started when the Rephaim 
  emerged on Salus in 2312 are now surrounded 
  by a cloud nearly 40 miles in radius.
  The presence of the generator has a disastrous 
  effect on the surrounding lands. Soil and plant 
  life are drained of nutrients. Vegetable matter 
  withers and dies as the soil becomes marshy and 
  exudes a foul stench.
  Entering a shrouded area is not for the faint-
  hearted—the dark cloud seems to weigh heavily 
  on the human soul and instills a sense of utter 
  dread. Any character entering a shrouded area 
  must make a Guts roll. On a success he is unaf-
  fected. With a failure, he suffers a –1 penalty to all 
  trait tests while within the area.
  
  8484
  NECROPOLIS 2350
  NECROPOLIS 2350
  Standard darkness generators cannot be 
  moved, and the outer walls have a Toughness of 
  40. The only way to completely destroy a darkness 
  generator is to destroy the heart. See page 128 
  for details of these necromantic monstrosities.
  Protecting the Stygian Towers are rare and 
  extremely powerful darkness generators, whose 
  black plumes shroud an area no less than 100 
  miles in diameter. Characters entering the shroud 
  must make Guts rolls at –4.
  DARK DESIGNS
  DARK DESIGNS
  Or a charmer, or a consulter with familiar 
  spirits, or a wizard, or a necromancer.
  Deuteronomy 18:1
  This section delves into two key aspects of the 
  Rephaim—necromancy and weird science.
   NECROMANCY
  NECROMANCY
  To the early Church all magic was the 
  dominion of Satan. Only God could perform 
  miracles—everything else was a mockery of his 
  Work. During the Renaissance period magic was 
  considered nothing more than peasant supersti-
  tion and ignorance of nature’s wonders. Until the 
  rise of the Rephaim people scoffed at the thought 
  of real magic ever existing. Yet magic existed on 
  Earth in the past, as it exists on Salus now.
  Necromancy, the magic of death, is at the core 
  of every lesser Rephaim, for without it they could 
  not exist. Greater Rephaim, mainly liches, are 
  exponents of the art and wield formidable power. 
  Priests sermonize that the Rephaim are minions 
  of darkness and their magic cannot harm the 
  pious, yet the peasants lie awake at night, clutch-
  ing their crosses and muttering prayers, fearful of 
  the necromancers’ ways.
  Necromancy works exactly as per the Arcane 
  Background (Magic) Edge, save the arcane skill is 
  called Necromancy.
  NECROMANTIC SPELL 
  NECROMANTIC SPELL  TRAPPINGS
  TRAPPINGS
  A necromantic damage-causing spell actually 
  drains the life-force of living victims, although it 
  can appear as a ball of black energy or shards of 
  bone.
  Rephaim can either heal their own wounds by 
  inﬂ icting wounds on others with a necromantic 
  spell (on a one-for-one basis), or recharge their 
  Power Points (life energy) at the rate of 2 Power 
  Points per wound inﬂ icted. The Rephaim must 
  declare which effect he is using before he rolls his 
  arcane skill die. Necromantic trappings have one 
  drawback—they don’t work on creatures without 
  souls, such as Rephaim and constructs.
  Necromantic Weird Science devices and weap-
  ons do not use the rules above, being a separate 
  and distinct type of magic.
   NEW POWERS
  NEW POWERS
  Presented below are new powers usable by the 
  necromancers of Necropolis.
  GRAVE SPEAK
  GRAVE SPEAK
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Runes carved on bodily remains.
  It is said the dead know many secrets, and 
  through the black arts a necromancer can reach 
  beyond death to contact departed souls.
  In order to work, the spell must be directed 
  toward a particular soul. The caster must either 
  know the name of the deceased or possess a per-
  sonal item, which includes their corpse, or any 
  part of it at least.
  If the spell succeeds, a ghostly voice makes 
  itself known and may be questioned. One ques-
  tion may be asked for each round the spell is 
  active.
  The spirit contacted is not necessarily friendly 
  and can lie, but it may not refuse to answer or 
  make guesses. The GM must adjudicate what 
  information the entity knows—the spirit is not 
  omnipotent and knows only what it knew in life 
  up to the moment of its death.
  A roll of a 1 on the caster’s arcane skill, regard-
  less of Wild Die, may summon up a “demon” or 
  other hostile entity. While it cannot directly affect 
  the caster, it will try to convince him it is the 
  person he sought, then feed him inaccurate or 
  dangerous information, perhaps seeking to lead 
  the character to his death.
  8484
  NECROPOLIS 2350
  NECROPOLIS 2350
  Standard darkness generators cannot be 
  moved, and the outer walls have a Toughness of 
  40. The only way to completely destroy a darkness 
  generator is to destroy the heart. See page 128 
  for details of these necromantic monstrosities.
  Protecting the Stygian Towers are rare and 
  extremely powerful darkness generators, whose 
  black plumes shroud an area no less than 100 
  miles in diameter. Characters entering the shroud 
  must make Guts rolls at –4.
  DARK DESIGNS
  DARK DESIGNS
  Or a charmer, or a consulter with familiar 
  spirits, or a wizard, or a necromancer.
  Deuteronomy 18:1
  This section delves into two key aspects of the 
  Rephaim—necromancy and weird science.
   NECROMANCY
  NECROMANCY
  To the early Church all magic was the 
  dominion of Satan. Only God could perform 
  miracles—everything else was a mockery of his 
  Work. During the Renaissance period magic was 
  considered nothing more than peasant supersti-
  tion and ignorance of nature’s wonders. Until the 
  rise of the Rephaim people scoffed at the thought 
  of real magic ever existing. Yet magic existed on 
  Earth in the past, as it exists on Salus now.
  Necromancy, the magic of death, is at the core 
  of every lesser Rephaim, for without it they could 
  not exist. Greater Rephaim, mainly liches, are 
  exponents of the art and wield formidable power. 
  Priests sermonize that the Rephaim are minions 
  of darkness and their magic cannot harm the 
  pious, yet the peasants lie awake at night, clutch-
  ing their crosses and muttering prayers, fearful of 
  the necromancers’ ways.
  Necromancy works exactly as per the Arcane 
  Background (Magic) Edge, save the arcane skill is 
  called Necromancy.
  NECROMANTIC SPELL 
  NECROMANTIC SPELL  TRAPPINGS
  TRAPPINGS
  A necromantic damage-causing spell actually 
  drains the life-force of living victims, although it 
  can appear as a ball of black energy or shards of 
  bone.
  Rephaim can either heal their own wounds by 
  inﬂ icting wounds on others with a necromantic 
  spell (on a one-for-one basis), or recharge their 
  Power Points (life energy) at the rate of 2 Power 
  Points per wound inﬂ icted. The Rephaim must 
  declare which effect he is using before he rolls his 
  arcane skill die. Necromantic trappings have one 
  drawback—they don’t work on creatures without 
  souls, such as Rephaim and constructs.
  Necromantic Weird Science devices and weap-
  ons do not use the rules above, being a separate 
  and distinct type of magic.
   NEW POWERS
  NEW POWERS
  Presented below are new powers usable by the 
  necromancers of Necropolis.
  GRAVE SPEAK
  GRAVE SPEAK
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Runes carved on bodily remains.
  It is said the dead know many secrets, and 
  through the black arts a necromancer can reach 
  beyond death to contact departed souls.
  In order to work, the spell must be directed 
  toward a particular soul. The caster must either 
  know the name of the deceased or possess a per-
  sonal item, which includes their corpse, or any 
  part of it at least.
  If the spell succeeds, a ghostly voice makes 
  itself known and may be questioned. One ques-
  tion may be asked for each round the spell is 
  active.
  The spirit contacted is not necessarily friendly 
  and can lie, but it may not refuse to answer or 
  make guesses. The GM must adjudicate what 
  information the entity knows—the spirit is not 
  omnipotent and knows only what it knew in life 
  up to the moment of its death.
  A roll of a 1 on the caster’s arcane skill, regard-
  less of Wild Die, may summon up a “demon” or 
  other hostile entity. While it cannot directly affect 
  the caster, it will try to convince him it is the 
  person he sought, then feed him inaccurate or 
  dangerous information, perhaps seeking to lead 
  the character to his death.
  
  8585
  THE REPHAIM
  THE REPHAIM
   IMPROVED ZOMBIE
  IMPROVED ZOMBIE
  Rank: Heroic
  Power Points: 6/Corpse
  Range: Smarts
  Duration: Special
  Trappings: Carving symbols on corpses, throw-
  ing bones, graveyards, “leather” books.
  Improved zombie functions as per the 
  zombie power but is used to create blood mists, 
  changelings, corpse mines, exploding corpses, 
  ﬂ iegerkopf, wights, and winged zombies. Liches’ 
  advanced necromantic knowledge allows them 
  to create permanent versions of these horrors, as 
  well as fearsome war demons.
  Greater mummies may use this power to create 
  more of their own kind. Such creations are per-
  manent but the process involves a lengthy ritual 
  lasting 60 days.
   INTANGIBILITY
  INTANGIBILITY
  Rank: Veteran
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Becomes ghostlike, shadowy form
  With a successful arcane skill roll, the necro-
  mancer becomes ethereal. He is unable to affect 
  the world through material means, and it in turn 
  cannot affect him. He can walk through walls, 
  and non-magical weapons pass straight through 
  him. Any items carried at the time of casting are 
  also ethereal.
  The necromancer may cast magic, however, 
  and is still susceptible to magic attacks, including 
  “physical” powers, such as bolt.
  Should the necromancer become corporeal 
  “inside” someone or something, both he and his 
  victim suffer damage. A hand causes 1 wound to 
  each, an arm causes 2 wounds, both arms cause 
  3 wounds, and the whole body causes 4 wounds. 
  Some vampires have been known to combine this 
  with life drain, bypassing a Knight’s armor, then 
  materializing their hand around his heart.
   LIFE DRAIN
  LIFE DRAIN
  Rank: Veteran
  Power Points: 4
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Hand turns black, long talons, crack-
  ling energy around hand.
  Necromancers have more ways to kill a foe. 
  The most insidious necromancers can mimic the 
  liche’s dread power, and kill with a casual touch.
  This spell makes the touch of the caster deadly. 
  After casting the spell, the necromancer delivers 
  his life drain on a successful Touch Attack (+2 
  Fighting). Victims must make a Vigor check, or a 
  Vigor check at –2 if the necromancer scored a raise 
  when casting, or suffer an automatic wound.
   MIND RIDING
  MIND RIDING
  Rank: Veteran
  Power Points: 2
  Range: Smarts
  Duration: 3 (1/round)
  Trappings: Concentration, trance
  Mind riding is the ability to place your mind 
  inside someone else’s body. If the victim is an 
  unwilling subject (which includes anyone whose 
  permission has not been gained), this requires an 
  opposed roll of the caster’s Necromancy against 
  the victim’s Spirit. A mind rider gains no control 
  8585
  THE REPHAIM
  THE REPHAIM
   IMPROVED ZOMBIE
  IMPROVED ZOMBIE
  Rank: Heroic
  Power Points: 6/Corpse
  Range: Smarts
  Duration: Special
  Trappings: Carving symbols on corpses, throw-
  ing bones, graveyards, “leather” books.
  Improved zombie functions as per the 
  zombie power but is used to create blood mists, 
  changelings, corpse mines, exploding corpses, 
  ﬂ iegerkopf, wights, and winged zombies. Liches’ 
  advanced necromantic knowledge allows them 
  to create permanent versions of these horrors, as 
  well as fearsome war demons.
  Greater mummies may use this power to create 
  more of their own kind. Such creations are per-
  manent but the process involves a lengthy ritual 
  lasting 60 days.
   INTANGIBILITY
  INTANGIBILITY
  Rank: Veteran
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Becomes ghostlike, shadowy form
  With a successful arcane skill roll, the necro-
  mancer becomes ethereal. He is unable to affect 
  the world through material means, and it in turn 
  cannot affect him. He can walk through walls, 
  and non-magical weapons pass straight through 
  him. Any items carried at the time of casting are 
  also ethereal.
  The necromancer may cast magic, however, 
  and is still susceptible to magic attacks, including 
  “physical” powers, such as bolt.
  Should the necromancer become corporeal 
  “inside” someone or something, both he and his 
  victim suffer damage. A hand causes 1 wound to 
  each, an arm causes 2 wounds, both arms cause 
  3 wounds, and the whole body causes 4 wounds. 
  Some vampires have been known to combine this 
  with life drain, bypassing a Knight’s armor, then 
  materializing their hand around his heart.
   LIFE DRAIN
  LIFE DRAIN
  Rank: Veteran
  Power Points: 4
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Hand turns black, long talons, crack-
  ling energy around hand.
  Necromancers have more ways to kill a foe. 
  The most insidious necromancers can mimic the 
  liche’s dread power, and kill with a casual touch.
  This spell makes the touch of the caster deadly. 
  After casting the spell, the necromancer delivers 
  his life drain on a successful Touch Attack (+2 
  Fighting). Victims must make a Vigor check, or a 
  Vigor check at –2 if the necromancer scored a raise 
  when casting, or suffer an automatic wound.
   MIND RIDING
  MIND RIDING
  Rank: Veteran
  Power Points: 2
  Range: Smarts
  Duration: 3 (1/round)
  Trappings: Concentration, trance
  Mind riding is the ability to place your mind 
  inside someone else’s body. If the victim is an 
  unwilling subject (which includes anyone whose 
  permission has not been gained), this requires an 
  opposed roll of the caster’s Necromancy against 
  the victim’s Spirit. A mind rider gains no control 
  
  8686
  NECROPOLIS 2350
  NECROPOLIS 2350
  over his victim, but he has access to their senses 
  and can see, hear, smell, taste, and feel everything 
  his victim does. Although very handy for spying, 
  it has a drawback.
  If the victim is injured in any way, including 
  being Shaken by physical injury, the necroman-
  cer must make a Spirit roll or be Shaken and 
  have contact immediately severed. A penalty of 
  –1 applies for each wound the victim suffers. If 
  the victim dies, the necromancer is automati-
  cally Shaken (and contact is broken) and cannot 
  attempt to recover for 1d6 rounds.
  A vampire may use this power over unlimited 
  range so long as the target is a victim of his Charm 
  ability.
   SACRIFICE
  SACRIFICE
  Rank: Veteran
  Power Points: 2
  Range: Self
  Duration: 1 minute (1/minute)
  Trappings: Spirit of victim ﬂ ows into caster, surge 
  of power.
  Sacriﬁ ce allows a dark spellcaster to sacriﬁ ce a 
  sentient being in return for power.
  If the caster kills a sentient creature while 
  under the effects of this spell, he gains a +1 bonus 
  to his next arcane skill roll (no matter when it is 
  made) for each Spirit die type of the next sentient 
  being he kills (so killing a peasant with Spirit d6 
  is worth +2).
  Only one victim can be killed per casting of this 
  spell, the sacriﬁ ce spell being canceled as soon as 
  the victim dies. Effects are not cumulative, so a 
  caster can beneﬁ t from only one sacriﬁ ce spell 
  at a time.
  WEIRD SCIENCE
  WEIRD SCIENCE
  Magic has been the primary weapon of the 
  Rephaim since their imprisonment—at least until 
  recently. Faced with a foe whose most powerful 
  weapons can level a city in seconds, whose aircraft 
  can ﬂ y reinforcements to anywhere on the planet 
  within a day, and whose equipment is evolving to 
  ﬁ ght speciﬁ c Rephaim, they have been forced to 
  adapt.
  Rephaim are capable of using human weapons 
  and vehicles, but since their transformation from 
  Zal to Rephaim have been unable to grasp the 
  most rudimentary understanding of science as a 
  whole. Skeletons and zombies can use ﬂ echette 
  weapons and tanks, but liches’ attempts to con-
  struct their own versions, even through reverse 
  engineering, have repeatedly failed.
  All that changed when they acquired research 
  papers relating to technological experiments per-
  formed by the Nazis during World War II. Armed 
  with the secrets of combining magic and technol-
  ogy, the Rephaim have begun creating their own 
  weapons, and other “gizmos,” through the use of 
  necromantic Weird Science.
  Necromantic gizmos cannot be labeled as true 
  technological items due to their unusual power 
  source—a human heart. Liches and mummies 
  have long known that the sacriﬁ ce of a sentient 
  being can boost the potency of a spell—none 
  knew such power could be harnessed for later 
  use.
  Through the necromantic arts, the beating 
  heart of a living, sentient being—the only local 
  source being humans—is ripped out and placed 
  within a special vessel containing human blood 
  from the same victim. The heart is imbued with a 
  number of Power Points equal to half those of the 
  Rephaim performing the ceremony and may only 
  be used in gizmos of his creation.
  Protruding from the container are thin tubes 
  connecting with similar tubes within a gizmo. 
  When the “power pack” is inserted, blood follows 
  through these channels similar to blood pumping 
  through a body. Indeed, the gizmo actually pul-
  sates gently in time with the still-beating heart.
  Rephaim gizmos are constructed from a hybrid 
  of existing technology (such as ﬁ ring mecha-
  nisms), human soft tissue, and bone, giving them 
  a grisly appearance. A fuller description of each 
  gizmo’s horriﬁ c appearance can be found on 
  pages 89-91. Although Rephaim–created gizmos 
  requiring the Shooting skill work in the hands 
  of humans, it requires a successful Guts check to 
  handle one.
  As Power Points are used, so the heart beats 
  slower and begins to shrivel. When the Power 
  Points are completely exhausted, the heart 
  resembles a shriveled apple—black, mushy, and 
  lifeless. Recharging involves slowly dripping 
  human blood back into the container, a process 
  that takes one hour and one pint of human blood 
  per Power Point—the Recharge and Fast Recharge 
  Edges still apply, however. Attempts to ﬂ ood the 
  heart with new blood have resulted in messy 
  explosions. A healthy human body has 8–10 pints 
  of blood.
  8686
  NECROPOLIS 2350
  NECROPOLIS 2350
  over his victim, but he has access to their senses 
  and can see, hear, smell, taste, and feel everything 
  his victim does. Although very handy for spying, 
  it has a drawback.
  If the victim is injured in any way, including 
  being Shaken by physical injury, the necroman-
  cer must make a Spirit roll or be Shaken and 
  have contact immediately severed. A penalty of 
  –1 applies for each wound the victim suffers. If 
  the victim dies, the necromancer is automati-
  cally Shaken (and contact is broken) and cannot 
  attempt to recover for 1d6 rounds.
  A vampire may use this power over unlimited 
  range so long as the target is a victim of his Charm 
  ability.
   SACRIFICE
  SACRIFICE
  Rank: Veteran
  Power Points: 2
  Range: Self
  Duration: 1 minute (1/minute)
  Trappings: Spirit of victim ﬂ ows into caster, surge 
  of power.
  Sacriﬁ ce allows a dark spellcaster to sacriﬁ ce a 
  sentient being in return for power.
  If the caster kills a sentient creature while 
  under the effects of this spell, he gains a +1 bonus 
  to his next arcane skill roll (no matter when it is 
  made) for each Spirit die type of the next sentient 
  being he kills (so killing a peasant with Spirit d6 
  is worth +2).
  Only one victim can be killed per casting of this 
  spell, the sacriﬁ ce spell being canceled as soon as 
  the victim dies. Effects are not cumulative, so a 
  caster can beneﬁ t from only one sacriﬁ ce spell 
  at a time.
  WEIRD SCIENCE
  WEIRD SCIENCE
  Magic has been the primary weapon of the 
  Rephaim since their imprisonment—at least until 
  recently. Faced with a foe whose most powerful 
  weapons can level a city in seconds, whose aircraft 
  can ﬂ y reinforcements to anywhere on the planet 
  within a day, and whose equipment is evolving to 
  ﬁ ght speciﬁ c Rephaim, they have been forced to 
  adapt.
  Rephaim are capable of using human weapons 
  and vehicles, but since their transformation from 
  Zal to Rephaim have been unable to grasp the 
  most rudimentary understanding of science as a 
  whole. Skeletons and zombies can use ﬂ echette 
  weapons and tanks, but liches’ attempts to con-
  struct their own versions, even through reverse 
  engineering, have repeatedly failed.
  All that changed when they acquired research 
  papers relating to technological experiments per-
  formed by the Nazis during World War II. Armed 
  with the secrets of combining magic and technol-
  ogy, the Rephaim have begun creating their own 
  weapons, and other “gizmos,” through the use of 
  necromantic Weird Science.
  Necromantic gizmos cannot be labeled as true 
  technological items due to their unusual power 
  source—a human heart. Liches and mummies 
  have long known that the sacriﬁ ce of a sentient 
  being can boost the potency of a spell—none 
  knew such power could be harnessed for later 
  use.
  Through the necromantic arts, the beating 
  heart of a living, sentient being—the only local 
  source being humans—is ripped out and placed 
  within a special vessel containing human blood 
  from the same victim. The heart is imbued with a 
  number of Power Points equal to half those of the 
  Rephaim performing the ceremony and may only 
  be used in gizmos of his creation.
  Protruding from the container are thin tubes 
  connecting with similar tubes within a gizmo. 
  When the “power pack” is inserted, blood follows 
  through these channels similar to blood pumping 
  through a body. Indeed, the gizmo actually pul-
  sates gently in time with the still-beating heart.
  Rephaim gizmos are constructed from a hybrid 
  of existing technology (such as ﬁ ring mecha-
  nisms), human soft tissue, and bone, giving them 
  a grisly appearance. A fuller description of each 
  gizmo’s horriﬁ c appearance can be found on 
  pages 89-91. Although Rephaim–created gizmos 
  requiring the Shooting skill work in the hands 
  of humans, it requires a successful Guts check to 
  handle one.
  As Power Points are used, so the heart beats 
  slower and begins to shrivel. When the Power 
  Points are completely exhausted, the heart 
  resembles a shriveled apple—black, mushy, and 
  lifeless. Recharging involves slowly dripping 
  human blood back into the container, a process 
  that takes one hour and one pint of human blood 
  per Power Point—the Recharge and Fast Recharge 
  Edges still apply, however. Attempts to ﬂ ood the 
  heart with new blood have resulted in messy 
  explosions. A healthy human body has 8–10 pints 
  of blood.
  
  8787
  THE REPHAIM
  THE REPHAIM
  One of the biggest drawbacks with Weird 
  Science the Rephaim have yet to master is the 
  problem of production. Gizmos cannot be truly 
  mass–produced and creators are loath to give 
  away their only working model to underlings.
  In game terms, all Rephaim gizmos are subject 
  to the standard Savage Worlds rules. This means 
  gizmos are rarely found in the hands of common 
  troops, being instead reserved for the liches, 
  mummies, and vampires who created them. Only 
  when used to defend vital installations are they 
  entrusted to mindless troops.
  This also means few Knights have actually 
  witnessed Rephaim gizmos in action. As a result, 
  don’t describe a Hades bolt pistol by its name, 
  but describe how it pulsates in its wielder’s 
  hand, how the bolt of darkness seems to writhe 
  as it strikes its target, and the rapid necrosis of a 
  victim’s soft tissue that ensues.
  Let the players work out what it is and how it 
  works (and remember to ask for Guts rolls when 
  they examine the power source).
  SELECTED GEAR NOTES
  SELECTED GEAR NOTES
  Technology may be new to the Rephaim, but 
  magic courses through their very being. The most 
  powerful necromancers may have legions of 
  lesser Rephaim at their disposal, but having a few 
  necromantic items up one’s sleeve can be better 
  than a score of zombies.
  A selection of items is detailed below, but WM’s 
  should feel free to create more items as required. 
  Unless otherwise stated, necromantic ﬁ rearms 
  are activated using the Shooting skill.
   ARMOR
  ARMOR
  Bone Breastplate: Crafted from human bone 
  and hardened with magic, this armor is usually 
  only worn by guardian mummies.
  Stygian Armor: Forged from the bones of 
  some Other Side necromantic beast, stygian 
  armor is worn only by the greater Rephaim, and is 
  not actually a Weird Science gizmo. Metallic black 
  in color and decorated with runes of power, the 
  armor seems to absorb light, granting its wearer 
  a +2 bonus to Stealth checks when hiding. A 
  complete suit resembles plate mail and provides 
  full body protection.
  MELEE WEAPONS
  MELEE WEAPONS
  Rune Weapons: With a blade black as pitch, 
  engraved with dark glyphs, and quenched in 
  blood, rune weapons are the melee weapon of 
  choice for greater Rephaim and their trusted 
  servants. Their razor sharp blades never dull and 
  can carve through ﬂ esh as easily as a warm knife 
  through butter. Worse still, the blades literally 
  drain the life out of those they strike.
  A foe struck by a rune blade must make an 
  opposed Spirit check against the weapon’s Spirit 
  of d10. With success, the area struck simply feels 
  numb for a short while, but this has no discernible 
  effect on the victim. With failure, the blade inﬂ icts 
  an automatic Wound, draining part of the victim’s 
  life force. This is additional to any damage caused 
  by the weapon itself.
   RANGED WEAPONS
  RANGED WEAPONS
  Apophis Riﬂ e: A whole human arm is used 
  to form the main part of the Apophis, with the 
  upper arm bent back to form a stock. The busi-
  8787
  THE REPHAIM
  THE REPHAIM
  One of the biggest drawbacks with Weird 
  Science the Rephaim have yet to master is the 
  problem of production. Gizmos cannot be truly 
  mass–produced and creators are loath to give 
  away their only working model to underlings.
  In game terms, all Rephaim gizmos are subject 
  to the standard Savage Worlds rules. This means 
  gizmos are rarely found in the hands of common 
  troops, being instead reserved for the liches, 
  mummies, and vampires who created them. Only 
  when used to defend vital installations are they 
  entrusted to mindless troops.
  This also means few Knights have actually 
  witnessed Rephaim gizmos in action. As a result, 
  don’t describe a Hades bolt pistol by its name, 
  but describe how it pulsates in its wielder’s 
  hand, how the bolt of darkness seems to writhe 
  as it strikes its target, and the rapid necrosis of a 
  victim’s soft tissue that ensues.
  Let the players work out what it is and how it 
  works (and remember to ask for Guts rolls when 
  they examine the power source).
  SELECTED GEAR NOTES
  SELECTED GEAR NOTES
  Technology may be new to the Rephaim, but 
  magic courses through their very being. The most 
  powerful necromancers may have legions of 
  lesser Rephaim at their disposal, but having a few 
  necromantic items up one’s sleeve can be better 
  than a score of zombies.
  A selection of items is detailed below, but WM’s 
  should feel free to create more items as required. 
  Unless otherwise stated, necromantic ﬁ rearms 
  are activated using the Shooting skill.
   ARMOR
  ARMOR
  Bone Breastplate: Crafted from human bone 
  and hardened with magic, this armor is usually 
  only worn by guardian mummies.
  Stygian Armor: Forged from the bones of 
  some Other Side necromantic beast, stygian 
  armor is worn only by the greater Rephaim, and is 
  not actually a Weird Science gizmo. Metallic black 
  in color and decorated with runes of power, the 
  armor seems to absorb light, granting its wearer 
  a +2 bonus to Stealth checks when hiding. A 
  complete suit resembles plate mail and provides 
  full body protection.
  MELEE WEAPONS
  MELEE WEAPONS
  Rune Weapons: With a blade black as pitch, 
  engraved with dark glyphs, and quenched in 
  blood, rune weapons are the melee weapon of 
  choice for greater Rephaim and their trusted 
  servants. Their razor sharp blades never dull and 
  can carve through ﬂ esh as easily as a warm knife 
  through butter. Worse still, the blades literally 
  drain the life out of those they strike.
  A foe struck by a rune blade must make an 
  opposed Spirit check against the weapon’s Spirit 
  of d10. With success, the area struck simply feels 
  numb for a short while, but this has no discernible 
  effect on the victim. With failure, the blade inﬂ icts 
  an automatic Wound, draining part of the victim’s 
  life force. This is additional to any damage caused 
  by the weapon itself.
   RANGED WEAPONS
  RANGED WEAPONS
  Apophis Riﬂ e: A whole human arm is used 
  to form the main part of the Apophis, with the 
  upper arm bent back to form a stock. The busi-
  
  8888
  NECROPOLIS 2350
  NECROPOLIS 2350
  ness end of the weapon still keeps the hand, 
  though it is clenched into a ﬁ st with a bone tube 
  pushed through to the elbow joint, where the 
  heart attaches.
  Humans rarely surrender to Rephaim troops, 
  so taking prisoners often requires the deploy-
  ment of the Apophis stun riﬂ e. The weapon ﬁ res 
  a stun bolt, which explodes in a Medium Burst 
  Template. Though incapable of reducing a foe 
  to unconsciousness, it is designed to daze them 
  long enough for zombies and skeletons to shackle 
  them.
  Hades Pistol: Crafted from a hollowed shin-
  bone and wrapped in living tissue, the Hades is 
  an ugly weapon. The power source container is 
  attached in front of the trigger mechanism, which 
  makes the gun look like a paint sprayer.
  The Hades pistol utilizes the bolt power, with 
  one limitation. The weapon has been constructed 
  so as to only ﬁ re a single bolt, but with a variable 
  damage setting.
  Tarterus SMG: Aside from a longer barrel and 
  larger power source, the Tarterus closely resem-
  bles the Hades pistol on which it was based.
  The Tarterus also uses the bolt power with a 
  variable damage setting. A second selector switch 
  allows up to three shots to be ﬁ red each round, 
  with an increased drain on the power source but 
  without incurring an automatic ﬁ re penalty.
   SPECIAL WEAPONS
  SPECIAL WEAPONS
  Abaddon Light Blast Cannon: Designed as 
  an infantry assault weapon, the Abaddon is the 
  Rephaim equivalent of the autocannon. The 
  hollow barrel is constructed from human bone, 
  around which is grafted living tissue. Veins and 
  arteries carry in the tissue carry blood from the 
  heart power source to the barrel, where a blast 
  is generated. The Abaddon’s base damage is 2d6, 
  though this can be increased to 3d6 through a 
  selector switch. Design limitations mean the 
  weapon affects a Medium Burst Template, and 
  this cannot be increased
  Banshee Defense System: The ﬁ rst line of 
  defense of any Rephaim base is the Banshee. 
  Each Banshee stands four feet tall and is created 
  from a column of human skulls, bound together 
  with living muscle and tendons. The heart power 
  source sits in the lower skull—the top skull is the 
  actual weapon.
  Activated by life sensors with a range of 4 yards 
  (2”), the Banshee emits a high–pitched keening 
  from the topmost skull, causing fear to all those 
  within a Large Burst Template centered on the 
  Banshee. Each Banshee contains enough power 
  for ﬁ ve uses.
  Gehenna Heavy Blaster: Though light enough 
  to be carried into battle, the Gehenna was cre-
  ated for a static role. It resembles a larger version 
  of the Abaddon. The basic blast can inﬂ ict either 
  2d6 or 3d6 damage, but unlike the lighter Abad-
  don, the burst radius can also be extended at the 
  cost of increased power drain.
  Hellmouth: The Hellmouth is the Rephaim’s 
  ﬁ rst attempt at a tank destroyer weapon. Crafted 
  from a entire human arm (less the hand), the 
  joints fused rigid, the bones hollowed, and then 
  covered in ﬂ esh, it has a small power supply at 
  the rear.
  The Hellmouth ﬁ res a concentrated blast of 
  necromantic energy, which inﬂ icts 4d6 damage at 
  AP 50. It has no Burst Template, and is of limited 
  use against individual troops. Each shot uses 4 
  Power Points, which means the Hellmouth can 
  only ﬁ re three shots before it requires reloading.
  Judas Hypnosis Cannon: Aptly named, the 
  Judas is another defensive weapon. The weapon 
  has a short, hollow, human bone barrel. Attached 
  to the rear end are three membranous sacs, each 
  holding a human brain. Blood is supplied to the 
  brains from the power source along pulsating 
  veins.
  When ﬁ red, the cannon emits powerful energy 
  waves, capable of altering a victim’s behavior 
  through the puppet power. The cannon affects 
  only a single target.
  Each Judas has three settings, each of which 
  uses the same amount of power (3 per shot). The 
  ﬁ rst causes targets who fail to resist to ﬂ ee the 
  area. The second setting forces them to remain 
  standing where they are, leaving them open to 
  attack from other weapons. The third setting is 
  the most insidious, as it forces the target to attack 
  their comrades. This latter power allows the 
  victim another Spirit roll to resist. 
  The Judas is targeted using Shooting and has 
  an arcane skill of d12 for affecting victims.
  Lazarus Re–animator Pack: The most feared 
  of the Rephaim gizmos is the Lazarus re–animator 
  pack. Its form resembles that of a ﬂ amethrower, 
  except the fuel cylinders are a pair of giant lungs, 
  to which is connected a thick, slimy hose topped 
  by a withered human head.
  8888
  NECROPOLIS 2350
  NECROPOLIS 2350
  ness end of the weapon still keeps the hand, 
  though it is clenched into a ﬁ st with a bone tube 
  pushed through to the elbow joint, where the 
  heart attaches.
  Humans rarely surrender to Rephaim troops, 
  so taking prisoners often requires the deploy-
  ment of the Apophis stun riﬂ e. The weapon ﬁ res 
  a stun bolt, which explodes in a Medium Burst 
  Template. Though incapable of reducing a foe 
  to unconsciousness, it is designed to daze them 
  long enough for zombies and skeletons to shackle 
  them.
  Hades Pistol: Crafted from a hollowed shin-
  bone and wrapped in living tissue, the Hades is 
  an ugly weapon. The power source container is 
  attached in front of the trigger mechanism, which 
  makes the gun look like a paint sprayer.
  The Hades pistol utilizes the bolt power, with 
  one limitation. The weapon has been constructed 
  so as to only ﬁ re a single bolt, but with a variable 
  damage setting.
  Tarterus SMG: Aside from a longer barrel and 
  larger power source, the Tarterus closely resem-
  bles the Hades pistol on which it was based.
  The Tarterus also uses the bolt power with a 
  variable damage setting. A second selector switch 
  allows up to three shots to be ﬁ red each round, 
  with an increased drain on the power source but 
  without incurring an automatic ﬁ re penalty.
   SPECIAL WEAPONS
  SPECIAL WEAPONS
  Abaddon Light Blast Cannon: Designed as 
  an infantry assault weapon, the Abaddon is the 
  Rephaim equivalent of the autocannon. The 
  hollow barrel is constructed from human bone, 
  around which is grafted living tissue. Veins and 
  arteries carry in the tissue carry blood from the 
  heart power source to the barrel, where a blast 
  is generated. The Abaddon’s base damage is 2d6, 
  though this can be increased to 3d6 through a 
  selector switch. Design limitations mean the 
  weapon affects a Medium Burst Template, and 
  this cannot be increased
  Banshee Defense System: The ﬁ rst line of 
  defense of any Rephaim base is the Banshee. 
  Each Banshee stands four feet tall and is created 
  from a column of human skulls, bound together 
  with living muscle and tendons. The heart power 
  source sits in the lower skull—the top skull is the 
  actual weapon.
  Activated by life sensors with a range of 4 yards 
  (2”), the Banshee emits a high–pitched keening 
  from the topmost skull, causing fear to all those 
  within a Large Burst Template centered on the 
  Banshee. Each Banshee contains enough power 
  for ﬁ ve uses.
  Gehenna Heavy Blaster: Though light enough 
  to be carried into battle, the Gehenna was cre-
  ated for a static role. It resembles a larger version 
  of the Abaddon. The basic blast can inﬂ ict either 
  2d6 or 3d6 damage, but unlike the lighter Abad-
  don, the burst radius can also be extended at the 
  cost of increased power drain.
  Hellmouth: The Hellmouth is the Rephaim’s 
  ﬁ rst attempt at a tank destroyer weapon. Crafted 
  from a entire human arm (less the hand), the 
  joints fused rigid, the bones hollowed, and then 
  covered in ﬂ esh, it has a small power supply at 
  the rear.
  The Hellmouth ﬁ res a concentrated blast of 
  necromantic energy, which inﬂ icts 4d6 damage at 
  AP 50. It has no Burst Template, and is of limited 
  use against individual troops. Each shot uses 4 
  Power Points, which means the Hellmouth can 
  only ﬁ re three shots before it requires reloading.
  Judas Hypnosis Cannon: Aptly named, the 
  Judas is another defensive weapon. The weapon 
  has a short, hollow, human bone barrel. Attached 
  to the rear end are three membranous sacs, each 
  holding a human brain. Blood is supplied to the 
  brains from the power source along pulsating 
  veins.
  When ﬁ red, the cannon emits powerful energy 
  waves, capable of altering a victim’s behavior 
  through the puppet power. The cannon affects 
  only a single target.
  Each Judas has three settings, each of which 
  uses the same amount of power (3 per shot). The 
  ﬁ rst causes targets who fail to resist to ﬂ ee the 
  area. The second setting forces them to remain 
  standing where they are, leaving them open to 
  attack from other weapons. The third setting is 
  the most insidious, as it forces the target to attack 
  their comrades. This latter power allows the 
  victim another Spirit roll to resist. 
  The Judas is targeted using Shooting and has 
  an arcane skill of d12 for affecting victims.
  Lazarus Re–animator Pack: The most feared 
  of the Rephaim gizmos is the Lazarus re–animator 
  pack. Its form resembles that of a ﬂ amethrower, 
  except the fuel cylinders are a pair of giant lungs, 
  to which is connected a thick, slimy hose topped 
  by a withered human head.
  
  8989
  THE REPHAIM
  THE REPHAIM
  When the weapon is ﬁ red, green goo gushes 
  forth from the head’s mouth to cover a Cone 
  Template. The goo is a necromantic reanimating 
  gel, capable of bringing corpses and skeletons to 
  permanent unlife through the zombie power.
  A maximum of seven corpses can be reanimated 
  before the pack requires recharging. Corpses 
  reanimated through this weapon are permanent. 
  Aside from a foul stench, the goo is harmless to 
  living targets.
  Nocturnis Mortar: The Nocturnis mortar 
  shares many aspects with the Lazarus pack. The 
  weapon consists of a hollow bone tube (the 
  barrel), with a single lung at the bottom, next to 
  the power supply. Two bones, usually thigh bones 
  because of their thickness, attach to the mortar 
  on hip joints, and are used as legs to brace the 
  weapon when ﬁ ring.
  The Nocturnis can ﬁ re two types of “shell,” 
  and a selector switch allows the ﬁ rer to change 
  ammunition as a free action.
  The most common round, and the one the 
  mortar was named for, ﬁ res a swirling ball of 
  darkness. On impact, it explodes to ﬁ ll a Medium 
  Burst Template with a cloud of total darkness. 
  The cloud functions as the obscure power, uses 
  2 Power Points, but is subject to deviation in the 
  same way as an area effect weapon.
  The second type of round ﬁ res an explosive 
  warhead. This costs 4 Power Points, and inﬂ icts 
  3d6 damage (AP 4) in a Medium Burst Template. 
  It is also subject to deviation. 
  Pentagram Warding Staves: Warding staves 
  are short bone poles tipped with a skeletal hand 
  at one end and a bone spike on the other.
  When two or more poles are stuck in the 
  ground, a wall of crackling necromantic energy 
  forms between them. This has a Toughness of 10. 
  Each staff must be placed within 2 yards of any 
  adjacent staff or the barrier ﬁ eld between them 
  will not activate.
  Each section of barrier requires 1 Power Point 
  per round. The power supply is usually buried 
  nearby, with veins and arteries carrying blood 
  to the poles. Typically, the Rephaim allow one 
  power supply for every ﬁ ve staves.
  Each section of the barrier may be destroyed 
  by an attack that exceeds its Toughness of 10. 
  Hitting the wall is an automatic Fighting attack 
  (ranged weapon must roll to hit as normal), 
  but raises on the attack roll do not grant bonus 
  damage. A destroyed section reforms at the start 
  of the next round. It should be noted that when 
  the barrier forms, the poles are inside. Removing 
  them requires access through the barrier.
  Objects cannot pass through the wall while it is 
  activated (in either direction), but creatures may 
  try to climb over it. This requires a Climbing roll 
  at –2. Each round of contact inﬂ icts 2d6 damage.
  Sinner Subdual Pack: The Sinner appears 
  identical to a Lazarus pack, but rather than ﬁ ring 
  reanimation goo, it ﬁ res a glob of sinew and 
  muscle strands, designed to entangle targets.
  The Shooting skill roll is opposed by the 
  target’s Agility. Success indicates partial restraint 
  so that the target suffers a –2 penalty to Pace 
  and skills linked to Agility and Strength. A raise 
  restrains the target fully. He cannot move or 
  use any skills linked to Agility or Strength. Each 
  following round, an entangled target may make 
  a Strength or Agility roll to break free. Other 
  characters may also attempt to free the ensnared 
  person by making a Strength roll at –2.
  For 2 Power Points the pack targets a single 
  opponent. For 4 points it affects everyone in 
  Medium Burst Template.
  SAMPLE GIZMOS
  SAMPLE GIZMOS
  Rephaim Weird Scientists have perfected 
  a number of necromantic gizmos. These are 
  described below. As with any Weird Science 
  gizmo, they have the same Power Points as their 
  creator and require the Weird Science skill to 
  activate (unless otherwise stated).
   ADRENAL BRACELET
  ADRENAL BRACELET
  Worn around the arm, this bone bracelet 
  appears quite normal until it is examined closely. 
  Protected beneath the bone are a series of small, 
  pulsating sacs. Protruding from the sacs are thin 
  tubes, each tipped with a sharp sliver of bone. 
  When the bracelet is snapped closed, the bones 
  pierce the ﬂ esh of the wearer.
  Each sac is, in fact, a human adrenal gland, 
  and when activated, the gizmo delivers a power-
  ful burst of adrenaline straight into the wearer’s 
  body. The device does not work on ﬂ eshless 
  Rephaim.
  This functions as the quickness power. Each 
  bracelet contains 8 Power Points.
  8989
  THE REPHAIM
  THE REPHAIM
  When the weapon is ﬁ red, green goo gushes 
  forth from the head’s mouth to cover a Cone 
  Template. The goo is a necromantic reanimating 
  gel, capable of bringing corpses and skeletons to 
  permanent unlife through the zombie power.
  A maximum of seven corpses can be reanimated 
  before the pack requires recharging. Corpses 
  reanimated through this weapon are permanent. 
  Aside from a foul stench, the goo is harmless to 
  living targets.
  Nocturnis Mortar: The Nocturnis mortar 
  shares many aspects with the Lazarus pack. The 
  weapon consists of a hollow bone tube (the 
  barrel), with a single lung at the bottom, next to 
  the power supply. Two bones, usually thigh bones 
  because of their thickness, attach to the mortar 
  on hip joints, and are used as legs to brace the 
  weapon when ﬁ ring.
  The Nocturnis can ﬁ re two types of “shell,” 
  and a selector switch allows the ﬁ rer to change 
  ammunition as a free action.
  The most common round, and the one the 
  mortar was named for, ﬁ res a swirling ball of 
  darkness. On impact, it explodes to ﬁ ll a Medium 
  Burst Template with a cloud of total darkness. 
  The cloud functions as the obscure power, uses 
  2 Power Points, but is subject to deviation in the 
  same way as an area effect weapon.
  The second type of round ﬁ res an explosive 
  warhead. This costs 4 Power Points, and inﬂ icts 
  3d6 damage (AP 4) in a Medium Burst Template. 
  It is also subject to deviation. 
  Pentagram Warding Staves: Warding staves 
  are short bone poles tipped with a skeletal hand 
  at one end and a bone spike on the other.
  When two or more poles are stuck in the 
  ground, a wall of crackling necromantic energy 
  forms between them. This has a Toughness of 10. 
  Each staff must be placed within 2 yards of any 
  adjacent staff or the barrier ﬁ eld between them 
  will not activate.
  Each section of barrier requires 1 Power Point 
  per round. The power supply is usually buried 
  nearby, with veins and arteries carrying blood 
  to the poles. Typically, the Rephaim allow one 
  power supply for every ﬁ ve staves.
  Each section of the barrier may be destroyed 
  by an attack that exceeds its Toughness of 10. 
  Hitting the wall is an automatic Fighting attack 
  (ranged weapon must roll to hit as normal), 
  but raises on the attack roll do not grant bonus 
  damage. A destroyed section reforms at the start 
  of the next round. It should be noted that when 
  the barrier forms, the poles are inside. Removing 
  them requires access through the barrier.
  Objects cannot pass through the wall while it is 
  activated (in either direction), but creatures may 
  try to climb over it. This requires a Climbing roll 
  at –2. Each round of contact inﬂ icts 2d6 damage.
  Sinner Subdual Pack: The Sinner appears 
  identical to a Lazarus pack, but rather than ﬁ ring 
  reanimation goo, it ﬁ res a glob of sinew and 
  muscle strands, designed to entangle targets.
  The Shooting skill roll is opposed by the 
  target’s Agility. Success indicates partial restraint 
  so that the target suffers a –2 penalty to Pace 
  and skills linked to Agility and Strength. A raise 
  restrains the target fully. He cannot move or 
  use any skills linked to Agility or Strength. Each 
  following round, an entangled target may make 
  a Strength or Agility roll to break free. Other 
  characters may also attempt to free the ensnared 
  person by making a Strength roll at –2.
  For 2 Power Points the pack targets a single 
  opponent. For 4 points it affects everyone in 
  Medium Burst Template.
  SAMPLE GIZMOS
  SAMPLE GIZMOS
  Rephaim Weird Scientists have perfected 
  a number of necromantic gizmos. These are 
  described below. As with any Weird Science 
  gizmo, they have the same Power Points as their 
  creator and require the Weird Science skill to 
  activate (unless otherwise stated).
   ADRENAL BRACELET
  ADRENAL BRACELET
  Worn around the arm, this bone bracelet 
  appears quite normal until it is examined closely. 
  Protected beneath the bone are a series of small, 
  pulsating sacs. Protruding from the sacs are thin 
  tubes, each tipped with a sharp sliver of bone. 
  When the bracelet is snapped closed, the bones 
  pierce the ﬂ esh of the wearer.
  Each sac is, in fact, a human adrenal gland, 
  and when activated, the gizmo delivers a power-
  ful burst of adrenaline straight into the wearer’s 
  body. The device does not work on ﬂ eshless 
  Rephaim.
  This functions as the quickness power. Each 
  bracelet contains 8 Power Points.
  
  9090
  NECROPOLIS 2350
  NECROPOLIS 2350
   CONTROL COLLAR
  CONTROL COLLAR
  Although ancient vampires can dominate the 
  wills of mortals, they are few in number and 
  cannot be expected to dominate every human 
  captive. The control collar was the obvious solu-
  tion to handling difﬁ cult prisoners.
  The device is a living circlet of ﬂ esh, with a 
  bulbous sac at the back, that is placed around the 
  victim’s neck. Once attached, it constricts almost 
  to the point of strangling the victim and small, 
  bony spines uncoil from the main body and 
  puncture the back of the victim’s neck, attaching 
  themselves to his spinal column.
  Contained within the membranous sac is a 
  sliver of human brain, the power source, and a 
  pint or so of cerebral ﬂ uid. If the victim thinks 
  about escaping, running away, ﬁ ghting his cap-
  tors, and pretty much anything else the Rephaim 
  don’t want their prisoners doing, the collar 
  releases a dose of cerebral ﬂ uid into the victim’s 
  body. This acts as the puppet power.
  Each collar contains 12 Power Points and has 
  an effective arcane skill of d12. Recharging them 
  requires not only human blood, but also cerebral 
  ﬂ uid. The collar has a Toughness of 10.
   FLYING PACK
  FLYING PACK
  Flying packs look like large beetle shells, 
  although they are made of bone. Thick strands of 
  muscle hang from the pack, and are worn around 
  the shoulders and waist as straps to keep the pack 
  on.
  When activated, the bone shell cracks open 
  and two, large bat-like wings extend, allowing 
  the wearer to ﬂ y for short distances. The power 
  source is contained inside the shell for protec-
  tion.
  A few Rephaim are experimenting with rocket 
  packs, though ones fuelled by necromantic 
  energy. The results have been spectacular fail-
  ures, with the majority of zombie test subjects 
  exploding messily.
  This functions as the ﬂ y power. Each pack con-
  tains 15 Power Points.
   NIGHTMARE HELMET
  NIGHTMARE HELMET
  This foul device comprises the top of a human 
  skull covered in living ﬂ esh and a small, organic 
  control box, which connects to the skull cap via a 
  thick cable of nerves and veins. The control box 
  has a single dial on it, which goes from 1 to 10. 
  The power supply is attached to the control box.
  When activated, the gizmo ﬂ oods the victim’s 
  brain with horrifying images of what life is like 
  in the Dark Dimension. Victims must make a 
  Spirit roll opposed by the level the device is set, 
  with level 1 being a d4, 2 a d6, and so on up to 
  10, which uses a d12+5. A failed roll means the 
  victim must roll on the Fright Table. If the victim 
  rolls a 1 on his Spirit die, regardless of Wild Die, 
  he rolls on the Fright Table at +2. A critical failure 
  means he makes the roll at +4.
  The nightmare helmet was designed to break 
  foes ready for interrogation. Each time the victim 
  is forced to roll on the Fright Table, he must also 
  truthfully answer one question set by the inter-
  rogator.
  Each control box contains 20 Power Points. 
  Each use drains as many Power Points as the dial 
  setting used. For instance, a level 4 setting (a d10 
  roll) would use 4 Power Points.
  These items are extremely rare, mainly due to 
  the high Power Point storage requirements, and 
  are usually only found in Stygian Towers and 
  major mausoleums.
  9090
  NECROPOLIS 2350
  NECROPOLIS 2350
   CONTROL COLLAR
  CONTROL COLLAR
  Although ancient vampires can dominate the 
  wills of mortals, they are few in number and 
  cannot be expected to dominate every human 
  captive. The control collar was the obvious solu-
  tion to handling difﬁ cult prisoners.
  The device is a living circlet of ﬂ esh, with a 
  bulbous sac at the back, that is placed around the 
  victim’s neck. Once attached, it constricts almost 
  to the point of strangling the victim and small, 
  bony spines uncoil from the main body and 
  puncture the back of the victim’s neck, attaching 
  themselves to his spinal column.
  Contained within the membranous sac is a 
  sliver of human brain, the power source, and a 
  pint or so of cerebral ﬂ uid. If the victim thinks 
  about escaping, running away, ﬁ ghting his cap-
  tors, and pretty much anything else the Rephaim 
  don’t want their prisoners doing, the collar 
  releases a dose of cerebral ﬂ uid into the victim’s 
  body. This acts as the puppet power.
  Each collar contains 12 Power Points and has 
  an effective arcane skill of d12. Recharging them 
  requires not only human blood, but also cerebral 
  ﬂ uid. The collar has a Toughness of 10.
   FLYING PACK
  FLYING PACK
  Flying packs look like large beetle shells, 
  although they are made of bone. Thick strands of 
  muscle hang from the pack, and are worn around 
  the shoulders and waist as straps to keep the pack 
  on.
  When activated, the bone shell cracks open 
  and two, large bat-like wings extend, allowing 
  the wearer to ﬂ y for short distances. The power 
  source is contained inside the shell for protec-
  tion.
  A few Rephaim are experimenting with rocket 
  packs, though ones fuelled by necromantic 
  energy. The results have been spectacular fail-
  ures, with the majority of zombie test subjects 
  exploding messily.
  This functions as the ﬂ y power. Each pack con-
  tains 15 Power Points.
   NIGHTMARE HELMET
  NIGHTMARE HELMET
  This foul device comprises the top of a human 
  skull covered in living ﬂ esh and a small, organic 
  control box, which connects to the skull cap via a 
  thick cable of nerves and veins. The control box 
  has a single dial on it, which goes from 1 to 10. 
  The power supply is attached to the control box.
  When activated, the gizmo ﬂ oods the victim’s 
  brain with horrifying images of what life is like 
  in the Dark Dimension. Victims must make a 
  Spirit roll opposed by the level the device is set, 
  with level 1 being a d4, 2 a d6, and so on up to 
  10, which uses a d12+5. A failed roll means the 
  victim must roll on the Fright Table. If the victim 
  rolls a 1 on his Spirit die, regardless of Wild Die, 
  he rolls on the Fright Table at +2. A critical failure 
  means he makes the roll at +4.
  The nightmare helmet was designed to break 
  foes ready for interrogation. Each time the victim 
  is forced to roll on the Fright Table, he must also 
  truthfully answer one question set by the inter-
  rogator.
  Each control box contains 20 Power Points. 
  Each use drains as many Power Points as the dial 
  setting used. For instance, a level 4 setting (a d10 
  roll) would use 4 Power Points.
  These items are extremely rare, mainly due to 
  the high Power Point storage requirements, and 
  are usually only found in Stygian Towers and 
  major mausoleums.
  
  9191
  THE REPHAIM
  THE REPHAIM
   SHADOW CLOAK
  SHADOW CLOAK
  Worn by greater Rephaim, the cloak is made of 
  the scaled hide of a Dark Dimension beast. The 
  heart power supply is encased in bone and worn 
  as a shoulder clasp. When activated, the scales 
  are ﬂ ooded with necromantic energy and absorb 
  light around the user, making his outline vague 
  and indistinct. This functions as the deﬂ ection 
  power. Each cloak contains 10 Power Points.
   TRANSLATOR
  TRANSLATOR
  Though many greater Rephaim have learned 
  human languages, a few still refuse to soil their 
  mouths with an impure language. To aid in the 
  interrogation of prisoners, they created the trans-
  lator.
  The translator is a rectangular box of living 
  tissue, over which is stretched the lips and mouth 
  muscles of a human. Protruding from the back 
  of the box are two thin tendrils, each a mixture 
  of brain cells and nerve tissue. These must be 
  attached to the subject’s temples. Within the box 
  is the power source and a human larynx.
  A series of spongy knobs on the box allows the 
  user to tune the device in to the subject’s brain 
  waves. When the subject speaks, his words are 
  spoken by the mouth on the device in Cryptspeak. 
  This functions as the speak language power. Each 
  translator contains 6 Power Points.
  VEHICLES
  VEHICLES
  The Rephaim have shown a remarkable ability 
  to adapt to using human-created hardware, and 
  zombies and skeletons can be found thundering 
  across the battleﬁ eld in tanks.
  Fortunately, they lack the knowledge to repair 
  vehicles (and certainly cannot create them from 
  scratch), which means they must continually seek 
  out new vehicles to replace ones lost in combat. 
  As such the Rephaim value captured mechanics.
  Given their inability to understand standard 
  mechanics, the Rephaim have struggled to create 
  vehicles using Weird Science. To date, they have 
  achieved limited success. Even ﬁ tting a necroman-
  tic weapon to a standard vehicle has presented 
  the Rephaim with insurmountable technical 
  problems, and what few Weird Science vehicles 
  do exist are no match for human equivalents.
  They have also experimented, with a degree 
  of success, at using a variety of ﬂ iegerkopf 
  Rephaim in tanks. These horrors are known as 
  panzerkopfs.
   FLIEGERKOPF
  FLIEGERKOPF
  Note: the word Fliegerkopf with a capital “F” 
  refers to the vehicle, and ﬂ iegerkopf with a lower 
  case “f” refers to the Rephaim.
  The Fliegerkopf is the most complex gizmo 
  ever created by the Rephaim and makes use of 
  the ﬂ iegerkopf Rephaim (see page 160) in con-
  junction with human technology. The Fliegerkopf 
  is only 25 feet in length and has a cockpit large 
  enough for the Rephaim of the same name.
  The Dark Conclave wanted a fast ﬁ ghter suit-
  able for an air support role, but they created 
  something barely credible as a ﬂ ying object. The 
  Rephaim are still learning the limitations of Weird 
  Science, leaving the Fliegerkopf more an idea 
  than a practical device. It is a ﬁ rst step toward a 
  truly complex gizmo, but Rephaim air superiority 
  remains a dream at present.
  Acc/Top Speed: 25/130; Climb: 20; Toughness: 
  16 (4); Handling: –1; Crew: 1
  Notes: Ejection Capsule (the head compartment 
  can be ejected for retrieval if the aircraft is hit or 
  loses control. This requires a Piloting roll.)
  Weapons: 
  * Twin Gehenna cannons wing mounted (20 
  Power Points each)
  * Bombs x4
  9191
  THE REPHAIM
  THE REPHAIM
   SHADOW CLOAK
  SHADOW CLOAK
  Worn by greater Rephaim, the cloak is made of 
  the scaled hide of a Dark Dimension beast. The 
  heart power supply is encased in bone and worn 
  as a shoulder clasp. When activated, the scales 
  are ﬂ ooded with necromantic energy and absorb 
  light around the user, making his outline vague 
  and indistinct. This functions as the deﬂ ection 
  power. Each cloak contains 10 Power Points.
   TRANSLATOR
  TRANSLATOR
  Though many greater Rephaim have learned 
  human languages, a few still refuse to soil their 
  mouths with an impure language. To aid in the 
  interrogation of prisoners, they created the trans-
  lator.
  The translator is a rectangular box of living 
  tissue, over which is stretched the lips and mouth 
  muscles of a human. Protruding from the back 
  of the box are two thin tendrils, each a mixture 
  of brain cells and nerve tissue. These must be 
  attached to the subject’s temples. Within the box 
  is the power source and a human larynx.
  A series of spongy knobs on the box allows the 
  user to tune the device in to the subject’s brain 
  waves. When the subject speaks, his words are 
  spoken by the mouth on the device in Cryptspeak. 
  This functions as the speak language power. Each 
  translator contains 6 Power Points.
  VEHICLES
  VEHICLES
  The Rephaim have shown a remarkable ability 
  to adapt to using human-created hardware, and 
  zombies and skeletons can be found thundering 
  across the battleﬁ eld in tanks.
  Fortunately, they lack the knowledge to repair 
  vehicles (and certainly cannot create them from 
  scratch), which means they must continually seek 
  out new vehicles to replace ones lost in combat. 
  As such the Rephaim value captured mechanics.
  Given their inability to understand standard 
  mechanics, the Rephaim have struggled to create 
  vehicles using Weird Science. To date, they have 
  achieved limited success. Even ﬁ tting a necroman-
  tic weapon to a standard vehicle has presented 
  the Rephaim with insurmountable technical 
  problems, and what few Weird Science vehicles 
  do exist are no match for human equivalents.
  They have also experimented, with a degree 
  of success, at using a variety of ﬂ iegerkopf 
  Rephaim in tanks. These horrors are known as 
  panzerkopfs.
   FLIEGERKOPF
  FLIEGERKOPF
  Note: the word Fliegerkopf with a capital “F” 
  refers to the vehicle, and ﬂ iegerkopf with a lower 
  case “f” refers to the Rephaim.
  The Fliegerkopf is the most complex gizmo 
  ever created by the Rephaim and makes use of 
  the ﬂ iegerkopf Rephaim (see page 160) in con-
  junction with human technology. The Fliegerkopf 
  is only 25 feet in length and has a cockpit large 
  enough for the Rephaim of the same name.
  The Dark Conclave wanted a fast ﬁ ghter suit-
  able for an air support role, but they created 
  something barely credible as a ﬂ ying object. The 
  Rephaim are still learning the limitations of Weird 
  Science, leaving the Fliegerkopf more an idea 
  than a practical device. It is a ﬁ rst step toward a 
  truly complex gizmo, but Rephaim air superiority 
  remains a dream at present.
  Acc/Top Speed: 25/130; Climb: 20; Toughness: 
  16 (4); Handling: –1; Crew: 1
  Notes: Ejection Capsule (the head compartment 
  can be ejected for retrieval if the aircraft is hit or 
  loses control. This requires a Piloting roll.)
  Weapons: 
  * Twin Gehenna cannons wing mounted (20 
  Power Points each)
  * Bombs x4
  
  9292
  NECROPOLIS 2350
  NECROPOLIS 2350
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Bone breastplate
  +2
  6
  Torso only
  Stygian armor
  +1 to +6
  12
  Full body; +2 to Stealth rolls when hiding
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Notes
  Rune dagger
  Str+d6+2
  1
  AP 2; See notes
  Rune sword
  Str+d8+4
  7
  AP 4; See notes
  PERSONAL FIREARMS
  PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Pow
  Min. Str
  Notes
  Apophis riﬂ e
  12/24/48
  Stun
  1
  10
  20
  d6
  See notes
  Hades pistol
  12/24/48
  2–3d6
  1
  5
  15
  —
  See notes
  Tarterus SMG
  12/24/48
  2–3d6
  3
  9
  30
  —
  See notes
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  Pow
  Min. Str
  Notes
  Abaddon light blast cannon
  24/48/96
  2–3d6
  14
  25
  d6
  See notes
  Banshee defense system
  —
  —
  6
  10
  —
  See notes
  Gehenna heavy blast cannon
  24/48/96
  2–3d6
  20
  40
  d8
  See notes
  Hellmouth tank killer
  24/48/96
  4d6
  4
  12
  —
  See notes
  Judas hypnosis cannon
  6/12/24
  —
  12
  15
  d6
  See notes
  Lazarus re–animator pack
  Cone
  —
  15
  21
  d6
  See notes
  Nocturnis mortar
  30/60/120
  —/3d6
  18
  16
  d6
  See notes
  Pentagram warding staves
  —
  Special
  4
  20
  —
  See notes
  Sinner subdual pack
  6/12/24
  —
  15
  16
  d6
  See notes
  REPHAIM EQUIPMENT
  REPHAIM EQUIPMENT
  9292
  NECROPOLIS 2350
  NECROPOLIS 2350
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Bone breastplate
  +2
  6
  Torso only
  Stygian armor
  +1 to +6
  12
  Full body; +2 to Stealth rolls when hiding
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Notes
  Rune dagger
  Str+d6+2
  1
  AP 2; See notes
  Rune sword
  Str+d8+4
  7
  AP 4; See notes
  PERSONAL FIREARMS
  PERSONAL FIREARMS
  Type
  Range
  Damage
  RoF
  Weight
  Pow
  Min. Str
  Notes
  Apophis riﬂ e
  12/24/48
  Stun
  1
  10
  20
  d6
  See notes
  Hades pistol
  12/24/48
  2–3d6
  1
  5
  15
  —
  See notes
  Tarterus SMG
  12/24/48
  2–3d6
  3
  9
  30
  —
  See notes
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  Pow
  Min. Str
  Notes
  Abaddon light blast cannon
  24/48/96
  2–3d6
  14
  25
  d6
  See notes
  Banshee defense system
  —
  —
  6
  10
  —
  See notes
  Gehenna heavy blast cannon
  24/48/96
  2–3d6
  20
  40
  d8
  See notes
  Hellmouth tank killer
  24/48/96
  4d6
  4
  12
  —
  See notes
  Judas hypnosis cannon
  6/12/24
  —
  12
  15
  d6
  See notes
  Lazarus re–animator pack
  Cone
  —
  15
  21
  d6
  See notes
  Nocturnis mortar
  30/60/120
  —/3d6
  18
  16
  d6
  See notes
  Pentagram warding staves
  —
  Special
  4
  20
  —
  See notes
  Sinner subdual pack
  6/12/24
  —
  15
  16
  d6
  See notes
  REPHAIM EQUIPMENT
  REPHAIM EQUIPMENT
  
  9393
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  And he asked him, What is thy name? And he 
  answered saying, My name is Legion: for we are 
  many.
  Mark 5:9
  The light of faith still shines bright in the galaxy 
  but darkness lurks in the hearts of men. Private 
  agendas plague the College of Cardinals, Corpo-
  rations plot the Church’s downfall, and rivalries 
  fester between the Sacri Ordines. Meanwhile, the 
  masses remain ignorant.
  Dangerous secrets indeed lie undiscovered 
  in the 24th century. The discovery of each secret 
  constitutes an entire Plot Point ripe for exploita-
  tion. WM’s should feel free to develop their own 
  campaign ideas and stories, using the secrets 
  revealed here to lure characters toward deeper 
  and darker revelations.
  There is a long way to go before the vision of 
  the Church for Salus becomes a reality.
  THE CHARNEL HOUSE
  THE CHARNEL HOUSE
  Pope John XXIV knows his time left on the 
  mortal realm is short. His desire to see the 
  Church rise to new heights and exterminate the 
  Rephaim threat has clouded his judgment and he 
  has come to believe there is no successor worthy 
  of his throne. He now seeks to avoid death.
  His decision to extend the powers of the Laza-
  rites in 2323 was not taken whimsically. In secret 
  council he spoke to Grand Master O’Flaherty of 
  his vision for the Church, of a holy empire span-
  ning the universe with him as its spiritual and 
  secular keystone. In return for wider powers, 
  O’Flaherty was charged with ﬁ nding a way to pro-
  long his life through vampiric transformation but 
  without the blood lust. Pope John XXIV wished 
  to become immortal.
  Although shocked by His Holiness’ words, 
  O’Flaherty saw the sense in them. It was he who 
  reformed the Sacri Ordines, it was he who guided 
  mankind through the turmoil of the Third Refor-
  mation to become mankind’s leading light, and it 
  is he who is best able to lead mankind to victory 
  against their dark foe.
  O’Flaherty set about creating a secret inner 
  circle within the Lazarites. Only the most trusted 
  scientists and theologians of the Ordo were 
  invited to join, and those who refused were qui-
  etly killed or removed to secure mental health 
  facilities for permanent incarceration. A secret 
  research Preceptory was created deep beneath the 
  surface of Salus, its existence never mentioned in 
  any ofﬁ cial communiqué. When discussed, it is 
  known simply as the Charnel House.
  In the seclusion of the Charnel House, the 
  inner circle works around the clock to understand 
  vampiric immortality. Vampires captured by the 
  Ordo’s troops are secretly diverted to the base 
  under heavy guard to suffer gruesome experi-
  mentations. Currently unwilling to deliberately 
  infect another human being with vampirism, a 
  new mandate has been sent to all Lazarite Pre-
  ceptories—any victim of a vampire’s bite, civilian 
  or military, Church or Corporate is to be detained 
  and their presence reported immediately to 
  O’Flaherty herself using secured channels. No 
  effort is made to cure the victim and when they 
  turn into vampires, they are destroyed.
  In the few decades the laboratory has been 
  in operation there have been no major break-
  throughs, but the research staff are diligent in 
  their quest to ﬁ nd the secret of immortality before 
  the ailing pope dies.
  Discovery of the pope’s plans for immortality 
  would likely send shockwaves through the popula-
  tion of Salus. That the pope, God’s representative 
  on Salus, would seek to become immortal would 
  9393
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  And he asked him, What is thy name? And he 
  answered saying, My name is Legion: for we are 
  many.
  Mark 5:9
  The light of faith still shines bright in the galaxy 
  but darkness lurks in the hearts of men. Private 
  agendas plague the College of Cardinals, Corpo-
  rations plot the Church’s downfall, and rivalries 
  fester between the Sacri Ordines. Meanwhile, the 
  masses remain ignorant.
  Dangerous secrets indeed lie undiscovered 
  in the 24th century. The discovery of each secret 
  constitutes an entire Plot Point ripe for exploita-
  tion. WM’s should feel free to develop their own 
  campaign ideas and stories, using the secrets 
  revealed here to lure characters toward deeper 
  and darker revelations.
  There is a long way to go before the vision of 
  the Church for Salus becomes a reality.
  THE CHARNEL HOUSE
  THE CHARNEL HOUSE
  Pope John XXIV knows his time left on the 
  mortal realm is short. His desire to see the 
  Church rise to new heights and exterminate the 
  Rephaim threat has clouded his judgment and he 
  has come to believe there is no successor worthy 
  of his throne. He now seeks to avoid death.
  His decision to extend the powers of the Laza-
  rites in 2323 was not taken whimsically. In secret 
  council he spoke to Grand Master O’Flaherty of 
  his vision for the Church, of a holy empire span-
  ning the universe with him as its spiritual and 
  secular keystone. In return for wider powers, 
  O’Flaherty was charged with ﬁ nding a way to pro-
  long his life through vampiric transformation but 
  without the blood lust. Pope John XXIV wished 
  to become immortal.
  Although shocked by His Holiness’ words, 
  O’Flaherty saw the sense in them. It was he who 
  reformed the Sacri Ordines, it was he who guided 
  mankind through the turmoil of the Third Refor-
  mation to become mankind’s leading light, and it 
  is he who is best able to lead mankind to victory 
  against their dark foe.
  O’Flaherty set about creating a secret inner 
  circle within the Lazarites. Only the most trusted 
  scientists and theologians of the Ordo were 
  invited to join, and those who refused were qui-
  etly killed or removed to secure mental health 
  facilities for permanent incarceration. A secret 
  research Preceptory was created deep beneath the 
  surface of Salus, its existence never mentioned in 
  any ofﬁ cial communiqué. When discussed, it is 
  known simply as the Charnel House.
  In the seclusion of the Charnel House, the 
  inner circle works around the clock to understand 
  vampiric immortality. Vampires captured by the 
  Ordo’s troops are secretly diverted to the base 
  under heavy guard to suffer gruesome experi-
  mentations. Currently unwilling to deliberately 
  infect another human being with vampirism, a 
  new mandate has been sent to all Lazarite Pre-
  ceptories—any victim of a vampire’s bite, civilian 
  or military, Church or Corporate is to be detained 
  and their presence reported immediately to 
  O’Flaherty herself using secured channels. No 
  effort is made to cure the victim and when they 
  turn into vampires, they are destroyed.
  In the few decades the laboratory has been 
  in operation there have been no major break-
  throughs, but the research staff are diligent in 
  their quest to ﬁ nd the secret of immortality before 
  the ailing pope dies.
  Discovery of the pope’s plans for immortality 
  would likely send shockwaves through the popula-
  tion of Salus. That the pope, God’s representative 
  on Salus, would seek to become immortal would 
  
  9494
  NECROPOLIS 2350
  NECROPOLIS 2350
  undoubtedly cause many to suffer a crisis of 
  faith. The scandal would also severely weaken 
  the Church’s control over humanity, as well as 
  giving the Corporations plenty of ammunition. At 
  worst, the scandal would lead to the collapse of 
  the Church.
   HERESIES
  HERESIES
  Heretical beliefs have been with the Church 
  since its inception. The Council of Nicea in 325 
  AD laid down what was and was not acceptable 
  as the Church’s ofﬁ cial beliefs. All other variants 
  of the Christian faith were labeled as heresies, 
  though true persecution was delayed until the 
  Middle Ages, when the Albigensian Crusade 
  swept across southern France and the Inquisition 
  put witches to the torch in droves.
  By the end of the 21st century the Church had 
  all but ignored heretical off shoots. Christ was 
  simply a man, God is a woman, aliens genetically 
  modiﬁ ed primates to become humans—the list 
  grew endless and even more bizarre. Even when 
  man ﬁ nally turned his collective back on God, the 
  Church went quietly about its business as usual.
  The Second Reformation saw a brief return to 
  favor for a modiﬁ ed Church, though human greed 
  and pride again got the better of humanity before 
  the Church had a chance to consolidate its posi-
  tion. Now the Church is in its Third Reformation 
  and things have reverted back to the “old ways.”
  The papal decree of 2314 to mankind was 
  strikingly clear – One God, One Church, One 
  Doctrine. Those six little words reversed a thou-
  sand years of progress in a heartbeat.
  Overnight, the Church labeled any religion dif-
  ferent to its own as heretical. Frightened citizens 
  ﬂ ocked to the Church, happy to throw away their 
  former beliefs and seek solace and protection in 
  the arms of Mother Church. Like a good mother, 
  the Church welcomed back her wayward children 
  while simultaneously punishing those who chose 
  to think for themselves.
  Several hundred minor heresies were extin-
  guished within a year, most by their few believers 
  giving up the faith. In their place new heresies 
  have arisen—heresies that pose a danger to the 
  Church, heresies that must be eradicated at any 
  cost.
  Of the three main heresies, only Immortalism 
  presents a serious threat to Church authority. The 
  cult grows stronger by the day and has members 
  in many areas of the Church and Corporations.
   FORSAKERS
  FORSAKERS
  Did Christ on the cross not cry out, “My God! 
  My God! Why hast thou forsaken me?” If God 
  was willing to forsake his own son, then why not 
  mankind as well?
  This credo lies at the heart of the Forsakers 
  beliefs. God may still exist, but his eyes are no 
  longer cast upon mankind. Members refute the 
  authority of the Church, viewing it as a corrupt 
  entity existing solely for political and ﬁ nancial 
  gain.
  It is not an organized heresy—Forsakers do 
  not gather in secret to discuss the Church’s latest 
  tax increases or ponder where God’s gaze has 
  9494
  NECROPOLIS 2350
  NECROPOLIS 2350
  undoubtedly cause many to suffer a crisis of 
  faith. The scandal would also severely weaken 
  the Church’s control over humanity, as well as 
  giving the Corporations plenty of ammunition. At 
  worst, the scandal would lead to the collapse of 
  the Church.
   HERESIES
  HERESIES
  Heretical beliefs have been with the Church 
  since its inception. The Council of Nicea in 325 
  AD laid down what was and was not acceptable 
  as the Church’s ofﬁ cial beliefs. All other variants 
  of the Christian faith were labeled as heresies, 
  though true persecution was delayed until the 
  Middle Ages, when the Albigensian Crusade 
  swept across southern France and the Inquisition 
  put witches to the torch in droves.
  By the end of the 21st century the Church had 
  all but ignored heretical off shoots. Christ was 
  simply a man, God is a woman, aliens genetically 
  modiﬁ ed primates to become humans—the list 
  grew endless and even more bizarre. Even when 
  man ﬁ nally turned his collective back on God, the 
  Church went quietly about its business as usual.
  The Second Reformation saw a brief return to 
  favor for a modiﬁ ed Church, though human greed 
  and pride again got the better of humanity before 
  the Church had a chance to consolidate its posi-
  tion. Now the Church is in its Third Reformation 
  and things have reverted back to the “old ways.”
  The papal decree of 2314 to mankind was 
  strikingly clear – One God, One Church, One 
  Doctrine. Those six little words reversed a thou-
  sand years of progress in a heartbeat.
  Overnight, the Church labeled any religion dif-
  ferent to its own as heretical. Frightened citizens 
  ﬂ ocked to the Church, happy to throw away their 
  former beliefs and seek solace and protection in 
  the arms of Mother Church. Like a good mother, 
  the Church welcomed back her wayward children 
  while simultaneously punishing those who chose 
  to think for themselves.
  Several hundred minor heresies were extin-
  guished within a year, most by their few believers 
  giving up the faith. In their place new heresies 
  have arisen—heresies that pose a danger to the 
  Church, heresies that must be eradicated at any 
  cost.
  Of the three main heresies, only Immortalism 
  presents a serious threat to Church authority. The 
  cult grows stronger by the day and has members 
  in many areas of the Church and Corporations.
   FORSAKERS
  FORSAKERS
  Did Christ on the cross not cry out, “My God! 
  My God! Why hast thou forsaken me?” If God 
  was willing to forsake his own son, then why not 
  mankind as well?
  This credo lies at the heart of the Forsakers 
  beliefs. God may still exist, but his eyes are no 
  longer cast upon mankind. Members refute the 
  authority of the Church, viewing it as a corrupt 
  entity existing solely for political and ﬁ nancial 
  gain.
  It is not an organized heresy—Forsakers do 
  not gather in secret to discuss the Church’s latest 
  tax increases or ponder where God’s gaze has 
  
  9595
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  turned. This is a heresy for the individual whose 
  faith has been shaken and who no longer sees fol-
  lowing the Church’s edicts as a way to salvation.
  Considered harmless by many, especially 
  those who know a Forsaker, the Church takes a 
  different view. A small number of Forsakers may 
  be dispirited individuals who need reeducating, 
  but if the heresy grows then the Church loses 
  members, and that means ﬁ nancial, political, and 
  military power will be reduced.
  Forsakers caught by the Inquisition are sent 
  to reeducation work camps for a year. Should 
  they still profess God has forsaken them they are 
  sentenced to life imprisonment in a Church gulag 
  as “dangerous subversives.” Life here is short and 
  brutal, perhaps ﬁ nally proving the Forsakers’ 
  belief in God’s indifference to humanity.
   IMMORTALISM
  IMMORTALISM
  Most people, regardless of their faith, are scared 
  of dying. Maybe it is fear of not knowing what lies 
  beyond this mortal coil, or more likely the worry 
  God will ﬁ nd you wanting and condemn you to 
  eternal torment in the ﬁ ery pits of Hell.
  Immortalism promises a way to avoid death, to 
  avoid being judged by what its members claim is 
  an unfair God. To earn eternal life, all you need 
  to do is be faithful to the Rephaim. Naturally, this 
  sales pitch scares the hell out of most potential 
  converts, at least until they hear the rest of the 
  argument.
  God delivered you into a poor family, where 
  you have to scrape a living from whatever dregs 
  are thrown to you by the small, rich elite. God 
  cursed you to grow old and wither in a relatively 
  short period of time, thereby denying you the 
  chance to make something of your life. God made 
  your body susceptible to disease and hunger. 
  God takes away your children, your partners, and 
  your friends before they have had chance to grow 
  old. God has watched over you your whole life, 
  but has he ever, just once, answered one of your 
  prayers? No? Then join us and we can deliver you 
  from the misery of your life.
  In return for being given eternal physical life, 
  heretics are encouraged to work for the Rephaim. 
  Most have no clue what constitutes aid to a walk-
  ing corpse, and their acts are petty and include 
  the withholding of tithes, nonattendance at 
  Church, or spitting at Church forces as they pass 
  through the settlement.
  However, there is a hardcore element who 
  takes this belief to heart. Considered terrorists 
  and traitors to humanity by the Church, they wage 
  a guerilla war against the Church and its Sacri 
  Ordines. Burning churches, sabotaging equip-
  ment, murdering priests or Knights, supplying 
  information on troop movements, and delivering 
  corpses to the Rephaim (some quite fresh) are all 
  seen as worthy acts.
  Others have left behind their humanity are 
  joined with the Rephaim to form the Ordo Tene-
  brae—a human army loyal to the Rephaim.
  The reward for most members is eternal life as 
  a zombie or skeleton in some dark lord’s army. 
  Of course, you may get blown apart several times, 
  but rest assured, they will keep you coming back. 
  A few, and only a few, are actually gifted by grateful 
  ancient vampires and turned into lesser vampires 
  for their loyal service.
  Given its arguments, the heresy is predomi-
  nantly targeted towards the poorer members of 
  the society (i.e. the majority). But even the rich 
  Corporate executive can be swayed. Why should 
  he die, giving up everything he has earned? As 
  an immortal he can acquire more wealth, more 
  power, and more respect. The heresy prays upon 
  mankind’s basest desires.
  Many Corporate media outlets portray Immor-
  talism as more of a dark cult than a true heresy, 
  but few are willing to argue with an Inquisitor 
  over such semantics. Being revealed as a member 
  of this heresy warrants an automatic death pen-
  alty (after lengthy torture).
   POENAISM
  POENAISM
  In mankind’s short history there have been 
  several natural events the Church itself viewed as 
  punishments from God—the Black Death and the 
  Mongol invasion of Western Europe to name but 
  two. According to the believers of Poenaism, the 
  destruction of Earth and the rise of the Rephaim 
  are yet more punishments. The core belief of this 
  heresy is simple–mankind has strayed from God’s 
  plan and is being punished yet again.
  To the Church, God’s temporal agency, this is 
  anathema. They are the servants of light, guiding 
  mankind to its rightful destiny. If mankind has 
  sinned, then the Church has failed its holy duty, 
  and that cannot and will not be accepted by the 
  pope or the Curia.
  9595
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  turned. This is a heresy for the individual whose 
  faith has been shaken and who no longer sees fol-
  lowing the Church’s edicts as a way to salvation.
  Considered harmless by many, especially 
  those who know a Forsaker, the Church takes a 
  different view. A small number of Forsakers may 
  be dispirited individuals who need reeducating, 
  but if the heresy grows then the Church loses 
  members, and that means ﬁ nancial, political, and 
  military power will be reduced.
  Forsakers caught by the Inquisition are sent 
  to reeducation work camps for a year. Should 
  they still profess God has forsaken them they are 
  sentenced to life imprisonment in a Church gulag 
  as “dangerous subversives.” Life here is short and 
  brutal, perhaps ﬁ nally proving the Forsakers’ 
  belief in God’s indifference to humanity.
   IMMORTALISM
  IMMORTALISM
  Most people, regardless of their faith, are scared 
  of dying. Maybe it is fear of not knowing what lies 
  beyond this mortal coil, or more likely the worry 
  God will ﬁ nd you wanting and condemn you to 
  eternal torment in the ﬁ ery pits of Hell.
  Immortalism promises a way to avoid death, to 
  avoid being judged by what its members claim is 
  an unfair God. To earn eternal life, all you need 
  to do is be faithful to the Rephaim. Naturally, this 
  sales pitch scares the hell out of most potential 
  converts, at least until they hear the rest of the 
  argument.
  God delivered you into a poor family, where 
  you have to scrape a living from whatever dregs 
  are thrown to you by the small, rich elite. God 
  cursed you to grow old and wither in a relatively 
  short period of time, thereby denying you the 
  chance to make something of your life. God made 
  your body susceptible to disease and hunger. 
  God takes away your children, your partners, and 
  your friends before they have had chance to grow 
  old. God has watched over you your whole life, 
  but has he ever, just once, answered one of your 
  prayers? No? Then join us and we can deliver you 
  from the misery of your life.
  In return for being given eternal physical life, 
  heretics are encouraged to work for the Rephaim. 
  Most have no clue what constitutes aid to a walk-
  ing corpse, and their acts are petty and include 
  the withholding of tithes, nonattendance at 
  Church, or spitting at Church forces as they pass 
  through the settlement.
  However, there is a hardcore element who 
  takes this belief to heart. Considered terrorists 
  and traitors to humanity by the Church, they wage 
  a guerilla war against the Church and its Sacri 
  Ordines. Burning churches, sabotaging equip-
  ment, murdering priests or Knights, supplying 
  information on troop movements, and delivering 
  corpses to the Rephaim (some quite fresh) are all 
  seen as worthy acts.
  Others have left behind their humanity are 
  joined with the Rephaim to form the Ordo Tene-
  brae—a human army loyal to the Rephaim.
  The reward for most members is eternal life as 
  a zombie or skeleton in some dark lord’s army. 
  Of course, you may get blown apart several times, 
  but rest assured, they will keep you coming back. 
  A few, and only a few, are actually gifted by grateful 
  ancient vampires and turned into lesser vampires 
  for their loyal service.
  Given its arguments, the heresy is predomi-
  nantly targeted towards the poorer members of 
  the society (i.e. the majority). But even the rich 
  Corporate executive can be swayed. Why should 
  he die, giving up everything he has earned? As 
  an immortal he can acquire more wealth, more 
  power, and more respect. The heresy prays upon 
  mankind’s basest desires.
  Many Corporate media outlets portray Immor-
  talism as more of a dark cult than a true heresy, 
  but few are willing to argue with an Inquisitor 
  over such semantics. Being revealed as a member 
  of this heresy warrants an automatic death pen-
  alty (after lengthy torture).
   POENAISM
  POENAISM
  In mankind’s short history there have been 
  several natural events the Church itself viewed as 
  punishments from God—the Black Death and the 
  Mongol invasion of Western Europe to name but 
  two. According to the believers of Poenaism, the 
  destruction of Earth and the rise of the Rephaim 
  are yet more punishments. The core belief of this 
  heresy is simple–mankind has strayed from God’s 
  plan and is being punished yet again.
  To the Church, God’s temporal agency, this is 
  anathema. They are the servants of light, guiding 
  mankind to its rightful destiny. If mankind has 
  sinned, then the Church has failed its holy duty, 
  and that cannot and will not be accepted by the 
  pope or the Curia.
  
  9696
  NECROPOLIS 2350
  NECROPOLIS 2350
  Though not a dangerous sect, in that it does 
  not actively work with the Rephaim, it is seen 
  as subversive. The Church rejected Jesus as the 
  Son of God during its Second Reformation, but 
  Poenaists seek to redress that issue, claiming that 
  Jesus was the Son of God, He did suffer for man’s 
  sins, and mankind has blown his last chance to 
  recant his behavior and fall into line.
  Members are of sect are actually ﬁ rm believers 
  in God, perhaps more so than most other folk. 
  They just take the blame for mankind’s failure to 
  please its creator on their shoulders. Self–ﬂ agella-
  tion, excessive fasting, self–mutilation, marathon 
  prayer sessions, and even wearing spiked clothes 
  (the spikes are on the inside) are seen as ways of 
  punishing the self to atone for sins committed.
  The Curia has recently learned of a danger-
  ous new teaching by hard–line Poenaists—if the 
  Rephaim are a sign from God, then ﬁ ghting the 
  Rephaim must mean opposing the will of God. If 
  the Church is God’s agent, then why does it work 
  against the Creator’s will?
  THE 
  THE  OSI FILES
  OSI FILES
  In 1933 Earth’s history took a dark turn. Hitler 
  and the Nazi party came to power in Germany, 
  and in 1939 World War II began. That Hitler had 
  an interest in the occult is well documented—that 
  SS scientists performed experiments in corpse 
  reanimation and made alliances with what appear 
  to be creatures very similar to the Rephaim 
  remained a secret to all but a few.
  The Ofﬁ ce of Supernatural Investigation (OSI) 
  was a covert US Army intelligence agency dedi-
  cated to the destruction of supernatural threats. 
  The Russians had their own variant, the Soviet 
  Ofﬁ ce of Paranormal Activity (SOPA). By the end 
  of the war in 1945 both organizations had a wealth 
  of information on the Nazi occult experiments.
  By the time the Rephaim revealed their pres-
  ence on Salus, these organizations had long since 
  ceased to exist. Their archives, however, remained 
  intact in secure vaults on Earth.
  As the Second Reformation Church gained 
  more inﬂ uence so doors of power were opened 
  to their priests. By a quirk of fate a priest search-
  ing through old US Army records at Fort Bragg 
  discovered the OSI ﬁ les and took them to Rome. 
  There they remained for many years, classiﬁ ed 
  Ultra Top Secret and accessible by only a handful 
  of men.
  After the founding of the Lazarites the Church 
  planned to move the ﬁ les to Salus to be given 
  to Lazarite scientists to aid their research into 
  the Rephaim. From what scant information was 
  salvaged from the transport ship’s log it seems 
  one of the crew was a vampiric puppet. He killed 
  the bridge crew and crash–landed the ship near a 
  Rephaim stronghold. By the time a retrieval team 
  from the Ordo Lazari Sancti arrived, the OSI ﬁ les 
  had been removed.
  Over the past few years the liches have 
  unveiled several new Rephaim. Corpse mines, 
  exploding corpses, and the ﬂ iegerkopf were all 
  designed using Nazi records, along with their 
  weird science weaponry. Where once the forces 
  of darkness used only magic, they are now poised 
  to rival humanity in the realm of science.
  The Church is desperate to recover or destroy 
  the OSI records before the Rephaim learn more 
  dark and terrible secrets. Should the existence of 
  the OSI ﬁ les become public knowledge the back-
  lash could prove disastrous to the Church. The 
  Pope and the Lazarites are prepared to take any 
  steps to keep the situation under wraps.
  9696
  NECROPOLIS 2350
  NECROPOLIS 2350
  Though not a dangerous sect, in that it does 
  not actively work with the Rephaim, it is seen 
  as subversive. The Church rejected Jesus as the 
  Son of God during its Second Reformation, but 
  Poenaists seek to redress that issue, claiming that 
  Jesus was the Son of God, He did suffer for man’s 
  sins, and mankind has blown his last chance to 
  recant his behavior and fall into line.
  Members are of sect are actually ﬁ rm believers 
  in God, perhaps more so than most other folk. 
  They just take the blame for mankind’s failure to 
  please its creator on their shoulders. Self–ﬂ agella-
  tion, excessive fasting, self–mutilation, marathon 
  prayer sessions, and even wearing spiked clothes 
  (the spikes are on the inside) are seen as ways of 
  punishing the self to atone for sins committed.
  The Curia has recently learned of a danger-
  ous new teaching by hard–line Poenaists—if the 
  Rephaim are a sign from God, then ﬁ ghting the 
  Rephaim must mean opposing the will of God. If 
  the Church is God’s agent, then why does it work 
  against the Creator’s will?
  THE 
  THE  OSI FILES
  OSI FILES
  In 1933 Earth’s history took a dark turn. Hitler 
  and the Nazi party came to power in Germany, 
  and in 1939 World War II began. That Hitler had 
  an interest in the occult is well documented—that 
  SS scientists performed experiments in corpse 
  reanimation and made alliances with what appear 
  to be creatures very similar to the Rephaim 
  remained a secret to all but a few.
  The Ofﬁ ce of Supernatural Investigation (OSI) 
  was a covert US Army intelligence agency dedi-
  cated to the destruction of supernatural threats. 
  The Russians had their own variant, the Soviet 
  Ofﬁ ce of Paranormal Activity (SOPA). By the end 
  of the war in 1945 both organizations had a wealth 
  of information on the Nazi occult experiments.
  By the time the Rephaim revealed their pres-
  ence on Salus, these organizations had long since 
  ceased to exist. Their archives, however, remained 
  intact in secure vaults on Earth.
  As the Second Reformation Church gained 
  more inﬂ uence so doors of power were opened 
  to their priests. By a quirk of fate a priest search-
  ing through old US Army records at Fort Bragg 
  discovered the OSI ﬁ les and took them to Rome. 
  There they remained for many years, classiﬁ ed 
  Ultra Top Secret and accessible by only a handful 
  of men.
  After the founding of the Lazarites the Church 
  planned to move the ﬁ les to Salus to be given 
  to Lazarite scientists to aid their research into 
  the Rephaim. From what scant information was 
  salvaged from the transport ship’s log it seems 
  one of the crew was a vampiric puppet. He killed 
  the bridge crew and crash–landed the ship near a 
  Rephaim stronghold. By the time a retrieval team 
  from the Ordo Lazari Sancti arrived, the OSI ﬁ les 
  had been removed.
  Over the past few years the liches have 
  unveiled several new Rephaim. Corpse mines, 
  exploding corpses, and the ﬂ iegerkopf were all 
  designed using Nazi records, along with their 
  weird science weaponry. Where once the forces 
  of darkness used only magic, they are now poised 
  to rival humanity in the realm of science.
  The Church is desperate to recover or destroy 
  the OSI records before the Rephaim learn more 
  dark and terrible secrets. Should the existence of 
  the OSI ﬁ les become public knowledge the back-
  lash could prove disastrous to the Church. The 
  Pope and the Lazarites are prepared to take any 
  steps to keep the situation under wraps.
  
  9797
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  THE UNION’S BLACK OPS
  THE UNION’S BLACK OPS
  The Union of Corporations seeks an end to the 
  dominance of the Church in temporal affairs. The 
  Church’s reliance on its own civilian companies 
  and military manufacturing denies the Corpora-
  tions hugely increased proﬁ ts and effectively halts 
  their expansion short of declaring war. Hundreds 
  of millions of new consumers, albeit ﬁ nancially 
  poor ones, wait to be exploited, hidden behind 
  the overly-protective hand of Mother Church.
  Fearful of the combined weight of the Sacri 
  Ordines and the Church’s vice–like grip on its 
  citizens, the Corporations have never mustered 
  the courage to openly confront the Church. To 
  challenge the Church would be suicidal—the 
  Sacri Ordines have enough ﬁ repower to stymie 
  any armed threat, even from Asgard and Rav-
  endell combined, and a civil war would hand 
  control of Salus to the Rephaim as effectively as if 
  the humans surrendered.
  Instead, the Corporations use anti–Church 
  rhetoric through media channels, sabotage, 
  limited assassination, and even deals with the 
  Rephaim to pave the way for a better future.
  Some examples of individual Corporations’ 
  more drastic actions are presented below. This is 
  the tip of the iceberg, and the WM should feel 
  free to create his own black projects.
   ASGARD
  ASGARD
  Asgard’s dealings with the Sacri Ordines are a 
  blatant attempt to undermine the Ordines’ reli-
  ance on Church produced weaponry. Whilst their 
  ﬂ echette weapons perform no better than those 
  of other manufacturers, Asgard is willing to make 
  substantial price reductions to undercut Church-
  backed competitors.
  As a ﬁ nancial entity, the Ordines are also seek-
  ing to make savings where possible, and ﬁ rearms 
  and vehicles are their biggest expenditure. 
  Despite producing a very reliable main battle 
  tank, Asgard has no plans to sell the Thor to the 
  Church, wishing to keep the impressive ﬁ repower 
  for their own beleaguered troops.
  Asgard is also in league with Helvetia to con-
  struct an orbital missile platform (see page 98 for 
  more details).
   BIOGEN
  BIOGEN
  BioGen has two current covert projects in 
  operation, both of which are highly illegal, though 
  potentially very proﬁ table.
  First, their genetic engineering is not conﬁ ned 
  solely to crop production. In secret laboratories 
  their scientists are working on producing super–
  soldiers. Throughout history there have been 
  many attempts to make super–humans, from the 
  militaristic Spartans to the racial breeding pro-
  grams of the Nazis. None truly succeeded.
  Using the latest genetic engineering techniques, 
  BioGen is well on the way to producing the ﬁ rst 
  batch of its next generation warrior. Tougher, 
  stronger, and smarter than a regular human, they 
  are also being bred to be obedient servants—a 
  sort of living zombie. Once perfected, BioGen 
  intends to test their product against the Rephaim. 
  If successful, it plans to sell them to Asgard and 
  Ravendell to replace their existing security forces. 
  There is even talk of offering the product to the 
  Church.
  Second, BioGen is performing its own experi-
  ments on the Rephaim. An elite team operating 
  from a secret research base on Haven has so 
  far managed to capture several dozen lesser 
  Rephaim. BioGen originally planned to create a 
  9797
  DANGEROUS SECRETS
  DANGEROUS SECRETS
  THE UNION’S BLACK OPS
  THE UNION’S BLACK OPS
  The Union of Corporations seeks an end to the 
  dominance of the Church in temporal affairs. The 
  Church’s reliance on its own civilian companies 
  and military manufacturing denies the Corpora-
  tions hugely increased proﬁ ts and effectively halts 
  their expansion short of declaring war. Hundreds 
  of millions of new consumers, albeit ﬁ nancially 
  poor ones, wait to be exploited, hidden behind 
  the overly-protective hand of Mother Church.
  Fearful of the combined weight of the Sacri 
  Ordines and the Church’s vice–like grip on its 
  citizens, the Corporations have never mustered 
  the courage to openly confront the Church. To 
  challenge the Church would be suicidal—the 
  Sacri Ordines have enough ﬁ repower to stymie 
  any armed threat, even from Asgard and Rav-
  endell combined, and a civil war would hand 
  control of Salus to the Rephaim as effectively as if 
  the humans surrendered.
  Instead, the Corporations use anti–Church 
  rhetoric through media channels, sabotage, 
  limited assassination, and even deals with the 
  Rephaim to pave the way for a better future.
  Some examples of individual Corporations’ 
  more drastic actions are presented below. This is 
  the tip of the iceberg, and the WM should feel 
  free to create his own black projects.
   ASGARD
  ASGARD
  Asgard’s dealings with the Sacri Ordines are a 
  blatant attempt to undermine the Ordines’ reli-
  ance on Church produced weaponry. Whilst their 
  ﬂ echette weapons perform no better than those 
  of other manufacturers, Asgard is willing to make 
  substantial price reductions to undercut Church-
  backed competitors.
  As a ﬁ nancial entity, the Ordines are also seek-
  ing to make savings where possible, and ﬁ rearms 
  and vehicles are their biggest expenditure. 
  Despite producing a very reliable main battle 
  tank, Asgard has no plans to sell the Thor to the 
  Church, wishing to keep the impressive ﬁ repower 
  for their own beleaguered troops.
  Asgard is also in league with Helvetia to con-
  struct an orbital missile platform (see page 98 for 
  more details).
   BIOGEN
  BIOGEN
  BioGen has two current covert projects in 
  operation, both of which are highly illegal, though 
  potentially very proﬁ table.
  First, their genetic engineering is not conﬁ ned 
  solely to crop production. In secret laboratories 
  their scientists are working on producing super–
  soldiers. Throughout history there have been 
  many attempts to make super–humans, from the 
  militaristic Spartans to the racial breeding pro-
  grams of the Nazis. None truly succeeded.
  Using the latest genetic engineering techniques, 
  BioGen is well on the way to producing the ﬁ rst 
  batch of its next generation warrior. Tougher, 
  stronger, and smarter than a regular human, they 
  are also being bred to be obedient servants—a 
  sort of living zombie. Once perfected, BioGen 
  intends to test their product against the Rephaim. 
  If successful, it plans to sell them to Asgard and 
  Ravendell to replace their existing security forces. 
  There is even talk of offering the product to the 
  Church.
  Second, BioGen is performing its own experi-
  ments on the Rephaim. An elite team operating 
  from a secret research base on Haven has so 
  far managed to capture several dozen lesser 
  Rephaim. BioGen originally planned to create a 
  
  9898
  NECROPOLIS 2350
  NECROPOLIS 2350
  weapon capable of destroying the Rephaim, so 
  removing the masses’ faith in the Church, and 
  replacing it with a love for the Corporation.
  Now, BioGen seeks to capture a vampire, to 
  harness its strengths and genetically remove its 
  weaknesses. Super–soldiers may be good enough 
  for the other Corporations, but BioGen desires an 
  army of loyal, vampiric super–soldiers for itself.
   HELVETIA/
  HELVETIA/ ASGARD
  ASGARD
  Asgard has indeed approached Helvetia to con-
  struct an orbital missile platform. Unbeknownst to 
  the Church, the platform is almost complete and 
  will be ready to launch in six months, local time. 
  Its arsenal of twenty 10-megaton warheads will 
  give Asgard massive leverage over the Church.
  Sadly for Helvetia, Asgard intends to use one 
  of the warheads to destroy its prime population 
  area. Fortunately, Helvetia equipped each mis-
  sile with a self–destruct mechanism in case of a 
  double–cross. There is no honor amongst the 
  Corporations.
   LANSING MEDIA
  LANSING MEDIA
  Lansing Media lacks the military strength to 
  challenge the Church, but it does have a powerful 
  weapon—the media. Undercover Lansing news 
  teams have inﬁ ltrated many Church departments, 
  including the Sacri Ordines. In secret they gather 
  as much dirt as they can, whether it be corrupt 
  cardinals, brutality by Knights against civilians, or 
  the excesses of the Inquisition.
  When the time is right, Lansing plans to sabo-
  tage the Church media networks and broadcast 
  the information it has acquired to the hundreds 
  of millions of homes denied access to Corporate 
  media. It hopes the political backlash will be the 
  undoing of the Church.
   RAVENDELL
  RAVENDELL
  Like Asgard, Ravendell hopes to cut Church 
  armaments ﬁ rms from the loop, supplying the 
  Ordines with its own, cheaper products. Within 
  the company, a small element has a more insidious 
  plan.
  Computers within the tanks marked for sale to 
  the Ordines have been ﬁ tted with Trojan horse 
  circuits, allowing the Corporation to disable any 
  system within the vehicle by remote control. Once 
  the Ordines are totally reliant on Ravendell hard-
  ware, the transmission of a simple computer code 
  will disable their ﬁ repower in one swoop, allowing 
  Ravendell troops to confront them on their terms.
   WEST STAR MINING
  WEST STAR MINING
  West Star Mining’s operations are indeed cost 
  effective. The Church can shout “slave labor” all it 
  wants, for WSM has taken more drastic measures 
  to cut costs. In a deal with the Dark Conclave 
  (made through human agents), WSM is actually 
  beginning to use zombies as a cheap source of 
  labor.
  Naturally, if word of this ever reached the 
  Church or the other Corporations the backlash 
  would be catastrophic, so WSM maintains a mili-
  tary force far in excess of its requirements. Partly 
  this is to protect mining sites from nosy outsiders, 
  and partly to keep the zombies in line. Why did 
  WSM make this deal with the Devil? The executive 
  board made their decision based on statistical 
  probability. The war against the Rephaim has 
  been raging for nearly 40 years, with neither side 
  yet gaining the upper hand.
  Thus, the war is likely to remain a stalemate for 
  many more decades and, in that time, WSM can 
  make a huge proﬁ t. As far as they are concerned 
  it is a victimless expansion policy.
  As far as the Dark Conclave is concerned, WSM 
  are merely helping them place large numbers of 
  troops in human territory. When the time is right 
  puppet agents will supply the zombie workforce 
  with weapons, opening up a new front behind 
  human lines.
  9898
  NECROPOLIS 2350
  NECROPOLIS 2350
  weapon capable of destroying the Rephaim, so 
  removing the masses’ faith in the Church, and 
  replacing it with a love for the Corporation.
  Now, BioGen seeks to capture a vampire, to 
  harness its strengths and genetically remove its 
  weaknesses. Super–soldiers may be good enough 
  for the other Corporations, but BioGen desires an 
  army of loyal, vampiric super–soldiers for itself.
   HELVETIA/
  HELVETIA/ ASGARD
  ASGARD
  Asgard has indeed approached Helvetia to con-
  struct an orbital missile platform. Unbeknownst to 
  the Church, the platform is almost complete and 
  will be ready to launch in six months, local time. 
  Its arsenal of twenty 10-megaton warheads will 
  give Asgard massive leverage over the Church.
  Sadly for Helvetia, Asgard intends to use one 
  of the warheads to destroy its prime population 
  area. Fortunately, Helvetia equipped each mis-
  sile with a self–destruct mechanism in case of a 
  double–cross. There is no honor amongst the 
  Corporations.
   LANSING MEDIA
  LANSING MEDIA
  Lansing Media lacks the military strength to 
  challenge the Church, but it does have a powerful 
  weapon—the media. Undercover Lansing news 
  teams have inﬁ ltrated many Church departments, 
  including the Sacri Ordines. In secret they gather 
  as much dirt as they can, whether it be corrupt 
  cardinals, brutality by Knights against civilians, or 
  the excesses of the Inquisition.
  When the time is right, Lansing plans to sabo-
  tage the Church media networks and broadcast 
  the information it has acquired to the hundreds 
  of millions of homes denied access to Corporate 
  media. It hopes the political backlash will be the 
  undoing of the Church.
   RAVENDELL
  RAVENDELL
  Like Asgard, Ravendell hopes to cut Church 
  armaments ﬁ rms from the loop, supplying the 
  Ordines with its own, cheaper products. Within 
  the company, a small element has a more insidious 
  plan.
  Computers within the tanks marked for sale to 
  the Ordines have been ﬁ tted with Trojan horse 
  circuits, allowing the Corporation to disable any 
  system within the vehicle by remote control. Once 
  the Ordines are totally reliant on Ravendell hard-
  ware, the transmission of a simple computer code 
  will disable their ﬁ repower in one swoop, allowing 
  Ravendell troops to confront them on their terms.
   WEST STAR MINING
  WEST STAR MINING
  West Star Mining’s operations are indeed cost 
  effective. The Church can shout “slave labor” all it 
  wants, for WSM has taken more drastic measures 
  to cut costs. In a deal with the Dark Conclave 
  (made through human agents), WSM is actually 
  beginning to use zombies as a cheap source of 
  labor.
  Naturally, if word of this ever reached the 
  Church or the other Corporations the backlash 
  would be catastrophic, so WSM maintains a mili-
  tary force far in excess of its requirements. Partly 
  this is to protect mining sites from nosy outsiders, 
  and partly to keep the zombies in line. Why did 
  WSM make this deal with the Devil? The executive 
  board made their decision based on statistical 
  probability. The war against the Rephaim has 
  been raging for nearly 40 years, with neither side 
  yet gaining the upper hand.
  Thus, the war is likely to remain a stalemate for 
  many more decades and, in that time, WSM can 
  make a huge proﬁ t. As far as they are concerned 
  it is a victimless expansion policy.
  As far as the Dark Conclave is concerned, WSM 
  are merely helping them place large numbers of 
  troops in human territory. When the time is right 
  puppet agents will supply the zombie workforce 
  with weapons, opening up a new front behind 
  human lines.
  
  9999
  OPERATIONS
  OPERATIONS
  Therefore shall ye observe all my statutes, and 
  all my judgments, and do them: I am the Lord.
  Leviticus 19:37
  ALERTNESS OF SENTRIES
  ALERTNESS OF SENTRIES
  The Rephaim, even vampires, do not require 
  sleep. Lesser Rephaim, such as zombies and skel-
  etons do not require food, nor do their minds 
  wander away from their assigned duties. Rephaim 
  sentries are always assumed to be alert.
   BUILDINGS
  BUILDINGS
  Many settlements have fallen to the Rephaim 
  and retaking them involves messy street ﬁ ghting. 
  In Necropolis, every building has a Toughness 
  and Armor rating. Armored buildings, such as 
  bunkers and pillboxes, have Heavy Armor. Rules 
  for shooting through objects can be found in the 
  Savage Worlds rulebook. Completely destroying 
  a building, even in the 24th century, takes a lot of 
  effort. A railgun could slowly blast it to pieces, but 
  they are designed to penetrate armor and leave 
  only a small hole. Likewise, using a ﬂ echette riﬂ e 
  would require many thousands of rounds to col-
  lapse even a single-story wooden structure. Even 
  large caliber artillery shells usually require several 
  direct hits to completely demolish a building.
  Only explosive Heavy Weapons or artillery can 
  destroy a building. Treat the building as a Wild 
  Card. When it reaches Incapacitated it collapses, 
  causing 3d6 damage to everything inside, plus an 
  extra 1d6 for each ﬂ oor above them.
  For simplicity, assume an attack with any other 
  explosive weapon resulting in a “wound” simply 
  creates a 2-yard (1”) breech in the building. It’s 
  simple and quick. Other attacks, like rail guns, 
  just punch small holes in the walls.
  SAMPLE BUILDINGS
  SAMPLE BUILDINGS
  Structure 
  Toughness Notes
  Building, stone 
  25(10) 
  Heavy Armor
  Building, wooden 19(4)
  Bunker 
  120(80) 
  Heavy Armor
  Cathedral 
  90(60) 
  Heavy Armor
  Church 
  40(20) 
  Heavy Armor
  Pillbox 
  65(40) 
  Heavy Armor
  Sandbag 
  emplacement 
  20(10)
  Wooden bunker 
  35(15)
   RAZOR WIRE
  RAZOR WIRE
  All sides use razor wire to deny infantry access 
  and to delay passage. Strung out in coils, the thick 
  strands of wire are covered in sharp blades con-
  structed using the same technology as molecular 
  weapons. The blades can slice through armor and 
  exposed ﬂ esh, and snag on equipment.
  Tanks and APCs can pass through razor wire 
  without effect, though they leave a mass of 
  squashed—and still dangerous—wire behind 
  them. Explosives are usually employed to clear 
  wire, but such methods alert nearby defenders.
  Soldiers slipping through razor wire defenses 
  must make an Agility roll every 2 yards (one game 
  inch) of movement to avoid becoming entangled 
  and cutting themselves on the sharp blades. 
  On a success, the soldier slips through the wire 
  unharmed. On a failure, the soldier has become 
  snagged and suffers 1d6 damage (this roll can 
  Ace). A second Agility roll is required to free him-
  self. On a success he is free but can do nothing 
  else this round. On a raise, he is free and can act 
  as usual.
  Should any roll be a critical failure, the soldier 
  has become entangled and suffers 2d6 damage. 
  He may attempt to free himself but suffers a 
  –2 penalty and takes a further 2d6 damage each 
  9999
  OPERATIONS
  OPERATIONS
  Therefore shall ye observe all my statutes, and 
  all my judgments, and do them: I am the Lord.
  Leviticus 19:37
  ALERTNESS OF SENTRIES
  ALERTNESS OF SENTRIES
  The Rephaim, even vampires, do not require 
  sleep. Lesser Rephaim, such as zombies and skel-
  etons do not require food, nor do their minds 
  wander away from their assigned duties. Rephaim 
  sentries are always assumed to be alert.
   BUILDINGS
  BUILDINGS
  Many settlements have fallen to the Rephaim 
  and retaking them involves messy street ﬁ ghting. 
  In Necropolis, every building has a Toughness 
  and Armor rating. Armored buildings, such as 
  bunkers and pillboxes, have Heavy Armor. Rules 
  for shooting through objects can be found in the 
  Savage Worlds rulebook. Completely destroying 
  a building, even in the 24th century, takes a lot of 
  effort. A railgun could slowly blast it to pieces, but 
  they are designed to penetrate armor and leave 
  only a small hole. Likewise, using a ﬂ echette riﬂ e 
  would require many thousands of rounds to col-
  lapse even a single-story wooden structure. Even 
  large caliber artillery shells usually require several 
  direct hits to completely demolish a building.
  Only explosive Heavy Weapons or artillery can 
  destroy a building. Treat the building as a Wild 
  Card. When it reaches Incapacitated it collapses, 
  causing 3d6 damage to everything inside, plus an 
  extra 1d6 for each ﬂ oor above them.
  For simplicity, assume an attack with any other 
  explosive weapon resulting in a “wound” simply 
  creates a 2-yard (1”) breech in the building. It’s 
  simple and quick. Other attacks, like rail guns, 
  just punch small holes in the walls.
  SAMPLE BUILDINGS
  SAMPLE BUILDINGS
  Structure 
  Toughness Notes
  Building, stone 
  25(10) 
  Heavy Armor
  Building, wooden 19(4)
  Bunker 
  120(80) 
  Heavy Armor
  Cathedral 
  90(60) 
  Heavy Armor
  Church 
  40(20) 
  Heavy Armor
  Pillbox 
  65(40) 
  Heavy Armor
  Sandbag 
  emplacement 
  20(10)
  Wooden bunker 
  35(15)
   RAZOR WIRE
  RAZOR WIRE
  All sides use razor wire to deny infantry access 
  and to delay passage. Strung out in coils, the thick 
  strands of wire are covered in sharp blades con-
  structed using the same technology as molecular 
  weapons. The blades can slice through armor and 
  exposed ﬂ esh, and snag on equipment.
  Tanks and APCs can pass through razor wire 
  without effect, though they leave a mass of 
  squashed—and still dangerous—wire behind 
  them. Explosives are usually employed to clear 
  wire, but such methods alert nearby defenders.
  Soldiers slipping through razor wire defenses 
  must make an Agility roll every 2 yards (one game 
  inch) of movement to avoid becoming entangled 
  and cutting themselves on the sharp blades. 
  On a success, the soldier slips through the wire 
  unharmed. On a failure, the soldier has become 
  snagged and suffers 1d6 damage (this roll can 
  Ace). A second Agility roll is required to free him-
  self. On a success he is free but can do nothing 
  else this round. On a raise, he is free and can act 
  as usual.
  Should any roll be a critical failure, the soldier 
  has become entangled and suffers 2d6 damage. 
  He may attempt to free himself but suffers a 
  –2 penalty and takes a further 2d6 damage each 
  
  100
  100
  NECROPOLIS 2350
  NECROPOLIS 2350
  round he takes another action involving any sort 
  of movement. Laying still causes no damage, but 
  it also means the character is a sitting duck.
  Razor wire can be cut through with wire cut-
  ters at the rate of 2 yards (1”) per action.
   MINEFIELDS
  MINEFIELDS
  Church and Corporate forces employ three 
  types of mine—anti-personnel (AP), anti-tank 
  (AT), and monoﬁ lament (MF). The Rephaim use 
  conventional mines and the feared  corpse mines 
  (page 158). Most mineﬁ elds are laid in the ground 
  around a camp or installation. They are designed 
  to break up a ground attack and inﬂ ict losses on 
  the enemy, and are especially useful against the 
  ﬁ rst charges of the “human wave” assaults used by 
  Rephaim. As corpse mines only activate when they 
  sense living targets, the Rephaim deploy them in 
  populated regions, seemingly at random.
  Areas ﬁ lled with mines are rated by their density, 
  represented by a die used to determine the likeli-
  hood of injury. Mineﬁ elds are rated as light (d10), 
  medium (d8), heavy (d6), and very heavy (d4). 
  For every 2 yards (1”) a soldier moves through a 
  mined area roll its associated Density Die. Any 1s 
  that come up indicate a mine has been triggered 
  with the resultant damage as detailed in the Mine 
  Summary Table, below. In a mixed mineﬁ eld, roll 
  to determine what type of mine is triggered.
  DETECTION
  DETECTION
  Characters attempting to detect mines must 
  make a Notice check, taking into account the 
  device’s modiﬁ er (as shown below). If detected it 
  can be marked and avoided by soldiers following 
  the point man. The unit’s speed of movement 
  also affects the chance of detecting a mine.
  DETECTION MODIFIERS
  DETECTION MODIFIERS
  Modiﬁ er Circumstance
  +2 
  Mine detector vs. mines (not corpse 
  mines)
  –2 
  Poor visibility
  –2 
  Full Pace
  +0 
  Half Pace or less
  N/A* 
  Running (no Notice roll allowed)
  Variable 
  Device Notice modiﬁ er
  +1 
  Knight Combat Engineer soldier
  Any 1s on the Notice die indicate the soldier 
  has triggered the device. Failure means the device 
  wasn’t spotted, leaving members of the unit fol-
  lowing to make Notice rolls. A success indicates 
  the soldier spotted the device and may mark it for 
  the other members of the unit to avoid. 
  Note that running prevents any attempt to 
  spot mines. The soldier makes an Agility roll at 
  –4 to avoid triggering the device as he charges 
  past. Don’t run in mineﬁ elds!
  MINE SUMMARY TABLE
  MINE SUMMARY TABLE
  Modiﬁ ers: +2 in Rephaim area.
  d6 
  Type Notice 
  Dam. 
  Notes
  1–3 AP 
  –2 
  3d6 
  Small Burst
  4–5 MF 
  –1 
  3d8 
  AP 4; Medium Burst
  6 
  AT 
  –1 
  4d6 
  Small Burst; AP 20 
  against half weakest 
  Armor
  7–8 Corpse * 
  6d6/3d6 See page 158
   MASS BATTLES
  MASS BATTLES
  Operations at Squadron level and above are 
  perfectly feasible in Necropolis using the Savage 
  Worlds rules for Mass Battles. This system also 
  allows you to simulate Rephaim invasions of Pre-
  ceptories or forward ﬁ rebases. The WM should 
  prepare two maps of the Area of Operation before 
  the adventure begins. The players’ map shows 
  known terrain, roads, and settlements. The other 
  map is the War Master’s own, which shows the 
  real terrain, disposition of enemy troops, enemy 
  fortiﬁ cations, mineﬁ elds, and so on.
  Enterprising characters could launch a series 
  of missions to ﬁ ll in some of the blanks on their 
  map before the massed battle. These could be 
  played out as scenarios in a prelude to the main 
  operation creating an interesting mini-campaign.
  BATTLE MODIFIERS
  BATTLE MODIFIERS
  Tokens: The Rephaim have greater numbers 
  than the Sacri Ordines, use similar personal equip-
  ment, and possess some resistance to the bulk of 
  Church ﬁ rearms. However, their troops are not 
  as well trained and lack heavy armor support. To 
  represent these factors, the Rephaim should be 
  given 25% more tokens (rounded up).
  Fire Support: The militant Ordines always 
  have at least +2 here due to the range and avail-
  ability of support. On most large scale missions 
  there is a high chance heavy support is available, 
  giving the Church commander +3.
  100
  100
  NECROPOLIS 2350
  NECROPOLIS 2350
  round he takes another action involving any sort 
  of movement. Laying still causes no damage, but 
  it also means the character is a sitting duck.
  Razor wire can be cut through with wire cut-
  ters at the rate of 2 yards (1”) per action.
   MINEFIELDS
  MINEFIELDS
  Church and Corporate forces employ three 
  types of mine—anti-personnel (AP), anti-tank 
  (AT), and monoﬁ lament (MF). The Rephaim use 
  conventional mines and the feared  corpse mines 
  (page 158). Most mineﬁ elds are laid in the ground 
  around a camp or installation. They are designed 
  to break up a ground attack and inﬂ ict losses on 
  the enemy, and are especially useful against the 
  ﬁ rst charges of the “human wave” assaults used by 
  Rephaim. As corpse mines only activate when they 
  sense living targets, the Rephaim deploy them in 
  populated regions, seemingly at random.
  Areas ﬁ lled with mines are rated by their density, 
  represented by a die used to determine the likeli-
  hood of injury. Mineﬁ elds are rated as light (d10), 
  medium (d8), heavy (d6), and very heavy (d4). 
  For every 2 yards (1”) a soldier moves through a 
  mined area roll its associated Density Die. Any 1s 
  that come up indicate a mine has been triggered 
  with the resultant damage as detailed in the Mine 
  Summary Table, below. In a mixed mineﬁ eld, roll 
  to determine what type of mine is triggered.
  DETECTION
  DETECTION
  Characters attempting to detect mines must 
  make a Notice check, taking into account the 
  device’s modiﬁ er (as shown below). If detected it 
  can be marked and avoided by soldiers following 
  the point man. The unit’s speed of movement 
  also affects the chance of detecting a mine.
  DETECTION MODIFIERS
  DETECTION MODIFIERS
  Modiﬁ er Circumstance
  +2 
  Mine detector vs. mines (not corpse 
  mines)
  –2 
  Poor visibility
  –2 
  Full Pace
  +0 
  Half Pace or less
  N/A* 
  Running (no Notice roll allowed)
  Variable 
  Device Notice modiﬁ er
  +1 
  Knight Combat Engineer soldier
  Any 1s on the Notice die indicate the soldier 
  has triggered the device. Failure means the device 
  wasn’t spotted, leaving members of the unit fol-
  lowing to make Notice rolls. A success indicates 
  the soldier spotted the device and may mark it for 
  the other members of the unit to avoid. 
  Note that running prevents any attempt to 
  spot mines. The soldier makes an Agility roll at 
  –4 to avoid triggering the device as he charges 
  past. Don’t run in mineﬁ elds!
  MINE SUMMARY TABLE
  MINE SUMMARY TABLE
  Modiﬁ ers: +2 in Rephaim area.
  d6 
  Type Notice 
  Dam. 
  Notes
  1–3 AP 
  –2 
  3d6 
  Small Burst
  4–5 MF 
  –1 
  3d8 
  AP 4; Medium Burst
  6 
  AT 
  –1 
  4d6 
  Small Burst; AP 20 
  against half weakest 
  Armor
  7–8 Corpse * 
  6d6/3d6 See page 158
   MASS BATTLES
  MASS BATTLES
  Operations at Squadron level and above are 
  perfectly feasible in Necropolis using the Savage 
  Worlds rules for Mass Battles. This system also 
  allows you to simulate Rephaim invasions of Pre-
  ceptories or forward ﬁ rebases. The WM should 
  prepare two maps of the Area of Operation before 
  the adventure begins. The players’ map shows 
  known terrain, roads, and settlements. The other 
  map is the War Master’s own, which shows the 
  real terrain, disposition of enemy troops, enemy 
  fortiﬁ cations, mineﬁ elds, and so on.
  Enterprising characters could launch a series 
  of missions to ﬁ ll in some of the blanks on their 
  map before the massed battle. These could be 
  played out as scenarios in a prelude to the main 
  operation creating an interesting mini-campaign.
  BATTLE MODIFIERS
  BATTLE MODIFIERS
  Tokens: The Rephaim have greater numbers 
  than the Sacri Ordines, use similar personal equip-
  ment, and possess some resistance to the bulk of 
  Church ﬁ rearms. However, their troops are not 
  as well trained and lack heavy armor support. To 
  represent these factors, the Rephaim should be 
  given 25% more tokens (rounded up).
  Fire Support: The militant Ordines always 
  have at least +2 here due to the range and avail-
  ability of support. On most large scale missions 
  there is a high chance heavy support is available, 
  giving the Church commander +3.
  
  101
  101
  OPERATIONS
  OPERATIONS
  Terrain: These modiﬁ ers depend on the deci-
  sions made by the generals. Rephaim soldiers 
  may be mindless, but their commanders are not. 
  Depending on where contact is made, the WM 
  may impose a modiﬁ er.
  Battle Plan: The Rephaim prefer to launch 
  frontal assaults, even against heavily-fortiﬁ ed 
  positions. A good Church battle plan should be 
  rewarded with a +2 bonus.
   OPERATIONAL ORDERS
  OPERATIONAL ORDERS
  In Necropolis the War Master has complete 
  control over the missions the characters under-
  take. In other roleplaying games the players have 
  more freedom to decide what their heroes’ goals 
  are and how to pursue them. As Knights sworn to 
  uphold sacred vows, the characters are expected 
  to do as they are told and perform whatever mis-
  sions their superiors deem necessary.
  At the heart of a Savage Worlds game are the 
  exploits of your players’ characters and this set-
  ting is no exception. As WM, you have complete 
  freedom to tailor the campaign as you see ﬁ t, 
  varying the missions the unit undertakes to keep 
  the game fresh and interesting for your players.
  The adventure generator provides you with a 
  means of devising ﬂ eshed out missions, or ideas 
  if you need some to create a mission on the ﬂ y.
  Despite what Church media portrays, Knights 
  do not spend every waking moment in battle. 
  Much of their life consists of routine chores at 
  the Preceptory, punctuated by patrols, raids, or 
  defensive actions as required. The characters 
  should be sent on one or two missions a month, 
  depending on their duration and difﬁ culty.
  As with adventure generators in other settings, 
  the one presented here is intended to give you 
  guidance when designing scenarios. If you don’t 
  like one of the results, or you think it is inap-
  propriate, feel free to modify the results or just 
  choose them, rather than rolling.
  An intelligence ofﬁ cer, typically a Scout Knight 
  Commander, delivers most brieﬁ ngs directly to 
  the group’s CO. The CO is then expected to brief 
  his men accordingly. Missions involving large 
  numbers of troops are briefed by the Preceptor 
  Master and, in rare cases, the Field Master. Only 
  when the entire Ordo is mobilizing does the Mar-
  shal give brieﬁ ngs.
   ADVENTURE GENERATOR
  ADVENTURE GENERATOR
  The War Master should roll an entry on the 
  Mission Type Table using the unit modiﬁ ers. Once 
  the mission type is decided, roll on subsequent 
  tables as appropriate. On all sub-tables, also use 
  the appropriate modiﬁ ers.
  TABLE 1: MISSION TYPE
  TABLE 1: MISSION TYPE
  Ordo Modiﬁ er: Templars: –2, Impalers: –1, 
  Preachers: +1
  Rank Modiﬁ ers: Unit mostly Novice +1, Unit 
  mostly Veteran or higher –1
  d10 
  Result
  1 or less 
  Assault
  2 
  Participate
  3 
  Protect
  4 
  Capture
  5 
  Destroy/Sabotage
  6 
  Investigate
  7 
  Rescue
  8 
  Scout
  9+ 
  Hearts and Minds
  101
  101
  OPERATIONS
  OPERATIONS
  Terrain: These modiﬁ ers depend on the deci-
  sions made by the generals. Rephaim soldiers 
  may be mindless, but their commanders are not. 
  Depending on where contact is made, the WM 
  may impose a modiﬁ er.
  Battle Plan: The Rephaim prefer to launch 
  frontal assaults, even against heavily-fortiﬁ ed 
  positions. A good Church battle plan should be 
  rewarded with a +2 bonus.
   OPERATIONAL ORDERS
  OPERATIONAL ORDERS
  In Necropolis the War Master has complete 
  control over the missions the characters under-
  take. In other roleplaying games the players have 
  more freedom to decide what their heroes’ goals 
  are and how to pursue them. As Knights sworn to 
  uphold sacred vows, the characters are expected 
  to do as they are told and perform whatever mis-
  sions their superiors deem necessary.
  At the heart of a Savage Worlds game are the 
  exploits of your players’ characters and this set-
  ting is no exception. As WM, you have complete 
  freedom to tailor the campaign as you see ﬁ t, 
  varying the missions the unit undertakes to keep 
  the game fresh and interesting for your players.
  The adventure generator provides you with a 
  means of devising ﬂ eshed out missions, or ideas 
  if you need some to create a mission on the ﬂ y.
  Despite what Church media portrays, Knights 
  do not spend every waking moment in battle. 
  Much of their life consists of routine chores at 
  the Preceptory, punctuated by patrols, raids, or 
  defensive actions as required. The characters 
  should be sent on one or two missions a month, 
  depending on their duration and difﬁ culty.
  As with adventure generators in other settings, 
  the one presented here is intended to give you 
  guidance when designing scenarios. If you don’t 
  like one of the results, or you think it is inap-
  propriate, feel free to modify the results or just 
  choose them, rather than rolling.
  An intelligence ofﬁ cer, typically a Scout Knight 
  Commander, delivers most brieﬁ ngs directly to 
  the group’s CO. The CO is then expected to brief 
  his men accordingly. Missions involving large 
  numbers of troops are briefed by the Preceptor 
  Master and, in rare cases, the Field Master. Only 
  when the entire Ordo is mobilizing does the Mar-
  shal give brieﬁ ngs.
   ADVENTURE GENERATOR
  ADVENTURE GENERATOR
  The War Master should roll an entry on the 
  Mission Type Table using the unit modiﬁ ers. Once 
  the mission type is decided, roll on subsequent 
  tables as appropriate. On all sub-tables, also use 
  the appropriate modiﬁ ers.
  TABLE 1: MISSION TYPE
  TABLE 1: MISSION TYPE
  Ordo Modiﬁ er: Templars: –2, Impalers: –1, 
  Preachers: +1
  Rank Modiﬁ ers: Unit mostly Novice +1, Unit 
  mostly Veteran or higher –1
  d10 
  Result
  1 or less 
  Assault
  2 
  Participate
  3 
  Protect
  4 
  Capture
  5 
  Destroy/Sabotage
  6 
  Investigate
  7 
  Rescue
  8 
  Scout
  9+ 
  Hearts and Minds
  
  102
  102
  NECROPOLIS 2350
  NECROPOLIS 2350
  ASSAULT MISSION SUBTABLE
  ASSAULT MISSION SUBTABLE
  A key objective must be destroyed at any cost. 
  Roll on the table below to determine the objec-
  tive.
  d6 
  Result
  1–2 
  Fortiﬁ cation
  3–4 
  Building
  5–6 
  Position
  Building: A structure, such as a church or 
  observation post, or a small collection of build-
  ings, has fallen into enemy hands. 
  Fortiﬁ cation: Until the fortiﬁ cations are 
  cleansed military activity in the area is stymied.
  Position: This loose term covers everything 
  from a graveyard being used to create more 
  Rephaim to a makeshift forward position for 
  scouts or shocktroops.
  CAPTURE MISSION SUBTABLE
  CAPTURE MISSION SUBTABLE
  An individual or piece of equipment, usually 
  located behind enemy lines, must be retrieved 
  intact. Roll on the table below to determine the 
  objective.
  d8 
  Result
  1 
  Agent
  2 
  Battle plans
  3 
  Bridge
  4 
  City, town, or village
  5 
  Corporate scientists
  6 
  Secret weapon
  7 
  Greater Rephaim
  8 
  Weird science
  Agent: Both the Rephaim and the Union 
  employ agents against the Church. The characters 
  are ordered to locate an enemy agent and bring 
  him in for questioning. The location of the agent 
  and his status are left to the WM to decide.
  Battle Plans: Intelligence has revealed the 
  location of a Rephaim headquarters. Suspecting 
  it contains battle plans—which it may not—the 
  characters are ordered to inﬁ ltrate the headquar-
  ters and retrieve the plans.
  Bridge: The Rephaim do not use watercraft 
  to any great extent and must rely on capturing 
  bridges to cross large rivers and chasms. The char-
  acters must retake the bridge without destroying 
  it.
  City, Town, or Village: A settlement must be 
  recaptured from the Rephaim. The target may be 
  the entire location or just a small part, such as a 
  city block or district.
  Corporate Scientists: The Church suspects all 
  the Corporations of being in collusion with the 
  Rephaim. Unwilling to open a war on two fronts, 
  the Vatican has decreed Corporate scientists be 
  captured for interrogation.
  Typically these missions fall into one of two 
  camps—the scientists are operating in Church 
  territory and must be captured before they enter 
  Corporate territory, or the team is ordered to 
  launch a covert raid into a Corporate enclave.
  Greater Rephaim: Greater Rephaim only 
  rarely venture out of their mausoleums and the 
  chance to grab one for interrogation or research 
  is too good an opportunity to pass.
  Secret Weapon: The testing of a brand new 
  secret weapon by Rephaim or Corporate forces 
  has not gone unnoticed.
  Weird Science: In a bid to better understand 
  their foe and produce counter weapons, the 
  characters must secure one or more items of 
  necromantic weird science.
  DESTROY/SABOTAGE MISSION SUBTABLE
  DESTROY/SABOTAGE MISSION SUBTABLE
  An individual or piece of equipment, usually 
  located behind enemy lines, must be destroyed. 
  Roll on the table below to determine the objec-
  tive.
  d6 
  Result
  1–2 
  Greater Rephaim
  3 
  Research facility
  4 
  Secret weapon
  5 
  Supply depot
  6 
  Vehicles
  Greater Rephaim: A greater Rephaim has 
  been located far behind enemy lines and the 
  Field Master has ordered it assassinated. The 
  Ordo Lazari Sancti never gives its Knights this 
  type of mission.
  Research Facility: Both the Rephaim and the 
  Corporations are heavily involved in research proj-
  ects. Such facilities are well-defended and often 
  located deep behind the frontlines. Roll twice for 
  opposition to reﬂ ect the increased security.
  Secret Weapon: The Rephaim or a Corpora-
  tion has been testing a new weapon far from the 
  frontline.
  Supply Depot: Destroying the depot denies 
  its resources to the enemy.
  Vehicles: One or more vehicles, whether in a 
  laager or on the move, must be destroyed. Targets 
  can include trains and delivery trucks as well as 
  military targets.
  102
  102
  NECROPOLIS 2350
  NECROPOLIS 2350
  ASSAULT MISSION SUBTABLE
  ASSAULT MISSION SUBTABLE
  A key objective must be destroyed at any cost. 
  Roll on the table below to determine the objec-
  tive.
  d6 
  Result
  1–2 
  Fortiﬁ cation
  3–4 
  Building
  5–6 
  Position
  Building: A structure, such as a church or 
  observation post, or a small collection of build-
  ings, has fallen into enemy hands. 
  Fortiﬁ cation: Until the fortiﬁ cations are 
  cleansed military activity in the area is stymied.
  Position: This loose term covers everything 
  from a graveyard being used to create more 
  Rephaim to a makeshift forward position for 
  scouts or shocktroops.
  CAPTURE MISSION SUBTABLE
  CAPTURE MISSION SUBTABLE
  An individual or piece of equipment, usually 
  located behind enemy lines, must be retrieved 
  intact. Roll on the table below to determine the 
  objective.
  d8 
  Result
  1 
  Agent
  2 
  Battle plans
  3 
  Bridge
  4 
  City, town, or village
  5 
  Corporate scientists
  6 
  Secret weapon
  7 
  Greater Rephaim
  8 
  Weird science
  Agent: Both the Rephaim and the Union 
  employ agents against the Church. The characters 
  are ordered to locate an enemy agent and bring 
  him in for questioning. The location of the agent 
  and his status are left to the WM to decide.
  Battle Plans: Intelligence has revealed the 
  location of a Rephaim headquarters. Suspecting 
  it contains battle plans—which it may not—the 
  characters are ordered to inﬁ ltrate the headquar-
  ters and retrieve the plans.
  Bridge: The Rephaim do not use watercraft 
  to any great extent and must rely on capturing 
  bridges to cross large rivers and chasms. The char-
  acters must retake the bridge without destroying 
  it.
  City, Town, or Village: A settlement must be 
  recaptured from the Rephaim. The target may be 
  the entire location or just a small part, such as a 
  city block or district.
  Corporate Scientists: The Church suspects all 
  the Corporations of being in collusion with the 
  Rephaim. Unwilling to open a war on two fronts, 
  the Vatican has decreed Corporate scientists be 
  captured for interrogation.
  Typically these missions fall into one of two 
  camps—the scientists are operating in Church 
  territory and must be captured before they enter 
  Corporate territory, or the team is ordered to 
  launch a covert raid into a Corporate enclave.
  Greater Rephaim: Greater Rephaim only 
  rarely venture out of their mausoleums and the 
  chance to grab one for interrogation or research 
  is too good an opportunity to pass.
  Secret Weapon: The testing of a brand new 
  secret weapon by Rephaim or Corporate forces 
  has not gone unnoticed.
  Weird Science: In a bid to better understand 
  their foe and produce counter weapons, the 
  characters must secure one or more items of 
  necromantic weird science.
  DESTROY/SABOTAGE MISSION SUBTABLE
  DESTROY/SABOTAGE MISSION SUBTABLE
  An individual or piece of equipment, usually 
  located behind enemy lines, must be destroyed. 
  Roll on the table below to determine the objec-
  tive.
  d6 
  Result
  1–2 
  Greater Rephaim
  3 
  Research facility
  4 
  Secret weapon
  5 
  Supply depot
  6 
  Vehicles
  Greater Rephaim: A greater Rephaim has 
  been located far behind enemy lines and the 
  Field Master has ordered it assassinated. The 
  Ordo Lazari Sancti never gives its Knights this 
  type of mission.
  Research Facility: Both the Rephaim and the 
  Corporations are heavily involved in research proj-
  ects. Such facilities are well-defended and often 
  located deep behind the frontlines. Roll twice for 
  opposition to reﬂ ect the increased security.
  Secret Weapon: The Rephaim or a Corpora-
  tion has been testing a new weapon far from the 
  frontline.
  Supply Depot: Destroying the depot denies 
  its resources to the enemy.
  Vehicles: One or more vehicles, whether in a 
  laager or on the move, must be destroyed. Targets 
  can include trains and delivery trucks as well as 
  military targets.
  
  103
  103
  OPERATIONS
  OPERATIONS
  HEARTS AND MINDS MISSION SUBTABLE
  HEARTS AND MINDS MISSION SUBTABLE
  The group is ordered to show a Church pres-
  ence and conduct recruitment operations among 
  the civilian population near their Preceptory. Roll 
  to determine the habitation type.
  d4 
  Result
  1–2 
  Small village
  3 
  Town
  4 
  City
  INVESTIGATE MISSION SUBTABLE
  INVESTIGATE MISSION SUBTABLE
  Something strange warrants closer investiga-
  tion. These missions give the WM great ﬂ exibility 
  in determining the cause of the problem. Roll to 
  determine the mystery that needs investigating.
  d6 
  Result
  1 
  New form of Rephaim
  2 
  Cultist activity
  3 
  Disappearance of villagers, units, or person
  4 
  Location of last transmission
  5 
  Mysterious sound, smell, and/or glow
  6 
  Origin of new weird science
  Cultist Activity: The guilty parties may be here-
  tics or followers of the Rephaim. Rooting them out 
  requires a mix of social skills and investigation.
  Disappearance: Something or someone has 
  vanished. They may be lost or suffering commu-
  nications failure, or something more sinister may 
  have taken place.
  Location: A friendly unit has failed to report 
  in and the characters must locate the site of their 
  last transmission for clues.
  Mysterious Event: The WM has total control 
  of what is causing the mysterious events. It could 
  be supernatural or a something very mundane.
  New Form: Something the group has never 
  seen before.
  Origin: A new form of necromantic device has 
  been reported in use. The heroes must track it 
  back to its origin.
  PARTICIPATE MISSION SUBTABLE
  PARTICIPATE MISSION SUBTABLE
  The heroes are to take part in a large-scale 
  operation. Roll to determine the type of mission.
  d6 
  Result
  1 
  Air assault
  2 
  Amphibious landing
  3 
  Bridgehead
  4 
  Counterattack
  5 
  Evacuation
  6 
  Street ﬁ ghting
  Air Assault: An assault behind enemy lines.
  Amphibious Landing: Amphibious Landing: A 
  major assault launched against a coastal region.
  Bridgehead: An invasion into a Dead Zone 
  has gained a toehold but needs reinforcing.
  Counterattack: Troops are required to launch 
  a counterattack before the enemy can reinforce.
  Evacuation: Innocent citizens must be evacu-
  ated from a location threatened or currently 
  under attack by Rephaim.
  Street Fighting: An allied unit is bogged down 
  in street ﬁ ghting and requires assistance.
  PROTECT MISSION SUBTABLE
  PROTECT MISSION SUBTABLE
  Someone or something must be defended 
  from attack. Roll on the table below to determine 
  the object that needs protecting.
  d8 
  Result
  1 
  Bridge, road, railway, port, or other  
   
  strategic site
  2 
  City, town, or village
  3 
  Church ofﬁ cial
  4 
  Dignitary from a Sacer Ordo
  5 
  Factory/production site
  6 
  Position lacking supplies
  7 
  Rearguard in retreat/withdrawal  
  8 
  Secret base
  The objective must be held or protected until 
  the unit is told otherwise. Withdrawal is not per-
  mitted without express orders.
  RESCUE MISSION SUBTABLE
  RESCUE MISSION SUBTABLE
  A search and retrieval mission usually behind 
  enemy lines. Roll on the table below to determine 
  the focus of the operation.
  d4 
  Result
  1 
  Downed pilot/vehicle crew
  2 
  Church ofﬁ cial
  3 
  Equipment
  4 
  Missing unit
  Rescue missions are conducted behind enemy 
  lines. The target could be lost or held by Rephaim 
  or Corporate forces. In rare cases destruction of 
  the target is permissible to stop sensitive infor-
  mation being discovered.
  Equipment: This may be vehicles abandoned 
  by the crew, or an airdrop that has gone astray.
  Vehicle Crew: 1d4 crew. See page 155.
  103
  103
  OPERATIONS
  OPERATIONS
  HEARTS AND MINDS MISSION SUBTABLE
  HEARTS AND MINDS MISSION SUBTABLE
  The group is ordered to show a Church pres-
  ence and conduct recruitment operations among 
  the civilian population near their Preceptory. Roll 
  to determine the habitation type.
  d4 
  Result
  1–2 
  Small village
  3 
  Town
  4 
  City
  INVESTIGATE MISSION SUBTABLE
  INVESTIGATE MISSION SUBTABLE
  Something strange warrants closer investiga-
  tion. These missions give the WM great ﬂ exibility 
  in determining the cause of the problem. Roll to 
  determine the mystery that needs investigating.
  d6 
  Result
  1 
  New form of Rephaim
  2 
  Cultist activity
  3 
  Disappearance of villagers, units, or person
  4 
  Location of last transmission
  5 
  Mysterious sound, smell, and/or glow
  6 
  Origin of new weird science
  Cultist Activity: The guilty parties may be here-
  tics or followers of the Rephaim. Rooting them out 
  requires a mix of social skills and investigation.
  Disappearance: Something or someone has 
  vanished. They may be lost or suffering commu-
  nications failure, or something more sinister may 
  have taken place.
  Location: A friendly unit has failed to report 
  in and the characters must locate the site of their 
  last transmission for clues.
  Mysterious Event: The WM has total control 
  of what is causing the mysterious events. It could 
  be supernatural or a something very mundane.
  New Form: Something the group has never 
  seen before.
  Origin: A new form of necromantic device has 
  been reported in use. The heroes must track it 
  back to its origin.
  PARTICIPATE MISSION SUBTABLE
  PARTICIPATE MISSION SUBTABLE
  The heroes are to take part in a large-scale 
  operation. Roll to determine the type of mission.
  d6 
  Result
  1 
  Air assault
  2 
  Amphibious landing
  3 
  Bridgehead
  4 
  Counterattack
  5 
  Evacuation
  6 
  Street ﬁ ghting
  Air Assault: An assault behind enemy lines.
  Amphibious Landing: Amphibious Landing: A 
  major assault launched against a coastal region.
  Bridgehead: An invasion into a Dead Zone 
  has gained a toehold but needs reinforcing.
  Counterattack: Troops are required to launch 
  a counterattack before the enemy can reinforce.
  Evacuation: Innocent citizens must be evacu-
  ated from a location threatened or currently 
  under attack by Rephaim.
  Street Fighting: An allied unit is bogged down 
  in street ﬁ ghting and requires assistance.
  PROTECT MISSION SUBTABLE
  PROTECT MISSION SUBTABLE
  Someone or something must be defended 
  from attack. Roll on the table below to determine 
  the object that needs protecting.
  d8 
  Result
  1 
  Bridge, road, railway, port, or other  
   
  strategic site
  2 
  City, town, or village
  3 
  Church ofﬁ cial
  4 
  Dignitary from a Sacer Ordo
  5 
  Factory/production site
  6 
  Position lacking supplies
  7 
  Rearguard in retreat/withdrawal  
  8 
  Secret base
  The objective must be held or protected until 
  the unit is told otherwise. Withdrawal is not per-
  mitted without express orders.
  RESCUE MISSION SUBTABLE
  RESCUE MISSION SUBTABLE
  A search and retrieval mission usually behind 
  enemy lines. Roll on the table below to determine 
  the focus of the operation.
  d4 
  Result
  1 
  Downed pilot/vehicle crew
  2 
  Church ofﬁ cial
  3 
  Equipment
  4 
  Missing unit
  Rescue missions are conducted behind enemy 
  lines. The target could be lost or held by Rephaim 
  or Corporate forces. In rare cases destruction of 
  the target is permissible to stop sensitive infor-
  mation being discovered.
  Equipment: This may be vehicles abandoned 
  by the crew, or an airdrop that has gone astray.
  Vehicle Crew: 1d4 crew. See page 155.
  
  104
  104
  NECROPOLIS 2350
  NECROPOLIS 2350
  SCOUT MISSION SUBTABLE
  SCOUT MISSION SUBTABLE
  Intelligence must be gathered about an enemy 
  position. Roll to determine what needs investigat-
  ing. The heroes have to look around and report 
  back. Contact with the enemy is to be avoided.
  d4 
  Result
  1 
  Enemy action
  2 
  Enemy facility
  3–4 
  Enemy position
  TABLE 2: SUPPORT
  TABLE 2: SUPPORT
  Once you know what mission the heroes are 
  being assigned, roll to ﬁ nd out what assets the 
  unit can call upon. They can still attempt to raise 
  general support using comms rolls during a mis-
  sion, even if you roll a No Support result on this 
  table. During the brieﬁ ng, the players should be 
  informed of the dedicated support available.
  Modiﬁ er: Assault, Participate, or Protect: +2; 
  Investigate or Scout: –2; Hearts & Minds: auto-
  matic No Support; all others: no modiﬁ er
  d8 
  Result
  1–4 
  No Support Available
  5–6 
  Guns: roll on the Artillery Support   
   
  Table (page 48) to determine what’s  
   
  available.
  7+ 
  Aircraft: roll on the Air Support Table  
   
  (page 49) to determine what’s 
   
  available.
  TABLE 3: ALLIES
  TABLE 3: ALLIES
  Unless on a covert mission, Knights rarely 
  operate alone. All allies belong to the same Ordo 
  as the highest ranked character. Write up an ally 
  sheet or vehicle for the attachment and give it to 
  the players to use.
  Modiﬁ er: Assault: +5; Participate: +4; Protect 
  +3; Rescue: –1; Scout: –2; Hearts & Minds: –4; all 
  others: no modiﬁ er
  d10 
  Result
  1–2 
  None
  3 
  Dog team
  4–6 
  Sergeants (1 Lance)
  7 
  Sergeants (1d2 Lances)
  8 
  Sergeants (1d4 Lances)
  9 
  Fire support
  10 
  Close artillery team
  11 
  Vehicle, Prophet APC
  12 
  Vehicle, light tank
  13 
  Vehicle, medium tank
  14+ 
  Vehicle, heavy tank
  Close Artillery Team: Two Knight Artillerists 
  equipped with a 50mm SBAC are assigned.
  Dog Team: Dogs are used to sniff out Rephaim. 
  A dog handler and dog have been attached to the 
  team for the duration of the mission. Use Sergeant 
  stats (p. 153) and dog stats from Savage Worlds.
  Fire Support: An Infantry Support Knight with 
  a ﬂ echette MG (or ﬂ amethrower for Incinerators) 
  is attached to the unit.
  None: No allies are available for this mission.
  Sergeants: A group of Sergeants is attached to 
  the player’s unit. Each Lance comprises 10 Ser-
  geants, one of whom is a Sergeant Commander. 
  Treat him as a Sergeant with d8 Vigor and Shoot-
  ing and the Command Edge.
  Vehicle, Heavy Tank: A Golgotha Heavy Tank 
  is provided for the mission. All crew are Knight 
  Vehicle Crew. Templars receive a Calvary instead.
  Vehicle, Light Tank: A Nazareth Light Tank or 
  Flagellant is provided for the mission. All crew 
  are Knight Vehicle Crew. Replace the Nazareth 
  with a Puriﬁ er if the characters are Incinerators.
  Vehicle, Medium Tank: A Judea Medium Tank 
  is assigned. All crew are Knight Vehicle Crew.
  Vehicle, Prophet APC: The unit is assigned a 
  Prophet APC. The crew are Knight Vehicle Crew.
  TABLE 4A: 
  TABLE 4A:  CORPORATE OPPOSITION
  CORPORATE OPPOSITION
  Whenever the WM needs to generate a random 
  ﬁ reﬁ ght or opposition for an adventure, you can 
  use these tables. Multiple rolls may be made for 
  Assaults, Participate, or Protection missions as the 
  WM sees ﬁ t. Roll at least 1d4 times for these mis-
  sions. Only Capture, Destroy, Rescue, and Scout 
  missions are carried out against the Union.
  Modiﬁ ers: Capture or Destroy: +1; Rescue: 
  +0; Scout: –1
  d6 
  Result
  1 
  Patrol
  2 
  Scout/sniper
  3–4 
  Soldiers
  5 
  Scientists
  6+ 
  Veteran soldiers
  Patrol: A patrol of 2d6 soldiers is moving 
  through the area.
  Scientists: A unit of 1d3 scientists and 2d3 
  veteran soldiers are operating in the area. If they 
  are engaged in illegal activity the soldiers attempt 
  to eliminate the characters.
  104
  104
  NECROPOLIS 2350
  NECROPOLIS 2350
  SCOUT MISSION SUBTABLE
  SCOUT MISSION SUBTABLE
  Intelligence must be gathered about an enemy 
  position. Roll to determine what needs investigat-
  ing. The heroes have to look around and report 
  back. Contact with the enemy is to be avoided.
  d4 
  Result
  1 
  Enemy action
  2 
  Enemy facility
  3–4 
  Enemy position
  TABLE 2: SUPPORT
  TABLE 2: SUPPORT
  Once you know what mission the heroes are 
  being assigned, roll to ﬁ nd out what assets the 
  unit can call upon. They can still attempt to raise 
  general support using comms rolls during a mis-
  sion, even if you roll a No Support result on this 
  table. During the brieﬁ ng, the players should be 
  informed of the dedicated support available.
  Modiﬁ er: Assault, Participate, or Protect: +2; 
  Investigate or Scout: –2; Hearts & Minds: auto-
  matic No Support; all others: no modiﬁ er
  d8 
  Result
  1–4 
  No Support Available
  5–6 
  Guns: roll on the Artillery Support   
   
  Table (page 48) to determine what’s  
   
  available.
  7+ 
  Aircraft: roll on the Air Support Table  
   
  (page 49) to determine what’s 
   
  available.
  TABLE 3: ALLIES
  TABLE 3: ALLIES
  Unless on a covert mission, Knights rarely 
  operate alone. All allies belong to the same Ordo 
  as the highest ranked character. Write up an ally 
  sheet or vehicle for the attachment and give it to 
  the players to use.
  Modiﬁ er: Assault: +5; Participate: +4; Protect 
  +3; Rescue: –1; Scout: –2; Hearts & Minds: –4; all 
  others: no modiﬁ er
  d10 
  Result
  1–2 
  None
  3 
  Dog team
  4–6 
  Sergeants (1 Lance)
  7 
  Sergeants (1d2 Lances)
  8 
  Sergeants (1d4 Lances)
  9 
  Fire support
  10 
  Close artillery team
  11 
  Vehicle, Prophet APC
  12 
  Vehicle, light tank
  13 
  Vehicle, medium tank
  14+ 
  Vehicle, heavy tank
  Close Artillery Team: Two Knight Artillerists 
  equipped with a 50mm SBAC are assigned.
  Dog Team: Dogs are used to sniff out Rephaim. 
  A dog handler and dog have been attached to the 
  team for the duration of the mission. Use Sergeant 
  stats (p. 153) and dog stats from Savage Worlds.
  Fire Support: An Infantry Support Knight with 
  a ﬂ echette MG (or ﬂ amethrower for Incinerators) 
  is attached to the unit.
  None: No allies are available for this mission.
  Sergeants: A group of Sergeants is attached to 
  the player’s unit. Each Lance comprises 10 Ser-
  geants, one of whom is a Sergeant Commander. 
  Treat him as a Sergeant with d8 Vigor and Shoot-
  ing and the Command Edge.
  Vehicle, Heavy Tank: A Golgotha Heavy Tank 
  is provided for the mission. All crew are Knight 
  Vehicle Crew. Templars receive a Calvary instead.
  Vehicle, Light Tank: A Nazareth Light Tank or 
  Flagellant is provided for the mission. All crew 
  are Knight Vehicle Crew. Replace the Nazareth 
  with a Puriﬁ er if the characters are Incinerators.
  Vehicle, Medium Tank: A Judea Medium Tank 
  is assigned. All crew are Knight Vehicle Crew.
  Vehicle, Prophet APC: The unit is assigned a 
  Prophet APC. The crew are Knight Vehicle Crew.
  TABLE 4A: 
  TABLE 4A:  CORPORATE OPPOSITION
  CORPORATE OPPOSITION
  Whenever the WM needs to generate a random 
  ﬁ reﬁ ght or opposition for an adventure, you can 
  use these tables. Multiple rolls may be made for 
  Assaults, Participate, or Protection missions as the 
  WM sees ﬁ t. Roll at least 1d4 times for these mis-
  sions. Only Capture, Destroy, Rescue, and Scout 
  missions are carried out against the Union.
  Modiﬁ ers: Capture or Destroy: +1; Rescue: 
  +0; Scout: –1
  d6 
  Result
  1 
  Patrol
  2 
  Scout/sniper
  3–4 
  Soldiers
  5 
  Scientists
  6+ 
  Veteran soldiers
  Patrol: A patrol of 2d6 soldiers is moving 
  through the area.
  Scientists: A unit of 1d3 scientists and 2d3 
  veteran soldiers are operating in the area. If they 
  are engaged in illegal activity the soldiers attempt 
  to eliminate the characters.
  
  105
  105
  OPERATIONS
  OPERATIONS
  Scout/Sniper : A lone scout lurks in area. He 
  is more interested in gathering intelligence on 
  the group than taking potshots.
  Soldiers: A force of 3d6 soldiers led by an 
  ofﬁ cer and supported by a Roadrunner APC is 
  operating in the area.
  Veteran Soldiers: A squad of 2d6 veteran 
  soldiers and 1d3 ofﬁ cers supported by a Brigand 
  Medium Tank are on maneuvers in the area.
  TABLE 4B: 
  TABLE 4B:  REPHAIM OPPOSITION
  REPHAIM OPPOSITION
  Modiﬁ ers: Assault, Participate, or Protect: +2; 
  Investigate or Rescue –2; Hearts & Minds: –4; all 
  others: no modiﬁ er
  d10 
  Result
  1 
  Corrupt priest
  2 
  Changeling
  3–4 
  Patrol
  5 
  Exploding corpses
  6–7 
  Company
  8 
  Weird science support
  9 
  Unusual Rephaim
  10 
  Nazareth light tank
  11+ 
  Greater Rephaim. Roll twice to determine  
   
  bodyguard (reroll results of 11+)
  Changeling: One or more changelings dis-
  guised as peasants are in the area. They inﬁ ltrate 
  the unit and attack from within.
  Company: A force of zombies and/or skeletons 
  equal in size to twice the number of allied char-
  acters and led by a young vampire is operating 
  in the area. There is a 50% chance they have a 
  necromantic special weapon.
  Corrupt Priest: A corrupt priest and 2d4 dis-
  ciples (treat as Militia) are in the area. They try to 
  befriend the unit before calling in Rephaim rein-
  forcements and leading the unit into an ambush. 
  If encountered in a settlement, there is a 50% 
  chance he has 3d6 disciples.
  Exploding Corpses: A number of explod-
  ing corpses equal in size to the heroes’ unit are 
  patrolling the area looking for living targets.
  Greater Rephaim: A mummy or ancient 
  vampire is in the area along with his bodyguards. 
  Capturing or destroying such a creature would 
  be a major coup for the characters but these 
  fearsome beasts are reluctant to stand and ﬁ ght. 
  Where possible they employ their bodyguards to 
  ﬁ ght a rearguard action while they ﬂ ee.
  Nazareth Light Tank: Captured tanks provide 
  the Rephaim with their only armored support. A 
  single Nazareth Light Tank and its zombie crew 
  is located in the area. There is a 50% chance a 
  Rephaim patrol is supporting them.
  Patrol: A small force of Rephaim numbering 
  2d6 zombies or skeletons is combing the area for 
  living targets. They lack an ofﬁ cer to coordinate 
  tactics and are incapable of planning an ambush, 
  relying instead of frontal attacks.
  Unusual Rephaim: The group comes up 
  against one of the Rephaim horrors from the 
  Bestiary or a beast of the WM’s devising.
  Weird Science Support: A unit of 1d4+1 
  zombies led by a young vampire and carrying a 
  necromantic special weapon is in the area. Such 
  units are rarely sent out alone—there is a 50% 
  chance a patrol is operating nearby.
  TABLE 5: 
  TABLE 5:  COMPLICATIONS
  COMPLICATIONS
  Modiﬁ er: Assault: +2, Hearts & Minds: –2
  d20 
  Result
  2–3 
  Hostile populace
  4–5 
  Comms down
  6 
  Fortiﬁ cation
  7–8 
  News team
  9 
  Change of orders
  10–13 
  None
  14 
  Mineﬁ eld
  15–16 
  Corporate activity
  17–18 
  Staging area
  19 
  Malfunction
  20+ 
  Incorrect intelligence
  Change of Orders: At some point during the 
  adventure the group receives a call from the Pre-
  ceptory. The group’s current mission is scrubbed 
  and a new one given to them. Any allied units 
  stay with the group for the new mission.
  Comms Down: An unexpected solar ﬂ are 
  strikes Salus and disables the unit’s comms. The 
  interference lasts 1d4 hours.
  Corporate Activity: One of the Corporations 
  has a small team operating in the area. Roll on 
  the Corporate Opposition Table. They are on a 
  covert—and illegal—mission and are hostile.
  Fortiﬁ cation: The group stumbles across a 
  small fortiﬁ cation. The fortiﬁ cation is camouﬂ aged 
  and requires a Notice roll at –1 to spot before 
  the guards open ﬁ re from 2d12+12” away. The 
  group comprises 1d6 zombies and/or skeletons 
  supported by a necromantic special weapon.
  105
  105
  OPERATIONS
  OPERATIONS
  Scout/Sniper : A lone scout lurks in area. He 
  is more interested in gathering intelligence on 
  the group than taking potshots.
  Soldiers: A force of 3d6 soldiers led by an 
  ofﬁ cer and supported by a Roadrunner APC is 
  operating in the area.
  Veteran Soldiers: A squad of 2d6 veteran 
  soldiers and 1d3 ofﬁ cers supported by a Brigand 
  Medium Tank are on maneuvers in the area.
  TABLE 4B: 
  TABLE 4B:  REPHAIM OPPOSITION
  REPHAIM OPPOSITION
  Modiﬁ ers: Assault, Participate, or Protect: +2; 
  Investigate or Rescue –2; Hearts & Minds: –4; all 
  others: no modiﬁ er
  d10 
  Result
  1 
  Corrupt priest
  2 
  Changeling
  3–4 
  Patrol
  5 
  Exploding corpses
  6–7 
  Company
  8 
  Weird science support
  9 
  Unusual Rephaim
  10 
  Nazareth light tank
  11+ 
  Greater Rephaim. Roll twice to determine  
   
  bodyguard (reroll results of 11+)
  Changeling: One or more changelings dis-
  guised as peasants are in the area. They inﬁ ltrate 
  the unit and attack from within.
  Company: A force of zombies and/or skeletons 
  equal in size to twice the number of allied char-
  acters and led by a young vampire is operating 
  in the area. There is a 50% chance they have a 
  necromantic special weapon.
  Corrupt Priest: A corrupt priest and 2d4 dis-
  ciples (treat as Militia) are in the area. They try to 
  befriend the unit before calling in Rephaim rein-
  forcements and leading the unit into an ambush. 
  If encountered in a settlement, there is a 50% 
  chance he has 3d6 disciples.
  Exploding Corpses: A number of explod-
  ing corpses equal in size to the heroes’ unit are 
  patrolling the area looking for living targets.
  Greater Rephaim: A mummy or ancient 
  vampire is in the area along with his bodyguards. 
  Capturing or destroying such a creature would 
  be a major coup for the characters but these 
  fearsome beasts are reluctant to stand and ﬁ ght. 
  Where possible they employ their bodyguards to 
  ﬁ ght a rearguard action while they ﬂ ee.
  Nazareth Light Tank: Captured tanks provide 
  the Rephaim with their only armored support. A 
  single Nazareth Light Tank and its zombie crew 
  is located in the area. There is a 50% chance a 
  Rephaim patrol is supporting them.
  Patrol: A small force of Rephaim numbering 
  2d6 zombies or skeletons is combing the area for 
  living targets. They lack an ofﬁ cer to coordinate 
  tactics and are incapable of planning an ambush, 
  relying instead of frontal attacks.
  Unusual Rephaim: The group comes up 
  against one of the Rephaim horrors from the 
  Bestiary or a beast of the WM’s devising.
  Weird Science Support: A unit of 1d4+1 
  zombies led by a young vampire and carrying a 
  necromantic special weapon is in the area. Such 
  units are rarely sent out alone—there is a 50% 
  chance a patrol is operating nearby.
  TABLE 5: 
  TABLE 5:  COMPLICATIONS
  COMPLICATIONS
  Modiﬁ er: Assault: +2, Hearts & Minds: –2
  d20 
  Result
  2–3 
  Hostile populace
  4–5 
  Comms down
  6 
  Fortiﬁ cation
  7–8 
  News team
  9 
  Change of orders
  10–13 
  None
  14 
  Mineﬁ eld
  15–16 
  Corporate activity
  17–18 
  Staging area
  19 
  Malfunction
  20+ 
  Incorrect intelligence
  Change of Orders: At some point during the 
  adventure the group receives a call from the Pre-
  ceptory. The group’s current mission is scrubbed 
  and a new one given to them. Any allied units 
  stay with the group for the new mission.
  Comms Down: An unexpected solar ﬂ are 
  strikes Salus and disables the unit’s comms. The 
  interference lasts 1d4 hours.
  Corporate Activity: One of the Corporations 
  has a small team operating in the area. Roll on 
  the Corporate Opposition Table. They are on a 
  covert—and illegal—mission and are hostile.
  Fortiﬁ cation: The group stumbles across a 
  small fortiﬁ cation. The fortiﬁ cation is camouﬂ aged 
  and requires a Notice roll at –1 to spot before 
  the guards open ﬁ re from 2d12+12” away. The 
  group comprises 1d6 zombies and/or skeletons 
  supported by a necromantic special weapon.
  
  106
  106
  NECROPOLIS 2350
  NECROPOLIS 2350
  Hostile Populace: The locals are upset at 
  paying high taxes, the lack of Church presence, 
  the threat of Rephaim, or some other issue. They 
  treat the heroes with contempt, refuse them hos-
  pitality, and make anti-Church statements.
  Incorrect Intelligence: Some key intelligence 
  given to the group is erroneous. Perhaps enemy 
  forces are stronger (or nonexistent) or the loca-
  tion of the target is wrong.
  Malfunction: An important piece of equip-
  ment, such as a vehicle or heavy weapon, 
  malfunctions. Fixing it in the ﬁ eld requires a 
  Repair (–2) roll and 2d10 minutes.
  Mineﬁ eld: The group wanders into an area 
  containing corpse mines. The mineﬁ eld covers 
  an area of 2d10+20” and is of medium density.
  News Team: A Church media news crew 
  consisting of 1d6 members is assigned to follow 
  the unit. If the mission is successful, award an 
  additional experience point to the characters. If 
  a journalist is killed or the characters are caught 
  committing un-Knightly acts (WM’s call), how-
  ever, subtract 2 experience points.
  None: Everything goes according to plan.
  Staging Area: The group discovers an assem-
  bly area for Rephaim preparing to attack a nearby 
  settlement. The force consists of 1d10x10 zombies 
  or skeletons with one young vampire per 20 sol-
  diers. In addition, the force has 1d2+1 captured 
  Nazareth tanks. The heroes should encounter 
  several patrols before ﬁ nding the staging area.
   ENCOUNTERS
  ENCOUNTERS
  Use these encounters to spark ideas when the 
  unit is out on patrol in any terrain. Roll once 
  every few hours or so spent in any one terrain 
  type. Units moving at full speed cannot move 
  quietly—add +1 to the roll.
  d8 
  Result
  1–2 
  Creatures
  3 
  Abandoned camp
  4 
  Discarded equipment
  5 
  Bunker
  6 
  Ambush
  7 
  River
  8 
  Contact
  Abandoned Camp: The soldiers have come 
  across evidence of a Rephaim presence.
  Ambush: The reason units are trained to 
  stay off roads and break their own path through 
  close terrain is to reduce the chances of being 
  ambushed. A Notice (–4) roll by the point man 
  may tip off the heroes.
  Bunker: A Notice (–2) roll by the point man 
  detects concealed positions. Whether or not the 
  bunkers are still occupied, the unit should deal 
  with them to make sure the enemy can’t use them 
  in the future. If there are troops in the bunkers, 
  the unit could be in for a stand up ﬁ ght.
  Contact: The unit makes contact with the 
  enemy. An opposed Notice roll against each 
  unit’s Stealth decides which units are aware of 
  the other’s presence.
  Creatures: The unit encounters an indigenous 
  beast. What they have encountered depends on 
  the terrain type and the time of year.
  Discarded Equipment: Abandoned weaponry 
  is found. These trophies may be booby trapped, 
  however.
  River: A fast ﬂ owing river cuts across the unit’s 
  path. Whether a well known terrain feature (and 
  therefore a possible ambush or booby trap site) 
  or a surprise, perhaps caused by ﬂ ash ﬂ oods and 
  therefore not marked on any maps, fording the 
  river leaves the unit vulnerable.
  106
  106
  NECROPOLIS 2350
  NECROPOLIS 2350
  Hostile Populace: The locals are upset at 
  paying high taxes, the lack of Church presence, 
  the threat of Rephaim, or some other issue. They 
  treat the heroes with contempt, refuse them hos-
  pitality, and make anti-Church statements.
  Incorrect Intelligence: Some key intelligence 
  given to the group is erroneous. Perhaps enemy 
  forces are stronger (or nonexistent) or the loca-
  tion of the target is wrong.
  Malfunction: An important piece of equip-
  ment, such as a vehicle or heavy weapon, 
  malfunctions. Fixing it in the ﬁ eld requires a 
  Repair (–2) roll and 2d10 minutes.
  Mineﬁ eld: The group wanders into an area 
  containing corpse mines. The mineﬁ eld covers 
  an area of 2d10+20” and is of medium density.
  News Team: A Church media news crew 
  consisting of 1d6 members is assigned to follow 
  the unit. If the mission is successful, award an 
  additional experience point to the characters. If 
  a journalist is killed or the characters are caught 
  committing un-Knightly acts (WM’s call), how-
  ever, subtract 2 experience points.
  None: Everything goes according to plan.
  Staging Area: The group discovers an assem-
  bly area for Rephaim preparing to attack a nearby 
  settlement. The force consists of 1d10x10 zombies 
  or skeletons with one young vampire per 20 sol-
  diers. In addition, the force has 1d2+1 captured 
  Nazareth tanks. The heroes should encounter 
  several patrols before ﬁ nding the staging area.
   ENCOUNTERS
  ENCOUNTERS
  Use these encounters to spark ideas when the 
  unit is out on patrol in any terrain. Roll once 
  every few hours or so spent in any one terrain 
  type. Units moving at full speed cannot move 
  quietly—add +1 to the roll.
  d8 
  Result
  1–2 
  Creatures
  3 
  Abandoned camp
  4 
  Discarded equipment
  5 
  Bunker
  6 
  Ambush
  7 
  River
  8 
  Contact
  Abandoned Camp: The soldiers have come 
  across evidence of a Rephaim presence.
  Ambush: The reason units are trained to 
  stay off roads and break their own path through 
  close terrain is to reduce the chances of being 
  ambushed. A Notice (–4) roll by the point man 
  may tip off the heroes.
  Bunker: A Notice (–2) roll by the point man 
  detects concealed positions. Whether or not the 
  bunkers are still occupied, the unit should deal 
  with them to make sure the enemy can’t use them 
  in the future. If there are troops in the bunkers, 
  the unit could be in for a stand up ﬁ ght.
  Contact: The unit makes contact with the 
  enemy. An opposed Notice roll against each 
  unit’s Stealth decides which units are aware of 
  the other’s presence.
  Creatures: The unit encounters an indigenous 
  beast. What they have encountered depends on 
  the terrain type and the time of year.
  Discarded Equipment: Abandoned weaponry 
  is found. These trophies may be booby trapped, 
  however.
  River: A fast ﬂ owing river cuts across the unit’s 
  path. Whether a well known terrain feature (and 
  therefore a possible ambush or booby trap site) 
  or a surprise, perhaps caused by ﬂ ash ﬂ oods and 
  therefore not marked on any maps, fording the 
  river leaves the unit vulnerable.
  
  107
  107
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  The scale of the war on Necropolis may leave 
  you wondering where to begin a campaign. To 
  help you out, this section provides a Plot Point 
  campaign set around the liberation of New Buda-
  pest.
  The battle for New Budapest is a series of mili-
  tary operations centered on a single objective. 
  Not only does it throw the characters straight into 
  battle, it also gives the players chance to become 
  familiar with the rules for allies and vehicles. Each 
  battle in the campaign involves multiple forces 
  on both sides with vehicles and heavy weapon 
  support.
  The campaign is lengthy and heavily combat-
  oriented, but there is plenty of opportunity 
  for the characters’ unit to be recalled from the 
  frontline to undertake other missions while fresh 
  troops take their place.
  Suggested opposition is based around a group 
  of four to six player characters—feel free to alter 
  this as required based on the size and experience 
  of your group.
   NEW BUDAPEST TODAY
  NEW BUDAPEST TODAY
  The once gleaming spires of the Cathedral 
  of St. Peter are now twisted and blackened, 
  like skeletal hands reaching toward Heaven. Its 
  marble interior has been corrupted, its statues 
  of saints replaced with those of members of the 
  Dark Conclave, and its holy books torn to shreds 
  and swapped for dark texts. Four square miles of 
  holy ground have been converted into a bastion 
  of evil.
  The largest tower is now a dark generator, 
  whose dark cloud now swathes the central island 
  and outer districts in a perpetual shroud. Sunlight 
  has not penetrated the cloud in four long years.
  Archbishop Walter Sykes still runs the cathe-
  dral, though as a mummy serving the Dark. In 
  overall charge of the city is a liche—Kaltharix the 
  Mad—a senior member of the Dark Conclave and 
  a necromancer supreme. Approximately half the 
  inhabitants were converted to Rephaim through 
  mass rituals performed by liches and mummies. 
  Large numbers of these were thrown into combat 
  against the attack of 2347—more died a second 
  death assaulting the Iron Belt in the counterattack 
  of 2348, but over half the original force remains 
  in the city. Against this vast hoard are pitted the 
  ranks of the Militia Dei.
  Of those not converted, many tens of thousand 
  died to create the dark generator. Others were 
  shipped into the Dark Zone to serve as food for 
  vampires or become slave workers. There are still 
  survivors in New Budapest, kept under guard as 
  food, potential reinforcements, and to take part 
  in Kaltharix’s great experiment.
  The liche believes that through a powerful 
  ritual and the sacriﬁ ce of thousands of souls he 
  can open the gateway to the Dark Dimension. 
  Tests involving hundreds of souls produced 
  noticeable effects, and the liche is preparing to 
  sacriﬁ ce the rest of the citizens in one bloody 
  massacre.
  A LENGTHY WAR
  A LENGTHY WAR
  Even with the technologically superior armies 
  of the 24th century, liberating New Budapest 
  cannot be achieved in a matter of a few short 
  weeks. Why? Consider if you will the battle of 
  Stalingrad in World War II. Despite air superior-
  ity, heavy artillery, and superior numbers of tanks 
  and infantry, the Germans failed to conquer Stal-
  ingrad despite six months of constant attack.
  107
  107
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  The scale of the war on Necropolis may leave 
  you wondering where to begin a campaign. To 
  help you out, this section provides a Plot Point 
  campaign set around the liberation of New Buda-
  pest.
  The battle for New Budapest is a series of mili-
  tary operations centered on a single objective. 
  Not only does it throw the characters straight into 
  battle, it also gives the players chance to become 
  familiar with the rules for allies and vehicles. Each 
  battle in the campaign involves multiple forces 
  on both sides with vehicles and heavy weapon 
  support.
  The campaign is lengthy and heavily combat-
  oriented, but there is plenty of opportunity 
  for the characters’ unit to be recalled from the 
  frontline to undertake other missions while fresh 
  troops take their place.
  Suggested opposition is based around a group 
  of four to six player characters—feel free to alter 
  this as required based on the size and experience 
  of your group.
   NEW BUDAPEST TODAY
  NEW BUDAPEST TODAY
  The once gleaming spires of the Cathedral 
  of St. Peter are now twisted and blackened, 
  like skeletal hands reaching toward Heaven. Its 
  marble interior has been corrupted, its statues 
  of saints replaced with those of members of the 
  Dark Conclave, and its holy books torn to shreds 
  and swapped for dark texts. Four square miles of 
  holy ground have been converted into a bastion 
  of evil.
  The largest tower is now a dark generator, 
  whose dark cloud now swathes the central island 
  and outer districts in a perpetual shroud. Sunlight 
  has not penetrated the cloud in four long years.
  Archbishop Walter Sykes still runs the cathe-
  dral, though as a mummy serving the Dark. In 
  overall charge of the city is a liche—Kaltharix the 
  Mad—a senior member of the Dark Conclave and 
  a necromancer supreme. Approximately half the 
  inhabitants were converted to Rephaim through 
  mass rituals performed by liches and mummies. 
  Large numbers of these were thrown into combat 
  against the attack of 2347—more died a second 
  death assaulting the Iron Belt in the counterattack 
  of 2348, but over half the original force remains 
  in the city. Against this vast hoard are pitted the 
  ranks of the Militia Dei.
  Of those not converted, many tens of thousand 
  died to create the dark generator. Others were 
  shipped into the Dark Zone to serve as food for 
  vampires or become slave workers. There are still 
  survivors in New Budapest, kept under guard as 
  food, potential reinforcements, and to take part 
  in Kaltharix’s great experiment.
  The liche believes that through a powerful 
  ritual and the sacriﬁ ce of thousands of souls he 
  can open the gateway to the Dark Dimension. 
  Tests involving hundreds of souls produced 
  noticeable effects, and the liche is preparing to 
  sacriﬁ ce the rest of the citizens in one bloody 
  massacre.
  A LENGTHY WAR
  A LENGTHY WAR
  Even with the technologically superior armies 
  of the 24th century, liberating New Budapest 
  cannot be achieved in a matter of a few short 
  weeks. Why? Consider if you will the battle of 
  Stalingrad in World War II. Despite air superior-
  ity, heavy artillery, and superior numbers of tanks 
  and infantry, the Germans failed to conquer Stal-
  ingrad despite six months of constant attack.
  
  108
  108
  NECROPOLIS 2350
  NECROPOLIS 2350
  Stalingrad was nearly leveled by the Luftwaffe 
  in the ﬁ rst days of the battle, yet the Russians 
  reoccupied the ruins and fought the Germans for 
  every inch of ground. As roads became choked 
  with rubble, they became deathtraps for tanks. 
  Snipers made movement in the open dangerous. 
  Every building had to be cleared room by room. 
  New Budapest is no different. Consider the fol-
  lowing points.
  The Pope wants the city intact, so bombing 
  it ﬂ at is not an option. The permanent cloud of 
  darkness over the city prevents aircraft from per-
  forming surgical strikes and weakens the morale 
  of the attackers. The Rephaim have had four years 
  to fortify the city, and swelled their ranks with 
  the former inhabitants. New Budapest is deep 
  behind enemy lines—isolating the city requires a 
  frontline over 1000 miles long, and supply routes 
  must be guarded lest the besiegers become the 
  besieged. Two other Dead Zones still present an 
  active threat and must be garrisoned.
  Despite their numbers, only a small fraction of 
  the Militia Dei is actually involved in the battle 
  for the city.
  CAMPAIGN MATRIX
  CAMPAIGN MATRIX
  The campaign matrix shows the progression 
  of the battle based on how well the players 
  performed. Putting total victory or defeat on the 
  characters’ heads may seem harsh, but it’s a good 
  guide to how Church units are faring.
  To use the matrix read the victory conditions 
  given at the end of each mission and follow the 
  appropriate arrow to see what the next mission 
  entails. For example, a failure in Storm the Sub-
  urbs leads to Counterattack, whereas a standard 
  victory leads to Street by Street and ﬁ nding the 
  note in the vampire’s pocket leads to Survivors. 
  Some missions take place straight after the previ-
  ous one—especially if the unit failed—whereas 
  others give them a reprieve from frontline service 
  and allow them to undertake regular missions.
  Some of the missions send the group back to 
  earlier missions, especially if they have suffered 
  setbacks on the way. Simply alter the wording to 
  reﬂ ect the second—or third or fourth—try and 
  rerun the adventure. Feel free to change the 
  deployment of the Rephaim and add extra weap-
  ons—they have had time to fortify.
  Necropolis differs from other scripted cam-
  paigns in that there is no ﬁ xed outcome for this 
  battle. Some groups will liberate the city, open-
  ing up a wealth of new missions deeper into 
  Rephaim territory. Others groups may be driven 
  back, with mankind once more going on the 
  defensive as the Rephaim, their armies full of 
  new recruits, take advantage of the failure and 
  surge forward into the Iron Belt. Don’t worry 
  about keeping things “canon”—there isn’t a 
  right or wrong outcome.
  Whatever the outcome, Necropolis is about to 
  change.
   ADVANCE
  ADVANCE
  The Pope has decided the time is right to retake 
  New Budapest from the Rephaim. A combined 
  spearhead attack toward the city is authorized.
  BRIEFING
  BRIEFING
  Heads-up Knights, this is the one we’ve 
  all been waiting for. Pope John XXIV has 
  issued orders to the Militia Dei to liber-
  ate New Budapest. For four long years, 
  the forces of darkness have held this city, 
  turning it into a bastion of evil and an 
  affront to the Church’s might.
  Now, the full weight of the Sacri Ordines 
  is to be turned against the city. The city 
  must be taken, the Church banner must ﬂ y 
  from the cathedral spires, and humanity 
  must reign supreme once more.
  Liberation of the city gives us a forward 
  base right on the enemy’s front door. We 
  win and we can push on into his turf. We 
  fail, and the losses we endure may well 
  hand him victory on a plate.
  Our Ordo has been ordered to form the 
  northern ﬂ ank of the spearhead assault. 
  There’s a lot of terrain between here and 
  New Budapest, and we can expect ﬂ anking 
  attacks. We strike fast, we strike hard, and 
  maybe we can catch the corpses napping.
  Your ﬁ rst objective is to clear a route 
  through the frontline defenses. You’ve been 
  tasked with taking out a bunker complex 
  along the route. Punch a hole through so 
  other elements can begin an encircling 
  maneuver. Artillery and air support will 
  harass any reinforcements before they get 
  to us.
  108
  108
  NECROPOLIS 2350
  NECROPOLIS 2350
  Stalingrad was nearly leveled by the Luftwaffe 
  in the ﬁ rst days of the battle, yet the Russians 
  reoccupied the ruins and fought the Germans for 
  every inch of ground. As roads became choked 
  with rubble, they became deathtraps for tanks. 
  Snipers made movement in the open dangerous. 
  Every building had to be cleared room by room. 
  New Budapest is no different. Consider the fol-
  lowing points.
  The Pope wants the city intact, so bombing 
  it ﬂ at is not an option. The permanent cloud of 
  darkness over the city prevents aircraft from per-
  forming surgical strikes and weakens the morale 
  of the attackers. The Rephaim have had four years 
  to fortify the city, and swelled their ranks with 
  the former inhabitants. New Budapest is deep 
  behind enemy lines—isolating the city requires a 
  frontline over 1000 miles long, and supply routes 
  must be guarded lest the besiegers become the 
  besieged. Two other Dead Zones still present an 
  active threat and must be garrisoned.
  Despite their numbers, only a small fraction of 
  the Militia Dei is actually involved in the battle 
  for the city.
  CAMPAIGN MATRIX
  CAMPAIGN MATRIX
  The campaign matrix shows the progression 
  of the battle based on how well the players 
  performed. Putting total victory or defeat on the 
  characters’ heads may seem harsh, but it’s a good 
  guide to how Church units are faring.
  To use the matrix read the victory conditions 
  given at the end of each mission and follow the 
  appropriate arrow to see what the next mission 
  entails. For example, a failure in Storm the Sub-
  urbs leads to Counterattack, whereas a standard 
  victory leads to Street by Street and ﬁ nding the 
  note in the vampire’s pocket leads to Survivors. 
  Some missions take place straight after the previ-
  ous one—especially if the unit failed—whereas 
  others give them a reprieve from frontline service 
  and allow them to undertake regular missions.
  Some of the missions send the group back to 
  earlier missions, especially if they have suffered 
  setbacks on the way. Simply alter the wording to 
  reﬂ ect the second—or third or fourth—try and 
  rerun the adventure. Feel free to change the 
  deployment of the Rephaim and add extra weap-
  ons—they have had time to fortify.
  Necropolis differs from other scripted cam-
  paigns in that there is no ﬁ xed outcome for this 
  battle. Some groups will liberate the city, open-
  ing up a wealth of new missions deeper into 
  Rephaim territory. Others groups may be driven 
  back, with mankind once more going on the 
  defensive as the Rephaim, their armies full of 
  new recruits, take advantage of the failure and 
  surge forward into the Iron Belt. Don’t worry 
  about keeping things “canon”—there isn’t a 
  right or wrong outcome.
  Whatever the outcome, Necropolis is about to 
  change.
   ADVANCE
  ADVANCE
  The Pope has decided the time is right to retake 
  New Budapest from the Rephaim. A combined 
  spearhead attack toward the city is authorized.
  BRIEFING
  BRIEFING
  Heads-up Knights, this is the one we’ve 
  all been waiting for. Pope John XXIV has 
  issued orders to the Militia Dei to liber-
  ate New Budapest. For four long years, 
  the forces of darkness have held this city, 
  turning it into a bastion of evil and an 
  affront to the Church’s might.
  Now, the full weight of the Sacri Ordines 
  is to be turned against the city. The city 
  must be taken, the Church banner must ﬂ y 
  from the cathedral spires, and humanity 
  must reign supreme once more.
  Liberation of the city gives us a forward 
  base right on the enemy’s front door. We 
  win and we can push on into his turf. We 
  fail, and the losses we endure may well 
  hand him victory on a plate.
  Our Ordo has been ordered to form the 
  northern ﬂ ank of the spearhead assault. 
  There’s a lot of terrain between here and 
  New Budapest, and we can expect ﬂ anking 
  attacks. We strike fast, we strike hard, and 
  maybe we can catch the corpses napping.
  Your ﬁ rst objective is to clear a route 
  through the frontline defenses. You’ve been 
  tasked with taking out a bunker complex 
  along the route. Punch a hole through so 
  other elements can begin an encircling 
  maneuver. Artillery and air support will 
  harass any reinforcements before they get 
  to us.
  
  ADVANCE
  INTELLIGENCE
  GATHERING
  STORM THE
  SUBURBS
  STREET BY
  STREET
  A BRIDGE
  TOO FAR
  ARTILLERY
  TAKE THE
  CATHEDRAL
  SURVIVORS
  THE DARK
  TEMPLE
  SURROUNDED
  END 4
  VICTORY
  AMBUSH
  END 1
  RESCUE THE
  WOUNDED
  END 2
  COUNTER
  ATTACK
  AIRBORNE
  ASSAULT
  BACK TO
  BACK
  END 3
  GATEWAY TO
  HELL
  END 5
  SUCCESS
  FAILURE
  CAMPAIGN MATRIX
  CAMPAIGN MATRIX
  109
  109
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  ADVANCE
  INTELLIGENCE
  GATHERING
  STORM THE
  SUBURBS
  STREET BY
  STREET
  A BRIDGE
  TOO FAR
  ARTILLERY
  TAKE THE
  CATHEDRAL
  SURVIVORS
  THE DARK
  TEMPLE
  SURROUNDED
  END 4
  VICTORY
  AMBUSH
  END 1
  RESCUE THE
  WOUNDED
  END 2
  COUNTER
  ATTACK
  AIRBORNE
  ASSAULT
  BACK TO
  BACK
  END 3
  GATEWAY TO
  HELL
  END 5
  SUCCESS
  FAILURE
  CAMPAIGN MATRIX
  CAMPAIGN MATRIX
  109
  109
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  
  110
  110
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: The frontline is heavily 
  fortiﬁ ed, so expect heavy resistance.
  Support: We’re going to be moving fast, 
  so only air support is available. If you 
  get bogged down, artillery may be able 
  to move up in time to assist, but there’s 
  no guarantee. Two Lances of Sergeants, 
  a Lance of Assault Knights, a Proverb 
  mineclearer, and four Calvary MBTs are 
  at your disposal.
  Equipment: Load yourselves to the 
  limit with spare ammo and rockets. Don’t 
  worry about food—the logistics guys will 
  be right behind us.
  THE MISSION
  THE MISSION
  The assault Lance comprises six Assault 
  Knights—three armed with ﬂ amethrowers and 
  three armed with Dove AT–1 missiles launchers. 
  Fill out ally sheets for all the attackers, including 
  the tanks, and hand them to the players.
  The group’s objective is a series of four armored 
  bunkers linked by open trenches situated on a 
  low ridge. Climbing the ridge other than up the 
  sloping entrance path counts as difﬁ cult ground.
  A total of six zombies can ﬁ re through each 
  bunker’s gun slits—the rest wait to replace the 
  fallen. A heavy density mixed mineﬁ eld protects 
  the ground for 30 yards (15”) in front of the 
  ridge.
  Enemy forces total 28 zombies led by a vam-
  pire. Vehicular support comprises two Judea 
  tanks hull-down behind sandbag enclosures. 
  In addition to small arms, the defenders have a 
  Gehenna blast cannon, four Hellmouth tank kill-
  ers, and two ﬂ echette MGs in each bunker.
  The Rephaim tactic is simply to sit tight and 
  keep the attackers at bay for as long as possible. 
  A frontal assault is the Knights’ only available 
  option.
  AFTERMATH
  AFTERMATH
  Victory is achieved if the zone is cleansed of 
  all hostiles. The spearhead assault surges forward 
  toward the city meeting little resistance.
  While forward units construct makeshift Pre-
  ceptories outside the city limits, other units form 
  a new frontline encircling the city. The characters’ 
  unit is recalled to their original Preceptory to rest 
  up before the main assault begins. They perform 
  other duties (i.e. other missions) for 3d6+4 
  weeks.
  Failure occurs if all allied units are destroyed 
  or retreat from the battleﬁ eld. The group is back 
  in action 2d6 days later.
   AMBUSH
  AMBUSH
  The initial assault has met with stiff resistance 
  and is faltering. A second assault is ordered later 
  to try and break through to New Budapest.
  BRIEFING
  BRIEFING
  Our ﬁ rst assault met with stronger 
  resistance than we anticipated. We’re 
  launching a second assault to try and 
  break through before the corpses reinforce 
  New Budapest. Dozens of columns of 
  enemy reinforcements were spotted head-
  ing our way.
  Artillery and air strikes are pummel-
  ing them as best they can but at least one 
  column vanished into some heavy woods 
  about ten miles behind enemy lines.
  110
  110
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: The frontline is heavily 
  fortiﬁ ed, so expect heavy resistance.
  Support: We’re going to be moving fast, 
  so only air support is available. If you 
  get bogged down, artillery may be able 
  to move up in time to assist, but there’s 
  no guarantee. Two Lances of Sergeants, 
  a Lance of Assault Knights, a Proverb 
  mineclearer, and four Calvary MBTs are 
  at your disposal.
  Equipment: Load yourselves to the 
  limit with spare ammo and rockets. Don’t 
  worry about food—the logistics guys will 
  be right behind us.
  THE MISSION
  THE MISSION
  The assault Lance comprises six Assault 
  Knights—three armed with ﬂ amethrowers and 
  three armed with Dove AT–1 missiles launchers. 
  Fill out ally sheets for all the attackers, including 
  the tanks, and hand them to the players.
  The group’s objective is a series of four armored 
  bunkers linked by open trenches situated on a 
  low ridge. Climbing the ridge other than up the 
  sloping entrance path counts as difﬁ cult ground.
  A total of six zombies can ﬁ re through each 
  bunker’s gun slits—the rest wait to replace the 
  fallen. A heavy density mixed mineﬁ eld protects 
  the ground for 30 yards (15”) in front of the 
  ridge.
  Enemy forces total 28 zombies led by a vam-
  pire. Vehicular support comprises two Judea 
  tanks hull-down behind sandbag enclosures. 
  In addition to small arms, the defenders have a 
  Gehenna blast cannon, four Hellmouth tank kill-
  ers, and two ﬂ echette MGs in each bunker.
  The Rephaim tactic is simply to sit tight and 
  keep the attackers at bay for as long as possible. 
  A frontal assault is the Knights’ only available 
  option.
  AFTERMATH
  AFTERMATH
  Victory is achieved if the zone is cleansed of 
  all hostiles. The spearhead assault surges forward 
  toward the city meeting little resistance.
  While forward units construct makeshift Pre-
  ceptories outside the city limits, other units form 
  a new frontline encircling the city. The characters’ 
  unit is recalled to their original Preceptory to rest 
  up before the main assault begins. They perform 
  other duties (i.e. other missions) for 3d6+4 
  weeks.
  Failure occurs if all allied units are destroyed 
  or retreat from the battleﬁ eld. The group is back 
  in action 2d6 days later.
   AMBUSH
  AMBUSH
  The initial assault has met with stiff resistance 
  and is faltering. A second assault is ordered later 
  to try and break through to New Budapest.
  BRIEFING
  BRIEFING
  Our ﬁ rst assault met with stronger 
  resistance than we anticipated. We’re 
  launching a second assault to try and 
  break through before the corpses reinforce 
  New Budapest. Dozens of columns of 
  enemy reinforcements were spotted head-
  ing our way.
  Artillery and air strikes are pummel-
  ing them as best they can but at least one 
  column vanished into some heavy woods 
  about ten miles behind enemy lines.
  
  111
  111
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  We’re going to airlift you in to set up 
  an ambush on the only road through 
  the woods. If you can’t stop those rein-
  forcements we’re going to be in a lot of 
  trouble.
  Enemy Forces: We have no idea what 
  might be coming your way, but expect 
  ground troops and tanks.
  Support: Dedicated Constantine ﬁ re 
  support is available for this assault, but 
  be wary of airbursts. We can’t spare much 
  ﬁ repower so all you’ll have are three 
  Lances of Sergeants. Make them count.
  Equipment: Whatever you can carry.
  THE MISSION
  THE MISSION
  The road running through the forest is 6 yards 
  (3”) wide and bordered by trees and dense vegeta-
  tion on both sides. Due to the ground vegetation 
  and heavy canopy, lighting within the forest is 
  Dark (–2) and targets are not visible outside of 
  20 yards (10”).
  Exposed units—those on the road—are subject 
  to the same penalties when ﬁ ring into the woods 
  but are subject only to a Dim Lighting penalty 
  (–1) when attacking units on the road.
  Roll on the table below to determine the 
  column met by the group. Once the column gets 
  into range have the lead vehicle driver make a 
  Notice roll versus the Stealth of the characters. 
  Make a group roll for the Sergeants. Repeat this 
  every 8 yards (4”) of movement or until the attack-
  ers are spotted or the ambush is sprung.
  CONVOY TABLE
  CONVOY TABLE
  d6 
  Result
  1–3 
  Light Column: The column comprises 
  three Prophet APCs, each packed with 12 
  zombies, with a Nazareth tank at the head 
  and rear. A vampire rides in the central 
  APC.
  4–5 
  Medium Column: A Judea tank at the 
  front of the column and two Nazareth 
  tanks at the rear protect two Prophet 
  APCs loaded with 12 skeletons apiece. A 
  vampire rides in the ﬁ rst APC.
  6 
  Heavy Column: The column consists 
  primarily of armor. A Golgotha tank leads 
  the convoy, followed by a Puriﬁ er, two 
  Prophets, two Judeas, and ﬁ nally another 
  Golgotha. Each APC carries 11 Dark 
  Knights and an ofﬁ cer.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The War Master may use one or more of these 
  tactical problems during the mission to spice 
  things up if the heroes are having things to easy.
  • An allied Crown pilot spots the convoy 
  through a gap in the canopy and makes a bomb-
  ing run.
  • A storm strikes, reducing the available light 
  to Pitch Darkness (–6) within the woods and Dark 
  Lighting (–2) on the road.
  • A second convoy, rolled randomly on the 
  table above, arrives on the scene.
  AFTERMATH
  AFTERMATH
  If the convoy of reinforcements is destroyed 
  and all Rephaim cleansed the group is victori-
  ous. Total destruction of the attackers ends the 
  campaign.
  While forward units construct makeshift Pre-
  ceptories outside the city limits, other units form 
  a new frontline encircling the city. The characters’ 
  unit is recalled to the Preceptory to perform other 
  duties for 3d6 weeks.
  111
  111
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  We’re going to airlift you in to set up 
  an ambush on the only road through 
  the woods. If you can’t stop those rein-
  forcements we’re going to be in a lot of 
  trouble.
  Enemy Forces: We have no idea what 
  might be coming your way, but expect 
  ground troops and tanks.
  Support: Dedicated Constantine ﬁ re 
  support is available for this assault, but 
  be wary of airbursts. We can’t spare much 
  ﬁ repower so all you’ll have are three 
  Lances of Sergeants. Make them count.
  Equipment: Whatever you can carry.
  THE MISSION
  THE MISSION
  The road running through the forest is 6 yards 
  (3”) wide and bordered by trees and dense vegeta-
  tion on both sides. Due to the ground vegetation 
  and heavy canopy, lighting within the forest is 
  Dark (–2) and targets are not visible outside of 
  20 yards (10”).
  Exposed units—those on the road—are subject 
  to the same penalties when ﬁ ring into the woods 
  but are subject only to a Dim Lighting penalty 
  (–1) when attacking units on the road.
  Roll on the table below to determine the 
  column met by the group. Once the column gets 
  into range have the lead vehicle driver make a 
  Notice roll versus the Stealth of the characters. 
  Make a group roll for the Sergeants. Repeat this 
  every 8 yards (4”) of movement or until the attack-
  ers are spotted or the ambush is sprung.
  CONVOY TABLE
  CONVOY TABLE
  d6 
  Result
  1–3 
  Light Column: The column comprises 
  three Prophet APCs, each packed with 12 
  zombies, with a Nazareth tank at the head 
  and rear. A vampire rides in the central 
  APC.
  4–5 
  Medium Column: A Judea tank at the 
  front of the column and two Nazareth 
  tanks at the rear protect two Prophet 
  APCs loaded with 12 skeletons apiece. A 
  vampire rides in the ﬁ rst APC.
  6 
  Heavy Column: The column consists 
  primarily of armor. A Golgotha tank leads 
  the convoy, followed by a Puriﬁ er, two 
  Prophets, two Judeas, and ﬁ nally another 
  Golgotha. Each APC carries 11 Dark 
  Knights and an ofﬁ cer.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The War Master may use one or more of these 
  tactical problems during the mission to spice 
  things up if the heroes are having things to easy.
  • An allied Crown pilot spots the convoy 
  through a gap in the canopy and makes a bomb-
  ing run.
  • A storm strikes, reducing the available light 
  to Pitch Darkness (–6) within the woods and Dark 
  Lighting (–2) on the road.
  • A second convoy, rolled randomly on the 
  table above, arrives on the scene.
  AFTERMATH
  AFTERMATH
  If the convoy of reinforcements is destroyed 
  and all Rephaim cleansed the group is victori-
  ous. Total destruction of the attackers ends the 
  campaign.
  While forward units construct makeshift Pre-
  ceptories outside the city limits, other units form 
  a new frontline encircling the city. The characters’ 
  unit is recalled to the Preceptory to perform other 
  duties for 3d6 weeks.
  
  112
  112
  NECROPOLIS 2350
  NECROPOLIS 2350
   GATHERING INTELLIGENCE
  GATHERING INTELLIGENCE
  The Militia Dei have reached the outskirts of 
  New Budapest and pushed the Rephaim’s for-
  ward units back into the city. Cavalry units have 
  encircled the city, preventing outside reinforce-
  ments from aiding the besieged defenders. Before 
  any attack can begin, however, the Sacri Ordines 
  want intelligence on what horrors await them.
  BRIEFING
  BRIEFING
  Getting here has been a rough ride, 
  but we’re in control of the area around 
  the city. Seems our lightning advance 
  succeeded—the city is isolated and the 
  approach roads in our hands. The black 
  cloud covering the city makes it impos-
  sible for our spy satellites and recon birds 
  to get a good view of what’s happening on 
  the ground. Infrared is useless against the 
  walking dead and we don’t know what 
  nasty surprises await our ground troops.
  In order to gather reliable intelligence, 
  we’re sending out reconnaissance teams 
  into the suburbs to bring back Rephaim for 
  interrogation. Given the mindless nature 
  of lesser Rephaim, we require at least a 
  vampire—alive and unharmed.
  We can’t allow the Rephaim to learn 
  anything of our plans. Under no circum-
  stances can any of you allow yourselves 
  to be captured.
  Enemy Forces: We don’t have a clue 
  what to expect. Chances are the suburbs 
  are only light defended but there may well 
  be random patrols. Hundreds of thousands 
  of citizens died during the invasion and 
  we don’t know how many are Rephaim 
  and how many are just corpses. Be on 
  your guard!
  Support: A battery of Basilica SPAs is 
  on call should you need to cover your 
  retreat. Due to the nature of this mission 
  no Sergeants are being provided. We don’t 
  want the enemy to know our plans, so it’s 
  small strike teams only.
  Equipment: A Prophet APC kitted out 
  with a cage strong enough to contain a 
  vampire is at your disposal. Two corpse 
  catchers and a tangle gun with three 
  rounds are contained in the APC’s armory 
  locker.
  THE MISSION
  THE MISSION
  The western suburbs were only lightly dam-
  aged in the Rephaim invasion. While most of 
  the buildings remain standing and there is little 
  rubble blocking the streets, deserted vehicles 
  and makeshift barricades present obstacles to the 
  APC.
  Each road is lined with two-story houses on 
  both sides, separated by overgrowth. At the rear 
  of each house is a garden or paved area.
  Barricades made of furniture and shattered 
  billboards have been erected at the junctions of 
  the two outer roads and the avenue—the center 
  road is unobstructed. The barricades provide +3 
  Armor to troops behind them. They are 2 yards 
  (1”) wide and clambering over them counts as 
  Difﬁ cult Ground.
  The avenue has a single line of four-story 
  buildings facing down the roads. The bottom 
  level consists of shops and the upper levels apart-
  ments.
  112
  112
  NECROPOLIS 2350
  NECROPOLIS 2350
   GATHERING INTELLIGENCE
  GATHERING INTELLIGENCE
  The Militia Dei have reached the outskirts of 
  New Budapest and pushed the Rephaim’s for-
  ward units back into the city. Cavalry units have 
  encircled the city, preventing outside reinforce-
  ments from aiding the besieged defenders. Before 
  any attack can begin, however, the Sacri Ordines 
  want intelligence on what horrors await them.
  BRIEFING
  BRIEFING
  Getting here has been a rough ride, 
  but we’re in control of the area around 
  the city. Seems our lightning advance 
  succeeded—the city is isolated and the 
  approach roads in our hands. The black 
  cloud covering the city makes it impos-
  sible for our spy satellites and recon birds 
  to get a good view of what’s happening on 
  the ground. Infrared is useless against the 
  walking dead and we don’t know what 
  nasty surprises await our ground troops.
  In order to gather reliable intelligence, 
  we’re sending out reconnaissance teams 
  into the suburbs to bring back Rephaim for 
  interrogation. Given the mindless nature 
  of lesser Rephaim, we require at least a 
  vampire—alive and unharmed.
  We can’t allow the Rephaim to learn 
  anything of our plans. Under no circum-
  stances can any of you allow yourselves 
  to be captured.
  Enemy Forces: We don’t have a clue 
  what to expect. Chances are the suburbs 
  are only light defended but there may well 
  be random patrols. Hundreds of thousands 
  of citizens died during the invasion and 
  we don’t know how many are Rephaim 
  and how many are just corpses. Be on 
  your guard!
  Support: A battery of Basilica SPAs is 
  on call should you need to cover your 
  retreat. Due to the nature of this mission 
  no Sergeants are being provided. We don’t 
  want the enemy to know our plans, so it’s 
  small strike teams only.
  Equipment: A Prophet APC kitted out 
  with a cage strong enough to contain a 
  vampire is at your disposal. Two corpse 
  catchers and a tangle gun with three 
  rounds are contained in the APC’s armory 
  locker.
  THE MISSION
  THE MISSION
  The western suburbs were only lightly dam-
  aged in the Rephaim invasion. While most of 
  the buildings remain standing and there is little 
  rubble blocking the streets, deserted vehicles 
  and makeshift barricades present obstacles to the 
  APC.
  Each road is lined with two-story houses on 
  both sides, separated by overgrowth. At the rear 
  of each house is a garden or paved area.
  Barricades made of furniture and shattered 
  billboards have been erected at the junctions of 
  the two outer roads and the avenue—the center 
  road is unobstructed. The barricades provide +3 
  Armor to troops behind them. They are 2 yards 
  (1”) wide and clambering over them counts as 
  Difﬁ cult Ground.
  The avenue has a single line of four-story 
  buildings facing down the roads. The bottom 
  level consists of shops and the upper levels apart-
  ments.
  
  113
  113
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Derelict cars litter the street—randomly place 
  a dozen derelicts. These provide excellent cover 
  for advancing troops but limit the maneuverabil-
  ity of the APC.
  There are also plenty of skeletons lying in the 
  streets and houses—the Rephaim gathered many 
  skeletons for recruitment into their army but hun-
  dreds, maybe thousands, remain unprocessed. 
  These are mundane corpses but the group has 
  no way of knowing if they’re ambushers lying in 
  wait. 
  Finding the vampire requires a house-by-house 
  search—at least until he makes his presence felt.
  OPPOSITION
  OPPOSITION
  The Dark Conclave knows New Budapest is a 
  strategic city, and they have spent the last four 
  years turning it into a fortress. However, the sub-
  urbs are not heavily defended as they lie on the 
  other side of the only standing bridge leading to 
  the city proper. Nor do they lie under the dark-
  ness generator’s cloud.
  A young vampire supported by a force of zom-
  bies numbering twice that of the group’s strength 
  are positioned here as scouts and forward observ-
  ers. The vampire has set up a headquarters with 
  half the zombies on the third ﬂ oor of one the 
  avenue buildings facing down the center road.
  The zombies have only their heads showing 
  through the windows. Spotting them requires 
  a Notice roll with a –4 penalty (plus any modi-
  ﬁ ers for lighting if the group attacks at night). 
  The remainder of his force is hiding in buildings, 
  behind the barricades, and in ruined cars—these 
  should be placed by the War Master to present a 
  tactical challenge to the group.
  Zombies may not be clever but they have stand-
  ing orders to use as much cover as possible—they 
  ﬁ re through windows and from behind cars rather 
  than stand in the open.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  Depending on the experience of the players in 
  your group, the War Master should throw one or 
  more of these challenges at the characters.
  • One of the zombies in the headquarters has 
  a ﬂ echette MG. His ﬁ eld of ﬁ re makes advancing 
  up the center road deadly.
  • A zombie positioned in one of the other 
  houses has a single Hellmouth tank killer. He 
  attempts to take out the APC when it nears.
  • A routine patrol of 2d6 zombies and a Naza-
  reth light tank sweeps through the area. Unless 
  there is a ﬁ reﬁ ght in progress the patrol moves 
  along the avenue without stopping.
  • A pack of 2d6 ghouls enters the area in search 
  of ﬂ esh. They actually present as much danger to 
  the zombies as the characters.
  AFTERMATH
  AFTERMATH
  Victory requires the capture of a “live” vam-
  pire. Once back at the new Preceptory, the 
  vampire is taken away for interrogation and the 
  group debriefed. Data gained from the vampire is 
  combined with other information brought back 
  by similar snatch teams. The liberation of New 
  Budapest is planned to start in 3d6 weeks, once 
  ﬁ nal reinforcements have been moved into the 
  area. Until then, the group is assigned other mis-
  sions in and around the suburbs.
  Should the group fail to capture a live vam-
  pire, the attack goes ahead as planned. Progress 
  to Storm the Suburbs (below) but increase the 
  number of zombies and skeletons by 50% to rep-
  resent the lack of accurate intelligence.
   STORM THE SUBURBS
  STORM THE SUBURBS
  Operation Divine Fury, the battle for New 
  Budapest, has been approved. The assault begins 
  with a massive artillery barrage on the suburbs 
  followed by the deployment of ground troops at 
  dawn.
  BRIEFING
  BRIEFING
  Knights, the time has come to begin the 
  assault. Intelligence gathered from speci-
  mens has revealed the suburbs are only 
  lightly defended. We can’t risk a push on 
  the central bridges or an airborne assault 
  until this area is secure, however.
  Artillery units will begin a bombard-
  ment of the suburbs at midnight to soften 
  up enemy positions. The heaviest attacks 
  are being planned for the north, away 
  from the main attack. It’s hoped the enemy 
  will be tricked into thinking our attack is 
  being concentrated there.
  113
  113
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Derelict cars litter the street—randomly place 
  a dozen derelicts. These provide excellent cover 
  for advancing troops but limit the maneuverabil-
  ity of the APC.
  There are also plenty of skeletons lying in the 
  streets and houses—the Rephaim gathered many 
  skeletons for recruitment into their army but hun-
  dreds, maybe thousands, remain unprocessed. 
  These are mundane corpses but the group has 
  no way of knowing if they’re ambushers lying in 
  wait. 
  Finding the vampire requires a house-by-house 
  search—at least until he makes his presence felt.
  OPPOSITION
  OPPOSITION
  The Dark Conclave knows New Budapest is a 
  strategic city, and they have spent the last four 
  years turning it into a fortress. However, the sub-
  urbs are not heavily defended as they lie on the 
  other side of the only standing bridge leading to 
  the city proper. Nor do they lie under the dark-
  ness generator’s cloud.
  A young vampire supported by a force of zom-
  bies numbering twice that of the group’s strength 
  are positioned here as scouts and forward observ-
  ers. The vampire has set up a headquarters with 
  half the zombies on the third ﬂ oor of one the 
  avenue buildings facing down the center road.
  The zombies have only their heads showing 
  through the windows. Spotting them requires 
  a Notice roll with a –4 penalty (plus any modi-
  ﬁ ers for lighting if the group attacks at night). 
  The remainder of his force is hiding in buildings, 
  behind the barricades, and in ruined cars—these 
  should be placed by the War Master to present a 
  tactical challenge to the group.
  Zombies may not be clever but they have stand-
  ing orders to use as much cover as possible—they 
  ﬁ re through windows and from behind cars rather 
  than stand in the open.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  Depending on the experience of the players in 
  your group, the War Master should throw one or 
  more of these challenges at the characters.
  • One of the zombies in the headquarters has 
  a ﬂ echette MG. His ﬁ eld of ﬁ re makes advancing 
  up the center road deadly.
  • A zombie positioned in one of the other 
  houses has a single Hellmouth tank killer. He 
  attempts to take out the APC when it nears.
  • A routine patrol of 2d6 zombies and a Naza-
  reth light tank sweeps through the area. Unless 
  there is a ﬁ reﬁ ght in progress the patrol moves 
  along the avenue without stopping.
  • A pack of 2d6 ghouls enters the area in search 
  of ﬂ esh. They actually present as much danger to 
  the zombies as the characters.
  AFTERMATH
  AFTERMATH
  Victory requires the capture of a “live” vam-
  pire. Once back at the new Preceptory, the 
  vampire is taken away for interrogation and the 
  group debriefed. Data gained from the vampire is 
  combined with other information brought back 
  by similar snatch teams. The liberation of New 
  Budapest is planned to start in 3d6 weeks, once 
  ﬁ nal reinforcements have been moved into the 
  area. Until then, the group is assigned other mis-
  sions in and around the suburbs.
  Should the group fail to capture a live vam-
  pire, the attack goes ahead as planned. Progress 
  to Storm the Suburbs (below) but increase the 
  number of zombies and skeletons by 50% to rep-
  resent the lack of accurate intelligence.
   STORM THE SUBURBS
  STORM THE SUBURBS
  Operation Divine Fury, the battle for New 
  Budapest, has been approved. The assault begins 
  with a massive artillery barrage on the suburbs 
  followed by the deployment of ground troops at 
  dawn.
  BRIEFING
  BRIEFING
  Knights, the time has come to begin the 
  assault. Intelligence gathered from speci-
  mens has revealed the suburbs are only 
  lightly defended. We can’t risk a push on 
  the central bridges or an airborne assault 
  until this area is secure, however.
  Artillery units will begin a bombard-
  ment of the suburbs at midnight to soften 
  up enemy positions. The heaviest attacks 
  are being planned for the north, away 
  from the main attack. It’s hoped the enemy 
  will be tricked into thinking our attack is 
  being concentrated there.
  
  114
  114
  NECROPOLIS 2350
  NECROPOLIS 2350
  At dawn the artillery stops and we move 
  in on the ground. You’ve been assigned 
  to clear the streets you reconnoitered on 
  the snatch and grab. Cleanse any and all 
  Rephaim in your zone of operations and 
  then dig in, in case of counterattack.
  Enemy Forces: If the artillery barrage 
  works, there won’t be much left for you to 
  do except mop up.
  Support: No speciﬁ c ﬁ re support has 
  been arranged. Numerous artillery and 
  airborne units are available should you 
  need them. Two Nazareth light tanks 
  (replace with Puriﬁ ers if the group is 
  Incinerators) and two Lances of Sergeants 
  have been assigned to your command.
  Equipment: Infantry support Knights 
  are being issued with ﬂ amethrowers in 
  place of machineguns. Everyone should 
  take extra magazines and grenades.
  THE MISSION
  THE MISSION
  This battle uses the same map as Gathering 
  Intelligence (page 112). Fire Support requests 
  receive a +2 bonus for this mission.
  The artillery barrage causes severe structural 
  damage, littering the streets with debris. Place a 
  handful of Small Burst Templates face down in 
  the roads to represent piles of rubble. The debris 
  counts as Difﬁ cult Terrain but can be used as 
  cover. The Rephaim will use this terrain to their 
  advantage—so should the characters. A dozen 
  or more shattered Rephaim lie in the streets and 
  partially buried under rubble. Not all of them are 
  inanimate, however.
  While the artillery barrage on the northern 
  areas does draw away some Rephaim from 
  their positions, the ancient vampire generals 
  ensconced in the city suspect a trap and secretly 
  send in massive reinforcements under cover of 
  the barrage. A great many are killed but if there’s 
  one thing the Rephaim have it’s plenty of troops.
  A force of ten zombies, six skeletons, and a 
  vampire made it through to the group’s zone 
  of operations. As well as small arms, they are 
  equipped with a ﬂ echette MG, a 25mm SBAC, 
  a Judas hypnosis cannon, and six LAW rockets. 
  The Rephaim are spread out in the ruined avenue 
  buildings. The SBAC, Judas, and LAW troops are 
  on the ground ﬂ oor. In addition, three of the 
  bodies in the streets are corpse mines. Place them 
  as you see ﬁ t.
  The vampire has been hastily dispatched here 
  from another part of the city. If searched, the char-
  acters ﬁ nd orders to “transfer all living captives 
  from the dockside warehouses to the cathedral 
  starting at dusk.” It seems there are survivors in 
  New Budapest.
  Victory is achieved when all Rephaim in the 
  area are destroyed.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Some idiot further along the chain of com-
  mand forgot his orders. A Constantine artillery 
  barrage lasting 1d4 rounds lands on the group’s 
  area of operations. The shells deviate from 
  the center of the map. This error may help the 
  group—or it may blow them to pieces.
  • A group of 1d6 Knight Infantry enters the 
  characters’ area of operation through a ruined 
  building along one of the outer roads. Each 
  Knight has only one magazine and two grenades 
  left. They lack support weapons but do have 
  three monoﬁ lament mines with a remote detona-
  tor. Unfortunately 2d6 zombies are chasing them 
  and arrive 1d4 rounds later.
  • Rephaim reinforcements numbering 1d6+2 
  zombies armed with a Gehenna heavy blast 
  cannon enter the battle through a ruined build-
  ing along the avenue. They set up position in the 
  building.
  AFTERMATH
  AFTERMATH
  Should the entire group be killed or driven off, 
  the course of the battle turns against the Sacri 
  Ordines. Victory leads to Street by Street (page 
  119) after a break of 2d6+2 weeks. During that 
  time, the group is assigned to duties back in the 
  Iron Belt while fresh forces continue the push 
  forward.
  Showing the captured documents to the 
  group’s Preceptor Master leads them to Survivors 
  (page 116) if they are victorious in this mission. 
  It takes place 2d4 hours after the events of this 
  mission.
  Failure leads straight on to Counterattack 
  (page 115) after just 2d6 hours rest.
  114
  114
  NECROPOLIS 2350
  NECROPOLIS 2350
  At dawn the artillery stops and we move 
  in on the ground. You’ve been assigned 
  to clear the streets you reconnoitered on 
  the snatch and grab. Cleanse any and all 
  Rephaim in your zone of operations and 
  then dig in, in case of counterattack.
  Enemy Forces: If the artillery barrage 
  works, there won’t be much left for you to 
  do except mop up.
  Support: No speciﬁ c ﬁ re support has 
  been arranged. Numerous artillery and 
  airborne units are available should you 
  need them. Two Nazareth light tanks 
  (replace with Puriﬁ ers if the group is 
  Incinerators) and two Lances of Sergeants 
  have been assigned to your command.
  Equipment: Infantry support Knights 
  are being issued with ﬂ amethrowers in 
  place of machineguns. Everyone should 
  take extra magazines and grenades.
  THE MISSION
  THE MISSION
  This battle uses the same map as Gathering 
  Intelligence (page 112). Fire Support requests 
  receive a +2 bonus for this mission.
  The artillery barrage causes severe structural 
  damage, littering the streets with debris. Place a 
  handful of Small Burst Templates face down in 
  the roads to represent piles of rubble. The debris 
  counts as Difﬁ cult Terrain but can be used as 
  cover. The Rephaim will use this terrain to their 
  advantage—so should the characters. A dozen 
  or more shattered Rephaim lie in the streets and 
  partially buried under rubble. Not all of them are 
  inanimate, however.
  While the artillery barrage on the northern 
  areas does draw away some Rephaim from 
  their positions, the ancient vampire generals 
  ensconced in the city suspect a trap and secretly 
  send in massive reinforcements under cover of 
  the barrage. A great many are killed but if there’s 
  one thing the Rephaim have it’s plenty of troops.
  A force of ten zombies, six skeletons, and a 
  vampire made it through to the group’s zone 
  of operations. As well as small arms, they are 
  equipped with a ﬂ echette MG, a 25mm SBAC, 
  a Judas hypnosis cannon, and six LAW rockets. 
  The Rephaim are spread out in the ruined avenue 
  buildings. The SBAC, Judas, and LAW troops are 
  on the ground ﬂ oor. In addition, three of the 
  bodies in the streets are corpse mines. Place them 
  as you see ﬁ t.
  The vampire has been hastily dispatched here 
  from another part of the city. If searched, the char-
  acters ﬁ nd orders to “transfer all living captives 
  from the dockside warehouses to the cathedral 
  starting at dusk.” It seems there are survivors in 
  New Budapest.
  Victory is achieved when all Rephaim in the 
  area are destroyed.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Some idiot further along the chain of com-
  mand forgot his orders. A Constantine artillery 
  barrage lasting 1d4 rounds lands on the group’s 
  area of operations. The shells deviate from 
  the center of the map. This error may help the 
  group—or it may blow them to pieces.
  • A group of 1d6 Knight Infantry enters the 
  characters’ area of operation through a ruined 
  building along one of the outer roads. Each 
  Knight has only one magazine and two grenades 
  left. They lack support weapons but do have 
  three monoﬁ lament mines with a remote detona-
  tor. Unfortunately 2d6 zombies are chasing them 
  and arrive 1d4 rounds later.
  • Rephaim reinforcements numbering 1d6+2 
  zombies armed with a Gehenna heavy blast 
  cannon enter the battle through a ruined build-
  ing along the avenue. They set up position in the 
  building.
  AFTERMATH
  AFTERMATH
  Should the entire group be killed or driven off, 
  the course of the battle turns against the Sacri 
  Ordines. Victory leads to Street by Street (page 
  119) after a break of 2d6+2 weeks. During that 
  time, the group is assigned to duties back in the 
  Iron Belt while fresh forces continue the push 
  forward.
  Showing the captured documents to the 
  group’s Preceptor Master leads them to Survivors 
  (page 116) if they are victorious in this mission. 
  It takes place 2d4 hours after the events of this 
  mission.
  Failure leads straight on to Counterattack 
  (page 115) after just 2d6 hours rest.
  
  115
  115
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
   COUNTERATTACK
  COUNTERATTACK
  Allied forces have failed to secure the suburbs 
  and a counterattack threatens the fragile hold on 
  the city. Rotate the previous map 180 degrees to 
  represent the new battleﬁ eld.
  BRIEFING
  BRIEFING
  Our hold on the suburbs is shaky. Rein-
  forcements are coming, but we have to 
  hold the line. Hold the avenue to the last 
  man—we can’t afford to get pushed out 
  of the city.
  Enemy Forces: Expect only light armor 
  but large numbers of infantry.
  Support: It’s a bit of a mess, but there is 
  some support available. Just call it in and 
  we’ll send what we have. Two Lances of 
  Sergeants and two ﬂ echette MGs kitted for 
  remote sentry use are available.
  Equipment: Everyone is resupplied 
  with their starting gear.
  THE MISSION
  THE MISSION
  The group has the advantage of being the 
  defenders. Allow them some time to place their 
  forces and devise a plan before the assault begins. 
  Fire Support requests receive a +2 bonus for this 
  mission.
  The ﬁ rst wave consists of six exploding corpses. 
  Once these have been destroyed, a force of 10 
  zombies, 10 skeletons, and a young vampire, 
  supported by two Nazareth tanks advances on 
  the avenue.
  The attackers split their force into three groups 
  and advance along all three roads simultaneously. 
  They do not stop to search houses along the road 
  unless they come under ﬁ re from one of these 
  structures.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter problems during 
  the attack.
  • The Rephaim have two Levant mortars 
  entrenched behind the ruins of a house.
  • Rephaim reinforcements arrive. Roll on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up.
  AFTERMATH
  AFTERMATH
  So long as a single Knight holds the avenue and 
  all Rephaim are destroyed, the group can claim 
  victory. If all the Knights are killed or retreat from 
  the battleﬁ eld, the mission is a failure. The next 
  mission takes place 1d6 hours after this adven-
  ture.
   RESCUE THE WOUNDED
  RESCUE THE WOUNDED
  The suburbs are lost and the attack is on the 
  verge of collapse. Use the same map from Gath-
  ering Intelligence (page 112).
  BRIEFING
  BRIEFING
  The enemy counterattack has shat-
  tered our frontline. We’re pulling back in 
  several places and numerous units are 
  cut off. A group of wounded Knights is 
  trapped somewhere along the avenue and 
  in danger of being encircled unless we get 
  them out. Move fast and strike hard. If we 
  can get them out, we can bombard the 
  suburbs and launch a fresh assault.
  115
  115
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
   COUNTERATTACK
  COUNTERATTACK
  Allied forces have failed to secure the suburbs 
  and a counterattack threatens the fragile hold on 
  the city. Rotate the previous map 180 degrees to 
  represent the new battleﬁ eld.
  BRIEFING
  BRIEFING
  Our hold on the suburbs is shaky. Rein-
  forcements are coming, but we have to 
  hold the line. Hold the avenue to the last 
  man—we can’t afford to get pushed out 
  of the city.
  Enemy Forces: Expect only light armor 
  but large numbers of infantry.
  Support: It’s a bit of a mess, but there is 
  some support available. Just call it in and 
  we’ll send what we have. Two Lances of 
  Sergeants and two ﬂ echette MGs kitted for 
  remote sentry use are available.
  Equipment: Everyone is resupplied 
  with their starting gear.
  THE MISSION
  THE MISSION
  The group has the advantage of being the 
  defenders. Allow them some time to place their 
  forces and devise a plan before the assault begins. 
  Fire Support requests receive a +2 bonus for this 
  mission.
  The ﬁ rst wave consists of six exploding corpses. 
  Once these have been destroyed, a force of 10 
  zombies, 10 skeletons, and a young vampire, 
  supported by two Nazareth tanks advances on 
  the avenue.
  The attackers split their force into three groups 
  and advance along all three roads simultaneously. 
  They do not stop to search houses along the road 
  unless they come under ﬁ re from one of these 
  structures.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter problems during 
  the attack.
  • The Rephaim have two Levant mortars 
  entrenched behind the ruins of a house.
  • Rephaim reinforcements arrive. Roll on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up.
  AFTERMATH
  AFTERMATH
  So long as a single Knight holds the avenue and 
  all Rephaim are destroyed, the group can claim 
  victory. If all the Knights are killed or retreat from 
  the battleﬁ eld, the mission is a failure. The next 
  mission takes place 1d6 hours after this adven-
  ture.
   RESCUE THE WOUNDED
  RESCUE THE WOUNDED
  The suburbs are lost and the attack is on the 
  verge of collapse. Use the same map from Gath-
  ering Intelligence (page 112).
  BRIEFING
  BRIEFING
  The enemy counterattack has shat-
  tered our frontline. We’re pulling back in 
  several places and numerous units are 
  cut off. A group of wounded Knights is 
  trapped somewhere along the avenue and 
  in danger of being encircled unless we get 
  them out. Move fast and strike hard. If we 
  can get them out, we can bombard the 
  suburbs and launch a fresh assault.
  
  116
  116
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: Reliable intelligence has 
  ceased to exist and we have no idea what 
  the enemy has in the area. Be prepared for 
  anything.
  Support: No dedicated support is 
  available, but feel free to call if you need 
  some help. Well try to divert something 
  your way. A medevac Samaritan APC is at 
  your disposal, along with whatever troops 
  survived the counterattack.
  Equipment: Only what you’re carrying 
  plus two spare medikits each.
  THE MISSION
  THE MISSION
  The objective is to rescue six wounded Knights. 
  All the Knights are in the same building along the 
  avenue—the WM should decide which building. 
  Being Extras, the Knights are Incapacitated and 
  play no part in the battle, even if given medical 
  attention.
  Locating the wounded requires the characters 
  to enter the correct building and spend time 
  searching. Searching the entire building take ﬁ ve 
  rounds, less one per additional character after 
  the ﬁ rst (to a minimum of one round). The group 
  begins on the map edge furthest away from the 
  avenue. When the mission begins, the Rephaim 
  have yet to enter the battleﬁ eld.
  On round three, a force of ten skeletons and 
  a Sinai Scout Vehicle enter along the western 
  avenue.
  On round ten, a Nazareth tank supported by 
  four zombies enters from the characters’ starting 
  positioning and heads up the center road toward 
  the avenue.
  Extracting each Knight from the building and 
  placing them in the APC takes four rounds if left 
  to a single character and two rounds if two char-
  acters cooperate. Interior damage to the building 
  prevents more than two characters carrying out a 
  wounded individual.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • The wounded Knights are actually split 
  into two groups in separate buildings along the 
  avenue. The WM should decide which buildings.
  • The characters ﬁ nd a group of wounded 
  Sergeants. Getting them out may be a moral 
  victory and earn the Knights some kudos, but it 
  does nothing to alter the victory conditions of the 
  mission.
  • Rephaim reinforcements arrive. Roll on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up.
  • The APC breaks down. A Repair roll at –4 can 
  be made each round to get it working again.
  AFTERMATH
  AFTERMATH
  Evacuating at least half the wounded Knights 
  to the allies’ starting position gives the group a 
  victory. They are assigned to non-frontline duties 
  for 3d6 weeks while the ﬁ ghting continues.
   SURVIVORS
  SURVIVORS
  This mission occurs if the group discovers the 
  document on the vampire in Storm the Suburbs 
  (page 113).
  BRIEFING
  BRIEFING
  Your unit is recalled to its starting posi-
  tion to receive new orders.
  The discovery of living captives has 
  caused some consternation back at ﬁ eld 
  command. We can’t allow them to be used 
  for some foul necromancy. Your team is 
  to prepare for immediate dust off. You’re 
  being dropped into the docks to liberate 
  those citizens. Once you retrieve them, 
  proceed to the nearest open terrain, secure 
  the position, and call in the dropship. I 
  know you people need a rest, but these 
  orders come from the top—and I mean 
  the top.
  Enemy Forces: The intelligence you’ve 
  gathered leads us to believe the prisoners 
  are only lightly guarded. They’ve been held 
  captives for four years and are unlikely to 
  put up much resistance to their captors. 
  There is a slim chance that one or more 
  captives may be puppets. Be on your 
  guard.
  116
  116
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: Reliable intelligence has 
  ceased to exist and we have no idea what 
  the enemy has in the area. Be prepared for 
  anything.
  Support: No dedicated support is 
  available, but feel free to call if you need 
  some help. Well try to divert something 
  your way. A medevac Samaritan APC is at 
  your disposal, along with whatever troops 
  survived the counterattack.
  Equipment: Only what you’re carrying 
  plus two spare medikits each.
  THE MISSION
  THE MISSION
  The objective is to rescue six wounded Knights. 
  All the Knights are in the same building along the 
  avenue—the WM should decide which building. 
  Being Extras, the Knights are Incapacitated and 
  play no part in the battle, even if given medical 
  attention.
  Locating the wounded requires the characters 
  to enter the correct building and spend time 
  searching. Searching the entire building take ﬁ ve 
  rounds, less one per additional character after 
  the ﬁ rst (to a minimum of one round). The group 
  begins on the map edge furthest away from the 
  avenue. When the mission begins, the Rephaim 
  have yet to enter the battleﬁ eld.
  On round three, a force of ten skeletons and 
  a Sinai Scout Vehicle enter along the western 
  avenue.
  On round ten, a Nazareth tank supported by 
  four zombies enters from the characters’ starting 
  positioning and heads up the center road toward 
  the avenue.
  Extracting each Knight from the building and 
  placing them in the APC takes four rounds if left 
  to a single character and two rounds if two char-
  acters cooperate. Interior damage to the building 
  prevents more than two characters carrying out a 
  wounded individual.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • The wounded Knights are actually split 
  into two groups in separate buildings along the 
  avenue. The WM should decide which buildings.
  • The characters ﬁ nd a group of wounded 
  Sergeants. Getting them out may be a moral 
  victory and earn the Knights some kudos, but it 
  does nothing to alter the victory conditions of the 
  mission.
  • Rephaim reinforcements arrive. Roll on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up.
  • The APC breaks down. A Repair roll at –4 can 
  be made each round to get it working again.
  AFTERMATH
  AFTERMATH
  Evacuating at least half the wounded Knights 
  to the allies’ starting position gives the group a 
  victory. They are assigned to non-frontline duties 
  for 3d6 weeks while the ﬁ ghting continues.
   SURVIVORS
  SURVIVORS
  This mission occurs if the group discovers the 
  document on the vampire in Storm the Suburbs 
  (page 113).
  BRIEFING
  BRIEFING
  Your unit is recalled to its starting posi-
  tion to receive new orders.
  The discovery of living captives has 
  caused some consternation back at ﬁ eld 
  command. We can’t allow them to be used 
  for some foul necromancy. Your team is 
  to prepare for immediate dust off. You’re 
  being dropped into the docks to liberate 
  those citizens. Once you retrieve them, 
  proceed to the nearest open terrain, secure 
  the position, and call in the dropship. I 
  know you people need a rest, but these 
  orders come from the top—and I mean 
  the top.
  Enemy Forces: The intelligence you’ve 
  gathered leads us to believe the prisoners 
  are only lightly guarded. They’ve been held 
  captives for four years and are unlikely to 
  put up much resistance to their captors. 
  There is a slim chance that one or more 
  captives may be puppets. Be on your 
  guard.
  
  117
  117
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
   Support: The only support we can 
  give you is the dropship. Use its ﬁ repower 
  wisely—we want these citizens out alive. 
  A Lance of Sergeants is on hand to assist 
  you.
  Equipment: Whatever you’re still car-
  rying.
  THE MISSION
  THE MISSION
  A group of 40 civilians are being held at the 
  docks as food for the vampires. The advancing 
  Church forces have forced the Rephaim to alter 
  their plans and the civilians are being moved to 
  the cathedral, where they will become zombies.
  Rather than trust mindless Rephaim to guard 
  the civilians, a squad of ten Dark Knights and a 
  Dark Knight Ofﬁ cer have been placed in command 
  of the transfer. Two guardian mummies—who 
  are there to intimidate the civilians—provide 
  additional support.
  The dropship skims low over the docks before 
  coming to a hover over a deserted street. As soon 
  as the characters disembark, it blasts off into the 
  cloud. During the ﬂ yby, the pilot calls the CO to 
  the ﬂ ight deck. The CO can see the prisoners 
  assembled outside a warehouse and surrounded 
  by guards. He can also see three APCs heading 
  down a side street toward the prisoners.
  The pilot is happy to conduct an air strike 
  against the APCs if asked, but not until he has 
  deposited the Knights on the round. Destroy-
  ing the APCs before engaging the ground forces 
  may lead to a massacre as the guards react to the 
  attack. Due to the cloud, the dropship has to 
  attack from just 100 yards (200”), leaving it open 
  to counterattack from the APCs’ autocannons.
  The APCs arrive 3d6 rounds after the group 
  begins their assault. As soon as shooting begins, 
  the civilians try to make a run toward the 
  Knights—the Dark Knights begin gunning them 
  down. If the APCs arrive during the battle, the 
  gunners begin hosing down the civilians while 
  another three Dark Knights disembark from each 
  vehicle.
  There is a suitable landing area for the drop-
  ship on the wharf—the dropship arrives 1d6 
  rounds after it is called. Surviving Dark Knights 
  harass the group throughout the withdrawal.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • 1d4 civilians are actually puppets. They 
  attempt to overpower the Sergeants during the 
  ﬁ ght and use their weapons on the Knights.
  • Rephaim patrol. Roll on the Rephaim Oppo-
  sition Table (page 105) to see what turns up.
  • The dropship is called away for an air strike 
  mission and does not arrive for 2d10 rounds after 
  it is called.
  AFTERMATH
  AFTERMATH
  If the group manages to rescue at least 25% of 
  the civilians they can claim a victory. Success gives 
  the allies a chance to strike out against a Dark 
  Conclave temple but does little to alter the raging 
  street battles. Failure likewise has no drastic con-
  sequences to the outcome of the war. The next 
  battle occurs 1d6 weeks after the rescue, during 
  which time the group is taken off the frontline for 
  other duties.
  117
  117
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
   Support: The only support we can 
  give you is the dropship. Use its ﬁ repower 
  wisely—we want these citizens out alive. 
  A Lance of Sergeants is on hand to assist 
  you.
  Equipment: Whatever you’re still car-
  rying.
  THE MISSION
  THE MISSION
  A group of 40 civilians are being held at the 
  docks as food for the vampires. The advancing 
  Church forces have forced the Rephaim to alter 
  their plans and the civilians are being moved to 
  the cathedral, where they will become zombies.
  Rather than trust mindless Rephaim to guard 
  the civilians, a squad of ten Dark Knights and a 
  Dark Knight Ofﬁ cer have been placed in command 
  of the transfer. Two guardian mummies—who 
  are there to intimidate the civilians—provide 
  additional support.
  The dropship skims low over the docks before 
  coming to a hover over a deserted street. As soon 
  as the characters disembark, it blasts off into the 
  cloud. During the ﬂ yby, the pilot calls the CO to 
  the ﬂ ight deck. The CO can see the prisoners 
  assembled outside a warehouse and surrounded 
  by guards. He can also see three APCs heading 
  down a side street toward the prisoners.
  The pilot is happy to conduct an air strike 
  against the APCs if asked, but not until he has 
  deposited the Knights on the round. Destroy-
  ing the APCs before engaging the ground forces 
  may lead to a massacre as the guards react to the 
  attack. Due to the cloud, the dropship has to 
  attack from just 100 yards (200”), leaving it open 
  to counterattack from the APCs’ autocannons.
  The APCs arrive 3d6 rounds after the group 
  begins their assault. As soon as shooting begins, 
  the civilians try to make a run toward the 
  Knights—the Dark Knights begin gunning them 
  down. If the APCs arrive during the battle, the 
  gunners begin hosing down the civilians while 
  another three Dark Knights disembark from each 
  vehicle.
  There is a suitable landing area for the drop-
  ship on the wharf—the dropship arrives 1d6 
  rounds after it is called. Surviving Dark Knights 
  harass the group throughout the withdrawal.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • 1d4 civilians are actually puppets. They 
  attempt to overpower the Sergeants during the 
  ﬁ ght and use their weapons on the Knights.
  • Rephaim patrol. Roll on the Rephaim Oppo-
  sition Table (page 105) to see what turns up.
  • The dropship is called away for an air strike 
  mission and does not arrive for 2d10 rounds after 
  it is called.
  AFTERMATH
  AFTERMATH
  If the group manages to rescue at least 25% of 
  the civilians they can claim a victory. Success gives 
  the allies a chance to strike out against a Dark 
  Conclave temple but does little to alter the raging 
  street battles. Failure likewise has no drastic con-
  sequences to the outcome of the war. The next 
  battle occurs 1d6 weeks after the rescue, during 
  which time the group is taken off the frontline for 
  other duties.
  
  118
  118
  NECROPOLIS 2350
  NECROPOLIS 2350
   THE DARK TEMPLE
  THE DARK TEMPLE
  The rescued civilians know the location of a 
  temple used by mummies to conduct ghastly 
  rites. Taking out the temple would seriously 
  hamper Rephaim creation within the area of 
  operations and might allow the Ordines’ to make 
  rapid advances toward the bridges.
  BRIEFING
  BRIEFING
  Seems those civilians you rescued pro-
  vided us with some valuable intelligence. 
  Several of them had been taken to a temple 
  and made to watch their comrades being 
  turned into guardian mummies. The 
  Pope’s orders to avoid excessive damage 
  to the city still stand, so we’re staging a 
  surprise raid.
  You’ll be dropped off nearby by an 
  Angel dropship. Once you’ve cleansed the 
  temple, get the Hell out of there and signal 
  the dropship to pick you up.
  Enemy Forces: You can expect at 
  least one mummy plus numerous guard-
  ian mummies. There may even be Dark 
  Knights serving him.
  Support: The dropship will provide air 
  cover should you need support. The street 
  ﬁ ghting is draining our manpower, so 
  you’re going in alone. 
  Equipment: You’ll be using microﬂ are 
  SMGs rather than ﬂ echette riﬂ es. Take 
  ten magazines each from the stores. One 
  ﬂ amethrower is issued to the unit.
  THE MISSION
  THE MISSION
  A mummy has set up a temple in the outer 
  city from where he animates corpses for use in 
  the Rephaim army. His headquarters is a former 
  church, now converted into a dark temple. The 
  air inside the temple is palpably evil—every char-
  acter entering must make a Guts check or suffer a 
  –1 penalty to all traits roll while inside.
  The church can only be reached by passing sev-
  eral residential structures. Ten Dark Knights are 
  barracked in the area—split them into ﬁ ve teams 
  of two. One team has a ﬂ echette MG. Reaching 
  the temple involves running a gauntlet of ﬁ re. 
  The Dark Knights aren’t stupid—any character 
  carrying a ﬂ amethrower or wearing Incinerator 
  armor becomes an instant target.
  Within the church are a greater mummy and 
  his four guardian mummy bodyguards. Although 
  he doesn’t use Weird Science, he doesn’t shy 
  away from using standard technology, and is in 
  radio contact with the Dark Knights outside.
  Reports of the ﬁ re ﬁ ght quickly reach his ears. 
  He positions two of his guardian mummies 
  behind pillars near the entrance and the other 
  two at the altar. He hides behind the altar, ready 
  to cast deﬂ ection on himself and then bolt spells 
  against viable targets.
  On the altar is a large tome entitled The Codex 
  of Souls. Written in blood on parchment made 
  from ﬂ ayed human skin, it goes into sickening 
  detail on how to create Rephaim and, more 
  importantly, on how to open a gateway to Hell.
  Handwritten marginal notes detail the experi-
  ments of Kaltharix the Mad. A ﬁ nal note gives 
  details of the liche’s plan to sacriﬁ ce masses of 
  humans to create a permanent portal to Hell.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  118
  118
  NECROPOLIS 2350
  NECROPOLIS 2350
   THE DARK TEMPLE
  THE DARK TEMPLE
  The rescued civilians know the location of a 
  temple used by mummies to conduct ghastly 
  rites. Taking out the temple would seriously 
  hamper Rephaim creation within the area of 
  operations and might allow the Ordines’ to make 
  rapid advances toward the bridges.
  BRIEFING
  BRIEFING
  Seems those civilians you rescued pro-
  vided us with some valuable intelligence. 
  Several of them had been taken to a temple 
  and made to watch their comrades being 
  turned into guardian mummies. The 
  Pope’s orders to avoid excessive damage 
  to the city still stand, so we’re staging a 
  surprise raid.
  You’ll be dropped off nearby by an 
  Angel dropship. Once you’ve cleansed the 
  temple, get the Hell out of there and signal 
  the dropship to pick you up.
  Enemy Forces: You can expect at 
  least one mummy plus numerous guard-
  ian mummies. There may even be Dark 
  Knights serving him.
  Support: The dropship will provide air 
  cover should you need support. The street 
  ﬁ ghting is draining our manpower, so 
  you’re going in alone. 
  Equipment: You’ll be using microﬂ are 
  SMGs rather than ﬂ echette riﬂ es. Take 
  ten magazines each from the stores. One 
  ﬂ amethrower is issued to the unit.
  THE MISSION
  THE MISSION
  A mummy has set up a temple in the outer 
  city from where he animates corpses for use in 
  the Rephaim army. His headquarters is a former 
  church, now converted into a dark temple. The 
  air inside the temple is palpably evil—every char-
  acter entering must make a Guts check or suffer a 
  –1 penalty to all traits roll while inside.
  The church can only be reached by passing sev-
  eral residential structures. Ten Dark Knights are 
  barracked in the area—split them into ﬁ ve teams 
  of two. One team has a ﬂ echette MG. Reaching 
  the temple involves running a gauntlet of ﬁ re. 
  The Dark Knights aren’t stupid—any character 
  carrying a ﬂ amethrower or wearing Incinerator 
  armor becomes an instant target.
  Within the church are a greater mummy and 
  his four guardian mummy bodyguards. Although 
  he doesn’t use Weird Science, he doesn’t shy 
  away from using standard technology, and is in 
  radio contact with the Dark Knights outside.
  Reports of the ﬁ re ﬁ ght quickly reach his ears. 
  He positions two of his guardian mummies 
  behind pillars near the entrance and the other 
  two at the altar. He hides behind the altar, ready 
  to cast deﬂ ection on himself and then bolt spells 
  against viable targets.
  On the altar is a large tome entitled The Codex 
  of Souls. Written in blood on parchment made 
  from ﬂ ayed human skin, it goes into sickening 
  detail on how to create Rephaim and, more 
  importantly, on how to open a gateway to Hell.
  Handwritten marginal notes detail the experi-
  ments of Kaltharix the Mad. A ﬁ nal note gives 
  details of the liche’s plan to sacriﬁ ce masses of 
  humans to create a permanent portal to Hell.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  
  119
  119
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  • A Lazarites Lance of four Knight Infantry and 
  two Infantry Support equipped with a tangle gun 
  have located the temple and are intent on cap-
  turing the mummy. They remind the characters 
  of their special prerogative to collect specimens 
  ahead of all other military objectives. If forced, 
  they attack the group.
  • One of the mummies is a former colleague 
  of the characters. Guts checks are subject to an 
  additional –2 penalty.
  • Somewhere higher up the chain of command 
  the decision is made to ignore the Pope’s decree 
  on minimal collateral damage. A Scourge bomber 
  napalms the area. Targets indoors are relatively 
  safe from the initial impact, but the building 
  catches ﬁ re.
  AFTERMATH
  AFTERMATH
  Destroying the mummy gives the group a 
  victory. The destruction of the temple also inter-
  rupts Rephaim creation in the area, allowing the 
  Sacri Ordines to sweep the streets clean with less 
  resistance than expected. Failure has no lasting 
  effect on the war—it just means the Knights have 
  to battle for every street.
   STREET BY STREET
  STREET BY STREET
  With the suburbs taken, the Militia Dei press 
  on into the outer city and to the very edge of the 
  river—beyond which lies the city center and the 
  cathedral.
  Important Note: From here on, every mission 
  takes place under the cloud generated by the 
  darkness generator. See page 128 for details of 
  lighting problems and Guts checks caused by the 
  cloud. Where multiple allies are involved, make a 
  group Guts roll for each Lance of infantry and/or 
  individual vehicle.
  BRIEFING
  BRIEFING
  The enemy put up a determined ﬁ ght, 
  but we’ve driven him out of the suburbs. 
  Our next objective is to reach the river 
  and secure the bridges. We need to drive 
  the Rephaim back through the outer parts 
  of the city without excessive collateral 
  damage. His Holiness wants New Buda-
  pest intact.
  The streets are likely to be mined and 
  blocked with barricades. Every house 
  could hold snipers or booby traps, so it’s a 
  slow process to clear them. Your orders are 
  to clear a block of ﬁ ve streets of all enemy 
  presence. To make it worse, from here on 
  you’ll be operating under the cloud that 
  covers New Budapest.
  Lighting will be poor and the aura it 
  emanates may cause you to suffer some 
  mild psychological problems. Good hunt-
  ing.
  Enemy Forces: Every enemy soldier we 
  pushed out of the suburbs is holed up this 
  side of the river. Combined with reinforce-
  ments from the central city, you can expect 
  a rough ride. Intelligence reports medium 
  and heavy tanks, as well as plenty of 
  infantry.
  Support: Due to the Pope’s edict, we 
  can’t provide much ﬁ re support. You can 
  call, but don’t expect a response unless 
  your position becomes untenable. How-
  ever, two Lances of Sergeants, four Judea 
  tanks, and two Calvary MBTs are avail-
  able.
  119
  119
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  • A Lazarites Lance of four Knight Infantry and 
  two Infantry Support equipped with a tangle gun 
  have located the temple and are intent on cap-
  turing the mummy. They remind the characters 
  of their special prerogative to collect specimens 
  ahead of all other military objectives. If forced, 
  they attack the group.
  • One of the mummies is a former colleague 
  of the characters. Guts checks are subject to an 
  additional –2 penalty.
  • Somewhere higher up the chain of command 
  the decision is made to ignore the Pope’s decree 
  on minimal collateral damage. A Scourge bomber 
  napalms the area. Targets indoors are relatively 
  safe from the initial impact, but the building 
  catches ﬁ re.
  AFTERMATH
  AFTERMATH
  Destroying the mummy gives the group a 
  victory. The destruction of the temple also inter-
  rupts Rephaim creation in the area, allowing the 
  Sacri Ordines to sweep the streets clean with less 
  resistance than expected. Failure has no lasting 
  effect on the war—it just means the Knights have 
  to battle for every street.
   STREET BY STREET
  STREET BY STREET
  With the suburbs taken, the Militia Dei press 
  on into the outer city and to the very edge of the 
  river—beyond which lies the city center and the 
  cathedral.
  Important Note: From here on, every mission 
  takes place under the cloud generated by the 
  darkness generator. See page 128 for details of 
  lighting problems and Guts checks caused by the 
  cloud. Where multiple allies are involved, make a 
  group Guts roll for each Lance of infantry and/or 
  individual vehicle.
  BRIEFING
  BRIEFING
  The enemy put up a determined ﬁ ght, 
  but we’ve driven him out of the suburbs. 
  Our next objective is to reach the river 
  and secure the bridges. We need to drive 
  the Rephaim back through the outer parts 
  of the city without excessive collateral 
  damage. His Holiness wants New Buda-
  pest intact.
  The streets are likely to be mined and 
  blocked with barricades. Every house 
  could hold snipers or booby traps, so it’s a 
  slow process to clear them. Your orders are 
  to clear a block of ﬁ ve streets of all enemy 
  presence. To make it worse, from here on 
  you’ll be operating under the cloud that 
  covers New Budapest.
  Lighting will be poor and the aura it 
  emanates may cause you to suffer some 
  mild psychological problems. Good hunt-
  ing.
  Enemy Forces: Every enemy soldier we 
  pushed out of the suburbs is holed up this 
  side of the river. Combined with reinforce-
  ments from the central city, you can expect 
  a rough ride. Intelligence reports medium 
  and heavy tanks, as well as plenty of 
  infantry.
  Support: Due to the Pope’s edict, we 
  can’t provide much ﬁ re support. You can 
  call, but don’t expect a response unless 
  your position becomes untenable. How-
  ever, two Lances of Sergeants, four Judea 
  tanks, and two Calvary MBTs are avail-
  able.
  
  120
  120
  NECROPOLIS 2350
  NECROPOLIS 2350
  Equipment: Load yourselves down with 
  plenty of ammo. Grenades are limited to 
  just three a piece.
  THE MISSION
  THE MISSION
  Unlike the suburbs, the outer city districts 
  have escaped with relatively little damage. The 
  Rephaim have erected barricades and laid mines, 
  but the houses are not booby-trapped. Each bar-
  ricade has Toughness 15(4)—the mineﬁ elds are 
  heavy density mixed ﬁ elds (no corpse mines) 
  but not concealed. They are meant to slow down 
  advancing forces, leaving them open to attack 
  from concealed ground forces.
  The streets are lined with rows of four-story 
  buildings on both sides, linked by small side 
  roads. Derelict cars line both sides, leaving only 
  a narrow channel through which non-grav-lift 
  tanks can traverse easily.
  The Rephaim have built strong defenses 
  around the streets leading to the bridges in order 
  to protect their own supply lines. A force of 20 
  zombies, 20 skeletons, four exploding corpses, 
  and two vampires are spread out among the 
  buildings (WM to place as he sees ﬁ t).
  In addition, three captured Judea medium 
  tanks, one Golgotha MBT, and two Jericho can-
  nons—all crewed by Dark Knights—provide 
  heavy support. A pair of ﬂ echette MGs carried by 
  skeletons provides light support.
  This is the largest battle of the campaign so 
  far and should be a real test of your players’ 
  resourcefulness and tactical ability.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • A Calvary MBT suffers a grav-lift failure. While 
  it can still provide ﬁ re support throughout the 
  mission it can’t move.
  • Rephaim reinforcements. Roll twice on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up. Reinforcements always arrive in 
  the center street.
  • One of the allied tank commanders panics 
  and calls in artillery. Unused to doing so, he calls 
  it in on his position. Roll the Delay Die and then 
  begin dropping Basilica shells on the area until 
  the Bingo Die comes up 1 or the CO contacts the 
  artillery and cancels the order.
  AFTERMATH
  AFTERMATH
  Every Rephaim must be destroyed with no 
  more than 50% casualties to the group to claim 
  victory. Enemy counterattacks continue for many 
  weeks, but the group is pulled out of combat and 
  sent on other duties while fresh troops take their 
  place. Until they reach Veteran rank they remain 
  off the frontline.
  Excessive losses at this critical juncture cannot 
  be borne by the Sacri Ordines, who are desperate 
  to reach the bridges and cut off enemy reinforce-
  ments.
   A BRIDGE TOO FAR
  A BRIDGE TOO FAR
  With the outer city ﬁ nally recaptured, the Sacri 
  Ordines begin advancing men and materiel into 
  the area. After their “rest” period, the unit is 
  recalled to New Budapest. The time has come to 
  advance on the bridges—the only route for get-
  ting heavy tanks into the city.
  120
  120
  NECROPOLIS 2350
  NECROPOLIS 2350
  Equipment: Load yourselves down with 
  plenty of ammo. Grenades are limited to 
  just three a piece.
  THE MISSION
  THE MISSION
  Unlike the suburbs, the outer city districts 
  have escaped with relatively little damage. The 
  Rephaim have erected barricades and laid mines, 
  but the houses are not booby-trapped. Each bar-
  ricade has Toughness 15(4)—the mineﬁ elds are 
  heavy density mixed ﬁ elds (no corpse mines) 
  but not concealed. They are meant to slow down 
  advancing forces, leaving them open to attack 
  from concealed ground forces.
  The streets are lined with rows of four-story 
  buildings on both sides, linked by small side 
  roads. Derelict cars line both sides, leaving only 
  a narrow channel through which non-grav-lift 
  tanks can traverse easily.
  The Rephaim have built strong defenses 
  around the streets leading to the bridges in order 
  to protect their own supply lines. A force of 20 
  zombies, 20 skeletons, four exploding corpses, 
  and two vampires are spread out among the 
  buildings (WM to place as he sees ﬁ t).
  In addition, three captured Judea medium 
  tanks, one Golgotha MBT, and two Jericho can-
  nons—all crewed by Dark Knights—provide 
  heavy support. A pair of ﬂ echette MGs carried by 
  skeletons provides light support.
  This is the largest battle of the campaign so 
  far and should be a real test of your players’ 
  resourcefulness and tactical ability.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • A Calvary MBT suffers a grav-lift failure. While 
  it can still provide ﬁ re support throughout the 
  mission it can’t move.
  • Rephaim reinforcements. Roll twice on the 
  Rephaim Opposition Table (page 105) to see 
  what turns up. Reinforcements always arrive in 
  the center street.
  • One of the allied tank commanders panics 
  and calls in artillery. Unused to doing so, he calls 
  it in on his position. Roll the Delay Die and then 
  begin dropping Basilica shells on the area until 
  the Bingo Die comes up 1 or the CO contacts the 
  artillery and cancels the order.
  AFTERMATH
  AFTERMATH
  Every Rephaim must be destroyed with no 
  more than 50% casualties to the group to claim 
  victory. Enemy counterattacks continue for many 
  weeks, but the group is pulled out of combat and 
  sent on other duties while fresh troops take their 
  place. Until they reach Veteran rank they remain 
  off the frontline.
  Excessive losses at this critical juncture cannot 
  be borne by the Sacri Ordines, who are desperate 
  to reach the bridges and cut off enemy reinforce-
  ments.
   A BRIDGE TOO FAR
  A BRIDGE TOO FAR
  With the outer city ﬁ nally recaptured, the Sacri 
  Ordines begin advancing men and materiel into 
  the area. After their “rest” period, the unit is 
  recalled to New Budapest. The time has come to 
  advance on the bridges—the only route for get-
  ting heavy tanks into the city.
  
  121
  121
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  BRIEFING
  BRIEFING
  Good to have you back. Since you left 
  we’ve been ﬁ ghting off continual counter-
  attacks. The area between here and the 
  bridges is heavily defended. We can’t get 
  close enough to assault the bridges and 
  until we capture them the enemy can 
  keep reinforcing. The streets are becoming 
  bottlenecks for our tanks and the Pope 
  still refuses to give us permission to ﬂ at-
  ten the area.
  So long as the enemy holds those 
  bridges, we can’t push forward. We’re 
  making another attempt on the bridges 
  and you’re taking part. While allied units 
  push toward the bridge from our side 
  we’re launching small airborne raids 
  against the near side of the bridges. You’ve 
  been assigned to secure and hold our side 
  of the nearest bridge.
  In order to guarantee at least one suc-
  cessful drop, each Lance is being assigned 
  it’s own dropship. The ﬂ ight in is going to 
  be at extremely low-level. Expect heavy 
  enemy ﬁ re. If you’re successful, pop some 
  purple ﬂ ares and we’ll send reinforce-
  ments to secure the area.
  Enemy Forces: We don’t know how 
  many infantry there are but there’s a lot 
  of heavy ﬁ repower. Last reports indicate 
  tanks on both banks.
  Support: We can’t risk an artillery bar-
  rage in case we damage the bridge and 
  the cloud prevents accurate air strikes. 
  However, we’ll have a Scourge bomber 
  ready—just pray you’re not in the area 
  when it attacks. Two Lances of Knights 
  and three Lances of Sergeants are accom-
  panying you.
  Equipment: Grab whatever you can 
  carry from the stores. Grenades and LAWs 
  would be advisable.
  THE MISSION
  THE MISSION
  The extra Knights are two infantry Lances, each 
  comprising four Knight Infantry and two Infantry 
  Support troops armed with ﬂ amethrowers.
  The western side of the bridge the group has 
  been assigned to capture is well-defended. A 
  series of wooden bunkers and sandbag emplace-
  ments provide cover to 40 zombies, two Judea 
  tanks, two Megiddo rotary mortars, and two 
  25mm SBACs. Each bunker has a ﬂ echette MG. 
  Airborne troops in the 24th century don’t use 
  parachutes—they use grav belts. Grav belts are 
  not true grav-lift devices, in that they don’t allow 
  for upward movement—the wearer freefalls until 
  within a few dozen feet of the ground, when the 
  grav belt automatically activates and slows the 
  fall. High g-forces are involved and misuse can 
  result in severe bruising.
  The dropships come under autocannon ﬁ re 
  as they near the drop zone—roll four attacks at 
  Medium Range against the group’s dropship and 
  apply damage normally. Don’t bother rolling for 
  the allies’ dropships. If you want to destroy one, 
  check Tactical Problems below.
  If the dropship makes it through without seri-
  ous harm have each character pick a designated 
  landing zone for his soldier as he jumps out. Hand 
  out Initiative cards—the ﬁ ght has begun! Falling 
  characters may be targeted by ground forces at –1 
  penalty to Shooting rolls.
  Characters in freefall may take actions as 
  normal, but suffer a multi action penalty to their 
  Agility roll to land. To land, each character must 
  then make an Agility roll—remembering any 
  encumbrance penalties—to see if he lands on the 
  right spot. With a success, the soldier lands where 
  he planned but his turn ends. A raise allows him 
  to act as normal. With a failure, he drifts 1d6” in 
  a d12 direction and becomes Shaken from the 
  g-force. A critical failure results in a 2d6” drift 
  and the character becomes Shaken and suffers a 
  Fatigue level.
  Should the dropship be badly damaged—WM’s 
  call based on any critical hits it suffers—the troops 
  must bail out early. The Agility roll suffers a –2 
  penalty and all drift distance is doubled.
  Each Lance of allies must pick a single landing 
  site. Make a separate group Agility roll for each 
  Lance. Any drifting affects the entire Lance. Allies 
  land adjacent to each other.
  Characters falling in the river must make a 
  Swimming roll to reach the bank and a Climbing 
  roll to scale the wall. Until they do, they play no 
  part in the mission.
  121
  121
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  BRIEFING
  BRIEFING
  Good to have you back. Since you left 
  we’ve been ﬁ ghting off continual counter-
  attacks. The area between here and the 
  bridges is heavily defended. We can’t get 
  close enough to assault the bridges and 
  until we capture them the enemy can 
  keep reinforcing. The streets are becoming 
  bottlenecks for our tanks and the Pope 
  still refuses to give us permission to ﬂ at-
  ten the area.
  So long as the enemy holds those 
  bridges, we can’t push forward. We’re 
  making another attempt on the bridges 
  and you’re taking part. While allied units 
  push toward the bridge from our side 
  we’re launching small airborne raids 
  against the near side of the bridges. You’ve 
  been assigned to secure and hold our side 
  of the nearest bridge.
  In order to guarantee at least one suc-
  cessful drop, each Lance is being assigned 
  it’s own dropship. The ﬂ ight in is going to 
  be at extremely low-level. Expect heavy 
  enemy ﬁ re. If you’re successful, pop some 
  purple ﬂ ares and we’ll send reinforce-
  ments to secure the area.
  Enemy Forces: We don’t know how 
  many infantry there are but there’s a lot 
  of heavy ﬁ repower. Last reports indicate 
  tanks on both banks.
  Support: We can’t risk an artillery bar-
  rage in case we damage the bridge and 
  the cloud prevents accurate air strikes. 
  However, we’ll have a Scourge bomber 
  ready—just pray you’re not in the area 
  when it attacks. Two Lances of Knights 
  and three Lances of Sergeants are accom-
  panying you.
  Equipment: Grab whatever you can 
  carry from the stores. Grenades and LAWs 
  would be advisable.
  THE MISSION
  THE MISSION
  The extra Knights are two infantry Lances, each 
  comprising four Knight Infantry and two Infantry 
  Support troops armed with ﬂ amethrowers.
  The western side of the bridge the group has 
  been assigned to capture is well-defended. A 
  series of wooden bunkers and sandbag emplace-
  ments provide cover to 40 zombies, two Judea 
  tanks, two Megiddo rotary mortars, and two 
  25mm SBACs. Each bunker has a ﬂ echette MG. 
  Airborne troops in the 24th century don’t use 
  parachutes—they use grav belts. Grav belts are 
  not true grav-lift devices, in that they don’t allow 
  for upward movement—the wearer freefalls until 
  within a few dozen feet of the ground, when the 
  grav belt automatically activates and slows the 
  fall. High g-forces are involved and misuse can 
  result in severe bruising.
  The dropships come under autocannon ﬁ re 
  as they near the drop zone—roll four attacks at 
  Medium Range against the group’s dropship and 
  apply damage normally. Don’t bother rolling for 
  the allies’ dropships. If you want to destroy one, 
  check Tactical Problems below.
  If the dropship makes it through without seri-
  ous harm have each character pick a designated 
  landing zone for his soldier as he jumps out. Hand 
  out Initiative cards—the ﬁ ght has begun! Falling 
  characters may be targeted by ground forces at –1 
  penalty to Shooting rolls.
  Characters in freefall may take actions as 
  normal, but suffer a multi action penalty to their 
  Agility roll to land. To land, each character must 
  then make an Agility roll—remembering any 
  encumbrance penalties—to see if he lands on the 
  right spot. With a success, the soldier lands where 
  he planned but his turn ends. A raise allows him 
  to act as normal. With a failure, he drifts 1d6” in 
  a d12 direction and becomes Shaken from the 
  g-force. A critical failure results in a 2d6” drift 
  and the character becomes Shaken and suffers a 
  Fatigue level.
  Should the dropship be badly damaged—WM’s 
  call based on any critical hits it suffers—the troops 
  must bail out early. The Agility roll suffers a –2 
  penalty and all drift distance is doubled.
  Each Lance of allies must pick a single landing 
  site. Make a separate group Agility roll for each 
  Lance. Any drifting affects the entire Lance. Allies 
  land adjacent to each other.
  Characters falling in the river must make a 
  Swimming roll to reach the bank and a Climbing 
  roll to scale the wall. Until they do, they play no 
  part in the mission.
  
  122
  122
  NECROPOLIS 2350
  NECROPOLIS 2350
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Rephaim reinforcements. Roll on the Rephaim 
  Opposition Table (page 105) to see what comes 
  over the bridge.
  • The dropships come in too fast—only three 
  of them can deploy their troops this round (CO’s 
  choice). It takes 1d3 rounds to get the dropships 
  back in position for a second deployment.
  • One of the dropships is destroyed along with 
  an entire Lance of Sergeants or Knights (WM’s 
  call).
  AFTERMATH
  AFTERMATH
  In order to claim victory, every Rephaim within 
  the area must be destroyed. Success cuts off 
  Rephaim reinforcements to the outer city and 
  allows the Ordines to trap the Rephaim still in 
  the outer districts. The unit is removed from the 
  frontline for 3d6 weeks.
  Failure leaves the bridges ﬁ rmly in enemy 
  hands and prompts a desperate assault only 1d6 
  days later.
   AIRBORNE ASSAULT
  AIRBORNE ASSAULT
  The small airborne raids failed to achieve the 
  desired results, so the brass has ordered a full 
  airborne assault against the bridges.
  BRIEFING
  BRIEFING
  We now ﬁ nd ourselves on the brink 
  of defeat. The airborne raids achieved 
  nothing and cost us valuable lives. High 
  command has ordered a simultaneous 
  full airborne assault on both sides of the 
  river. Yep, we’re dropping 20,000 men into 
  the enemy’s territory.
  Take out the bridge defenses and dig 
  in. You’ll have no support until we can 
  get heavy armor across the bridges. While 
  the bridges are being contested the rest 
  of the Ordo is launching a total offensive 
  against the river. This is the make or break 
  attack.
  Enemy Forces: Pretty much the same 
  as before. There’s also a slight risk of 
  artillery strikes. The enemy won’t want us 
  grabbing the bridges.
  Support: Light mortars only.
  Equipment: Be prepared to hold off 
  several counterattacks.
  THE MISSION
  THE MISSION
  As dawn breaks over the suburbs, the sky is 
  ﬁ lled with hundreds of dropships blasting into the 
  cloud over the inner city. The sound is deafening. 
  The atmosphere inside the dropships is a buzz 
  of excitement, fear, and anticipation. Soldiers 
  check and recheck their guns, say prayers, look 
  at photos of loved ones, and mentally prepare for 
  what lies ahead of them.
  Only minutes after lift off the rear ramps open 
  and the troops line up ready to jump out into the 
  heart of New Budapest. Autocannon ﬁ re lights 
  up the sky and ﬂ echettes and shrapnel ricochet 
  off the armored hull. Somewhere to the right 
  a dropship explodes, showering its neighbors 
  with burning debris. The light goes from red to 
  green—time to jump!
  This mission is handled as a Mass Battle, involv-
  ing thousands of allied troops being dropped on 
  the central city. The group’s CO should roll the 
  allied commander’s Knowledge (Battle) rolls.
  Tokens: The Rephaim defenders on and 
  around the characters’ designated bridge amount 
  to 5,000 corpses. The characters’ Sacer Ordo 
  drops a total of 10,000 men. The Knights receive 
  10 tokens, the Rephaim get 7 due to their +25% 
  bonus.
  Fire Support: Due to the dispersed airdrop, 
  the Church cannot use its heavy artillery. Light 
  mortars provide a +1 bonus. The Rephaim use 
  medium artillery support and gain +2.
  Terrain: Both forces are using the surround-
  ing buildings and so gain no advantage.
  Special: Twice during the battle, the Rephaim 
  artillery ﬁ res special rounds which disperse 
  corpse reanimation gas similar to Lazarus packs. 
  They can take one of the Knights’ casualty tokens 
  and add it to their own active pile.
  Commander’s Skill: The Rephaim commander 
  has a d8, whereas the Church’s commander has 
  a d10.
  122
  122
  NECROPOLIS 2350
  NECROPOLIS 2350
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Rephaim reinforcements. Roll on the Rephaim 
  Opposition Table (page 105) to see what comes 
  over the bridge.
  • The dropships come in too fast—only three 
  of them can deploy their troops this round (CO’s 
  choice). It takes 1d3 rounds to get the dropships 
  back in position for a second deployment.
  • One of the dropships is destroyed along with 
  an entire Lance of Sergeants or Knights (WM’s 
  call).
  AFTERMATH
  AFTERMATH
  In order to claim victory, every Rephaim within 
  the area must be destroyed. Success cuts off 
  Rephaim reinforcements to the outer city and 
  allows the Ordines to trap the Rephaim still in 
  the outer districts. The unit is removed from the 
  frontline for 3d6 weeks.
  Failure leaves the bridges ﬁ rmly in enemy 
  hands and prompts a desperate assault only 1d6 
  days later.
   AIRBORNE ASSAULT
  AIRBORNE ASSAULT
  The small airborne raids failed to achieve the 
  desired results, so the brass has ordered a full 
  airborne assault against the bridges.
  BRIEFING
  BRIEFING
  We now ﬁ nd ourselves on the brink 
  of defeat. The airborne raids achieved 
  nothing and cost us valuable lives. High 
  command has ordered a simultaneous 
  full airborne assault on both sides of the 
  river. Yep, we’re dropping 20,000 men into 
  the enemy’s territory.
  Take out the bridge defenses and dig 
  in. You’ll have no support until we can 
  get heavy armor across the bridges. While 
  the bridges are being contested the rest 
  of the Ordo is launching a total offensive 
  against the river. This is the make or break 
  attack.
  Enemy Forces: Pretty much the same 
  as before. There’s also a slight risk of 
  artillery strikes. The enemy won’t want us 
  grabbing the bridges.
  Support: Light mortars only.
  Equipment: Be prepared to hold off 
  several counterattacks.
  THE MISSION
  THE MISSION
  As dawn breaks over the suburbs, the sky is 
  ﬁ lled with hundreds of dropships blasting into the 
  cloud over the inner city. The sound is deafening. 
  The atmosphere inside the dropships is a buzz 
  of excitement, fear, and anticipation. Soldiers 
  check and recheck their guns, say prayers, look 
  at photos of loved ones, and mentally prepare for 
  what lies ahead of them.
  Only minutes after lift off the rear ramps open 
  and the troops line up ready to jump out into the 
  heart of New Budapest. Autocannon ﬁ re lights 
  up the sky and ﬂ echettes and shrapnel ricochet 
  off the armored hull. Somewhere to the right 
  a dropship explodes, showering its neighbors 
  with burning debris. The light goes from red to 
  green—time to jump!
  This mission is handled as a Mass Battle, involv-
  ing thousands of allied troops being dropped on 
  the central city. The group’s CO should roll the 
  allied commander’s Knowledge (Battle) rolls.
  Tokens: The Rephaim defenders on and 
  around the characters’ designated bridge amount 
  to 5,000 corpses. The characters’ Sacer Ordo 
  drops a total of 10,000 men. The Knights receive 
  10 tokens, the Rephaim get 7 due to their +25% 
  bonus.
  Fire Support: Due to the dispersed airdrop, 
  the Church cannot use its heavy artillery. Light 
  mortars provide a +1 bonus. The Rephaim use 
  medium artillery support and gain +2.
  Terrain: Both forces are using the surround-
  ing buildings and so gain no advantage.
  Special: Twice during the battle, the Rephaim 
  artillery ﬁ res special rounds which disperse 
  corpse reanimation gas similar to Lazarus packs. 
  They can take one of the Knights’ casualty tokens 
  and add it to their own active pile.
  Commander’s Skill: The Rephaim commander 
  has a d8, whereas the Church’s commander has 
  a d10.
  
  123
  123
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  MORALE MODIFIERS
  MORALE MODIFIERS
  The following morale modiﬁ ers apply during 
  this battle.
  –1 For each token lost.
  –1 Knights operating under clouds from a 
  darkness generator.
  +2 If the Knights are Impalers or Incinera-
  tors.
  +2 The Knights cannot retreat.
  +2 The Rephaim force is 75% mindless and 
  fearless.
  AFTERMATH
  AFTERMATH
  If the Ordines win, they secure the bridges and 
  the surrounding area, and advance their armor 
  into the inner city to form a bridgehead. The unit 
  is removed from the frontline and shipped back 
  to the Iron Belt for 3d6 weeks.
  Should the group fail, proceed straight to the 
  next mission.
   BACK TO THE RIVER
  BACK TO THE RIVER
  The Sacri Ordines have failed to hold the 
  bridges. The enemy counterattack has isolated 
  numerous pockets of allied soldiers, who must 
  now try to protect themselves until reinforce-
  ments capture the bridges.
  BRIEFING
  BRIEFING
  Our worst fears have been realized. We 
  failed to take the bridges and hold them. 
  Allied units are almost at the other side 
  of the bridges, but we’re cut off in hostile 
  territory. Our aim is to get back to the 
  bridges and form a last stand until the 
  armor gets here. We have nowhere else to 
  run. This is a ﬁ ght to the death. 
  Enemy Forces: The enemy doesn’t 
  know where all our pockets are, so they 
  probably won’t use artillery. Expect tanks 
  and infantry, however.
  Support: Your pocket consists of your-
  selves, two Lances of Knight Infantry, 
  and two Lances of Sergeants. You can try 
  calling for ﬁ re support, but we don’t know 
  what’s available.
  Equipment: Half the starting regular 
  ammo plus two Levant mortars with ﬁ ve 
  HE shells, three LAWs, and a Dove AT–1 
  with two warheads.
  THE MISSION
  THE MISSION
  The allied Knights are all Knight Infantry. All 
  allied Lances have Low ammo levels.
  Following the abortive airborne assault, the 
  characters ﬁ nd themselves among a small group 
  of fellow survivors. Place the characters at one 
  end of the map—the bridge lies at the other end 
  of the long, wide street. In order to achieve vic-
  tory, the characters must reach the far side of the 
  map. Many of the buildings bordering the street 
  suffered damage during the assault—rubble areas 
  count as Difﬁ cult Terrain.
  The initial Rephaim force begins at the bridge 
  end of the map and advances toward the charac-
  ters. It comprises 30 zombies, two vampires, and 
  two Nazareth tanks crewed by skeletons. They 
  have no infantry support weapons. On round 
  six, a second Rephaim force arrives on the map 
  at the end the characters started from. This force 
  comprises 20 zombies and a Judea tank crewed 
  by skeletons, again with no infantry support 
  weapons. They advance toward the bridge.
  123
  123
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  MORALE MODIFIERS
  MORALE MODIFIERS
  The following morale modiﬁ ers apply during 
  this battle.
  –1 For each token lost.
  –1 Knights operating under clouds from a 
  darkness generator.
  +2 If the Knights are Impalers or Incinera-
  tors.
  +2 The Knights cannot retreat.
  +2 The Rephaim force is 75% mindless and 
  fearless.
  AFTERMATH
  AFTERMATH
  If the Ordines win, they secure the bridges and 
  the surrounding area, and advance their armor 
  into the inner city to form a bridgehead. The unit 
  is removed from the frontline and shipped back 
  to the Iron Belt for 3d6 weeks.
  Should the group fail, proceed straight to the 
  next mission.
   BACK TO THE RIVER
  BACK TO THE RIVER
  The Sacri Ordines have failed to hold the 
  bridges. The enemy counterattack has isolated 
  numerous pockets of allied soldiers, who must 
  now try to protect themselves until reinforce-
  ments capture the bridges.
  BRIEFING
  BRIEFING
  Our worst fears have been realized. We 
  failed to take the bridges and hold them. 
  Allied units are almost at the other side 
  of the bridges, but we’re cut off in hostile 
  territory. Our aim is to get back to the 
  bridges and form a last stand until the 
  armor gets here. We have nowhere else to 
  run. This is a ﬁ ght to the death. 
  Enemy Forces: The enemy doesn’t 
  know where all our pockets are, so they 
  probably won’t use artillery. Expect tanks 
  and infantry, however.
  Support: Your pocket consists of your-
  selves, two Lances of Knight Infantry, 
  and two Lances of Sergeants. You can try 
  calling for ﬁ re support, but we don’t know 
  what’s available.
  Equipment: Half the starting regular 
  ammo plus two Levant mortars with ﬁ ve 
  HE shells, three LAWs, and a Dove AT–1 
  with two warheads.
  THE MISSION
  THE MISSION
  The allied Knights are all Knight Infantry. All 
  allied Lances have Low ammo levels.
  Following the abortive airborne assault, the 
  characters ﬁ nd themselves among a small group 
  of fellow survivors. Place the characters at one 
  end of the map—the bridge lies at the other end 
  of the long, wide street. In order to achieve vic-
  tory, the characters must reach the far side of the 
  map. Many of the buildings bordering the street 
  suffered damage during the assault—rubble areas 
  count as Difﬁ cult Terrain.
  The initial Rephaim force begins at the bridge 
  end of the map and advances toward the charac-
  ters. It comprises 30 zombies, two vampires, and 
  two Nazareth tanks crewed by skeletons. They 
  have no infantry support weapons. On round 
  six, a second Rephaim force arrives on the map 
  at the end the characters started from. This force 
  comprises 20 zombies and a Judea tank crewed 
  by skeletons, again with no infantry support 
  weapons. They advance toward the bridge.
  
  124
  124
  NECROPOLIS 2350
  NECROPOLIS 2350
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the mission.
  • One Lance of allies runs out of ammo, leaving 
  them no choice but to engage in melee combat.
  • In a bid to clear the far side of the river, the 
  Sacri Ordines use artillery. The characters receive 
  1d3 rounds’ warning over the radio to vacate the 
  central area. Conduct a Goliath artillery strike, 
  using the center of the map as the target.
  AFTERMATH
  AFTERMATH
  To secure victory, the group must fend off all 
  attacks and suffer no more than 50% casualties. If 
  they succeed, they link up with other allied units 
  and mount a defense. The assault on the bridges 
  is successful and armor begins to move across to 
  reinforce the characters.
  While the bridgehead is being secured, the 
  group returns to the Preceptory for 1d6+3 
  weeks.
   ARTILLERY
  ARTILLERY
  Allied forces now surround the central city on 
  both sides, but artillery shells ﬁ ring reanimation 
  gas threaten to create an army of fresh Rephaim 
  behind enemy lines.
  BRIEFING
  BRIEFING
  Successful attacks on both ﬂ anks of the 
  central city have given us an iron grip. 
  I’d like to say that all that’s left is the big 
  push on the cathedral, but we have a seri-
  ous problem.
  The Rephaim have developed a new 
  weapon—an artillery shell capable of 
  dispersing some sort of reanimant gas. 
  They’re shelling our rear positions, which 
  are now crawling with fresh corpses. The 
  forward advance has stalled while we 
  mop up rear areas and secure our lines. 
  Several dozen artillery sites have been 
  spotted and we need them taken out. We 
  can’t guarantee counter artillery will be 
  successful against SPAs, so we have to send 
  in ground troops.
  Enemy Forces: The artillery you’ve 
  been assigned to destroy is protected by 
  members of the Ordo Tenebrae, better 
  known as Dark Knights. Remind these 
  traitors what happens to those who fall 
  from grace. Machinegun emplacements 
  have been spotted, so go careful.
  Support: As usual, air support is down 
  due to the cloud but we have various artil-
  lery pieces on call. You’ll be going in with 
  two Lances of Sergeants in two Prophet 
  APCs.
  Equipment: Rockets and missiles are 
  your number one priority. We need the 
  artillery and the ammo stockpiles neu-
  tralized quickly.
  THE MISSION
  THE MISSION
  En route to the target, the group encounters a 
  Rephaim patrol. Roll randomly on the Rephaim 
  Opposition Table (page 105) to see what they 
  encounter. The patrol is in a narrow street and 
  while not in a defensive position, hears the 
  approaching APCs in time to avoid being sur-
  prised.
  124
  124
  NECROPOLIS 2350
  NECROPOLIS 2350
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the mission.
  • One Lance of allies runs out of ammo, leaving 
  them no choice but to engage in melee combat.
  • In a bid to clear the far side of the river, the 
  Sacri Ordines use artillery. The characters receive 
  1d3 rounds’ warning over the radio to vacate the 
  central area. Conduct a Goliath artillery strike, 
  using the center of the map as the target.
  AFTERMATH
  AFTERMATH
  To secure victory, the group must fend off all 
  attacks and suffer no more than 50% casualties. If 
  they succeed, they link up with other allied units 
  and mount a defense. The assault on the bridges 
  is successful and armor begins to move across to 
  reinforce the characters.
  While the bridgehead is being secured, the 
  group returns to the Preceptory for 1d6+3 
  weeks.
   ARTILLERY
  ARTILLERY
  Allied forces now surround the central city on 
  both sides, but artillery shells ﬁ ring reanimation 
  gas threaten to create an army of fresh Rephaim 
  behind enemy lines.
  BRIEFING
  BRIEFING
  Successful attacks on both ﬂ anks of the 
  central city have given us an iron grip. 
  I’d like to say that all that’s left is the big 
  push on the cathedral, but we have a seri-
  ous problem.
  The Rephaim have developed a new 
  weapon—an artillery shell capable of 
  dispersing some sort of reanimant gas. 
  They’re shelling our rear positions, which 
  are now crawling with fresh corpses. The 
  forward advance has stalled while we 
  mop up rear areas and secure our lines. 
  Several dozen artillery sites have been 
  spotted and we need them taken out. We 
  can’t guarantee counter artillery will be 
  successful against SPAs, so we have to send 
  in ground troops.
  Enemy Forces: The artillery you’ve 
  been assigned to destroy is protected by 
  members of the Ordo Tenebrae, better 
  known as Dark Knights. Remind these 
  traitors what happens to those who fall 
  from grace. Machinegun emplacements 
  have been spotted, so go careful.
  Support: As usual, air support is down 
  due to the cloud but we have various artil-
  lery pieces on call. You’ll be going in with 
  two Lances of Sergeants in two Prophet 
  APCs.
  Equipment: Rockets and missiles are 
  your number one priority. We need the 
  artillery and the ammo stockpiles neu-
  tralized quickly.
  THE MISSION
  THE MISSION
  En route to the target, the group encounters a 
  Rephaim patrol. Roll randomly on the Rephaim 
  Opposition Table (page 105) to see what they 
  encounter. The patrol is in a narrow street and 
  while not in a defensive position, hears the 
  approaching APCs in time to avoid being sur-
  prised.
  
  125
  125
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Use any street map from a previous adven-
  ture—the group starts at one end, the Rephaim 
  are at the other.
  The artillery is located in a wooded park with 
  buildings on one side. Two Dark Knights armed 
  with a ﬂ echette MG man each emplacement, while 
  six more are entrenched around the artillery. The 
  trenches can be used as Heavy Cover (–4). The 
  artillery pieces are Bombard SPAs crewed by Dark 
  Knights. The drivers are currently helping with 
  the loading of shells—when ﬁ ring starts they try 
  to evacuate the SPAs. Doing so requires three 
  complete rounds.
  The wooden shack houses a Dark Knight ofﬁ -
  cer and two Dark Knight guards. Parked at the 
  back of the site is a Prophet APC crammed full 
  of gas shells. As soon as ﬁ ring starts, the ofﬁ cer 
  attempts to reach the APC and drive it to safety 
  (i.e. anywhere off the map).
  The surrounding buildings give a good view 
  of only half the artillery pieces—if the group is to 
  succeed, they must advance into the park before 
  the SPA crews react and drive off. Once a single 
  SPA leaves the map the mission is a failure—but 
  don’t tell the player just yet.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • An overzealous Deliverance bomber crew 
  drops their payload on the site while the group is 
  engaged in ﬁ ghting.
  • Rephaim reinforcements. Roll on the Rephaim 
  Opposition Table (page 105). The reinforcements 
  enter from the top edge of the map.
  AFTERMATH
  AFTERMATH
  Successfully destroying all the artillery pieces 
  and the stockpiled shells, regardless of allied 
  losses, secures a victory. While the mopping up 
  of rear areas continues, the group is taken out of 
  the frontline until at least half the members reach 
  Heroic rank.
  If the group fail, the situation in the rear 
  becomes critical as fresh corpses hamper supply 
  lines and ambush fresh units heading to the 
  frontline. Run the next adventure 2d6 hours after 
  the group returns from the Artillery operation.
   SURROUNDED
  SURROUNDED
  Too many artillery pieces survived the raids. 
  Rephaim are now threatening to encircle the 
  allied forces in the central city.
  BRIEFING
  BRIEFING
  Those artillery shells caused countless 
  thousands of our former colleagues to 
  rise up behind and among us. They’ve 
  captured materiel, cut off supply lines, 
  and retaken the bridgeheads. We’re now 
  isolated and the situation looks grim. We 
  can’t push forward without more support 
  and we can’t go back without giving up 
  our positions.
  Reinforcements are heading our way 
  from the outer perimeter of the city, but in 
  doing so we’re leaving ourselves thin on 
  the ground. If we can’t reestablish supply 
  lines quickly we’re in danger of losing this 
  war.
  We have to hold out here against what-
  ever they throw at us and forget about the 
  situation in the rear. Dig in and prepare 
  for a ﬁ ght.
  125
  125
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Use any street map from a previous adven-
  ture—the group starts at one end, the Rephaim 
  are at the other.
  The artillery is located in a wooded park with 
  buildings on one side. Two Dark Knights armed 
  with a ﬂ echette MG man each emplacement, while 
  six more are entrenched around the artillery. The 
  trenches can be used as Heavy Cover (–4). The 
  artillery pieces are Bombard SPAs crewed by Dark 
  Knights. The drivers are currently helping with 
  the loading of shells—when ﬁ ring starts they try 
  to evacuate the SPAs. Doing so requires three 
  complete rounds.
  The wooden shack houses a Dark Knight ofﬁ -
  cer and two Dark Knight guards. Parked at the 
  back of the site is a Prophet APC crammed full 
  of gas shells. As soon as ﬁ ring starts, the ofﬁ cer 
  attempts to reach the APC and drive it to safety 
  (i.e. anywhere off the map).
  The surrounding buildings give a good view 
  of only half the artillery pieces—if the group is to 
  succeed, they must advance into the park before 
  the SPA crews react and drive off. Once a single 
  SPA leaves the map the mission is a failure—but 
  don’t tell the player just yet.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • An overzealous Deliverance bomber crew 
  drops their payload on the site while the group is 
  engaged in ﬁ ghting.
  • Rephaim reinforcements. Roll on the Rephaim 
  Opposition Table (page 105). The reinforcements 
  enter from the top edge of the map.
  AFTERMATH
  AFTERMATH
  Successfully destroying all the artillery pieces 
  and the stockpiled shells, regardless of allied 
  losses, secures a victory. While the mopping up 
  of rear areas continues, the group is taken out of 
  the frontline until at least half the members reach 
  Heroic rank.
  If the group fail, the situation in the rear 
  becomes critical as fresh corpses hamper supply 
  lines and ambush fresh units heading to the 
  frontline. Run the next adventure 2d6 hours after 
  the group returns from the Artillery operation.
   SURROUNDED
  SURROUNDED
  Too many artillery pieces survived the raids. 
  Rephaim are now threatening to encircle the 
  allied forces in the central city.
  BRIEFING
  BRIEFING
  Those artillery shells caused countless 
  thousands of our former colleagues to 
  rise up behind and among us. They’ve 
  captured materiel, cut off supply lines, 
  and retaken the bridgeheads. We’re now 
  isolated and the situation looks grim. We 
  can’t push forward without more support 
  and we can’t go back without giving up 
  our positions.
  Reinforcements are heading our way 
  from the outer perimeter of the city, but in 
  doing so we’re leaving ourselves thin on 
  the ground. If we can’t reestablish supply 
  lines quickly we’re in danger of losing this 
  war.
  We have to hold out here against what-
  ever they throw at us and forget about the 
  situation in the rear. Dig in and prepare 
  for a ﬁ ght.
  
  126
  126
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: Too many zombies to 
  count.
  Support: We’ve lost access to our artil-
  lery units but air support is still available. 
  Ground troops are just those who survived 
  your last mission, but we do have three 
  25mm SBACs with two magazines each 
  and a batch of eight ﬁ lament mines with 
  remote detonators.
  Equipment: We’ve got no new supplies.
  THE MISSION
  THE MISSION
  The characters are currently billeted in a series 
  of three story buildings surrounding a small 
  square on three sides. Over the next few hours 
  the Rephaim launch three assaults against the 
  characters’ position.
  Between assaults, the characters can try to 
  scrounge spare equipment from neighboring 
  units or looted from dead allies elsewhere in the 
  vicinity. Each character may make a Streetwise 
  (–2) roll. Those with the Scrounger Edge roll at 
  +2 bonus.
  With a success a character may either ﬁ nd 1d4 
  ﬂ echette magazines for his personal weapon or 
  raise a Lance of Extras’ Ammo Level by one step. 
  With a raise, he locates 1d2 SBAC magazines. A 
  character rolling two or more raises hits the jack-
  pot—a Dove AT–1 and 1d4 missiles.
  Force 1: Six exploding corpses supported by 
  10 zombies. This assault is designed to test the 
  characters’ defenses and force them to use some 
  of their heavy support weaponry. The corpses are 
  under orders to detonate when they approach 
  any structure from which they have taken ﬁ re. 
  They aim for the nearest building.
  Force 2: The second assault consists of three 
  Nazareth tanks supported by 20 zombies and 
  two vampire ofﬁ cers. The infantry spreads out to 
  search individual buildings while the tank pro-
  vide covering ﬁ re.
  Force 3: The ﬁ nal wave comprises 20 skeletons 
  and three war demons. A further 1d6 zombies 
  join the battle each round for the next 1d6+3 
  rounds.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Lying in some rubble is the corpse of a former 
  comrade. He and the characters vowed that if any 
  of them fell in battle they were to hack the body 
  to pieces. Carrying out the vow gives the char-
  acters one extra benny for ensuring a comrade’s 
  body can never be used as a zombie.
  • A reanimant gas shell lands on the battleﬁ eld 
  and brings 2d6 dead Sergeants back to life as 
  zombies. Place them randomly around the court-
  yard.
  • Someone in a different sector has let loose 
  with Constantine artillery in the wrong direction. 
  Place four Large Burst Templates in the center of 
  the map forming a square. Each round deviates 
  3d10” and explodes as normal.
  AFTERMATH
  AFTERMATH
  To win, at least 25% of the allied forces must 
  survive the assaults. Assuming they do, other allied 
  forces manage to drive back the Rephaim surge 
  and regroup. Reinforcements punch through and 
  retake the bridges. The ﬁ nal push is delayed for 
  several weeks while units mop up enemies to the 
  rear, and the group is transferred off the front-
  line. They remain in the rear performing other 
  missions until at least half the characters reach 
  Heroic rank.
  Retreat or casualties in excess of 75% signal a 
  major loss of territory, which combined with the 
  zombies in the rear spells doom for the entire 
  campaign.
   TAKE THE CATHEDRAL
  TAKE THE CATHEDRAL
  The ﬁ nal objective—the great cathedral—is 
  now within reach. What should be a moment of 
  glory becomes a desperate battle for survival as 
  the forces of darkness threaten to break out of 
  their dimensional prison.
  BRIEFING
  BRIEFING
  At long last our key objective is in sight. 
  The cathedral lies just ahead, and we 
  know we don’t have much time. While 
  ground forces assault the area, we want 
  you to ﬁ nd a way through the sewers to 
  the catacombs—we know a route exists 
  from Knights who served here before the 
  fall. What we don’t know is if the route 
  still exists.
  126
  126
  NECROPOLIS 2350
  NECROPOLIS 2350
  Enemy Forces: Too many zombies to 
  count.
  Support: We’ve lost access to our artil-
  lery units but air support is still available. 
  Ground troops are just those who survived 
  your last mission, but we do have three 
  25mm SBACs with two magazines each 
  and a batch of eight ﬁ lament mines with 
  remote detonators.
  Equipment: We’ve got no new supplies.
  THE MISSION
  THE MISSION
  The characters are currently billeted in a series 
  of three story buildings surrounding a small 
  square on three sides. Over the next few hours 
  the Rephaim launch three assaults against the 
  characters’ position.
  Between assaults, the characters can try to 
  scrounge spare equipment from neighboring 
  units or looted from dead allies elsewhere in the 
  vicinity. Each character may make a Streetwise 
  (–2) roll. Those with the Scrounger Edge roll at 
  +2 bonus.
  With a success a character may either ﬁ nd 1d4 
  ﬂ echette magazines for his personal weapon or 
  raise a Lance of Extras’ Ammo Level by one step. 
  With a raise, he locates 1d2 SBAC magazines. A 
  character rolling two or more raises hits the jack-
  pot—a Dove AT–1 and 1d4 missiles.
  Force 1: Six exploding corpses supported by 
  10 zombies. This assault is designed to test the 
  characters’ defenses and force them to use some 
  of their heavy support weaponry. The corpses are 
  under orders to detonate when they approach 
  any structure from which they have taken ﬁ re. 
  They aim for the nearest building.
  Force 2: The second assault consists of three 
  Nazareth tanks supported by 20 zombies and 
  two vampire ofﬁ cers. The infantry spreads out to 
  search individual buildings while the tank pro-
  vide covering ﬁ re.
  Force 3: The ﬁ nal wave comprises 20 skeletons 
  and three war demons. A further 1d6 zombies 
  join the battle each round for the next 1d6+3 
  rounds.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  The group may encounter one or more of 
  these problems during the attack.
  • Lying in some rubble is the corpse of a former 
  comrade. He and the characters vowed that if any 
  of them fell in battle they were to hack the body 
  to pieces. Carrying out the vow gives the char-
  acters one extra benny for ensuring a comrade’s 
  body can never be used as a zombie.
  • A reanimant gas shell lands on the battleﬁ eld 
  and brings 2d6 dead Sergeants back to life as 
  zombies. Place them randomly around the court-
  yard.
  • Someone in a different sector has let loose 
  with Constantine artillery in the wrong direction. 
  Place four Large Burst Templates in the center of 
  the map forming a square. Each round deviates 
  3d10” and explodes as normal.
  AFTERMATH
  AFTERMATH
  To win, at least 25% of the allied forces must 
  survive the assaults. Assuming they do, other allied 
  forces manage to drive back the Rephaim surge 
  and regroup. Reinforcements punch through and 
  retake the bridges. The ﬁ nal push is delayed for 
  several weeks while units mop up enemies to the 
  rear, and the group is transferred off the front-
  line. They remain in the rear performing other 
  missions until at least half the characters reach 
  Heroic rank.
  Retreat or casualties in excess of 75% signal a 
  major loss of territory, which combined with the 
  zombies in the rear spells doom for the entire 
  campaign.
   TAKE THE CATHEDRAL
  TAKE THE CATHEDRAL
  The ﬁ nal objective—the great cathedral—is 
  now within reach. What should be a moment of 
  glory becomes a desperate battle for survival as 
  the forces of darkness threaten to break out of 
  their dimensional prison.
  BRIEFING
  BRIEFING
  At long last our key objective is in sight. 
  The cathedral lies just ahead, and we 
  know we don’t have much time. While 
  ground forces assault the area, we want 
  you to ﬁ nd a way through the sewers to 
  the catacombs—we know a route exists 
  from Knights who served here before the 
  fall. What we don’t know is if the route 
  still exists.
  
  127
  127
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Your ﬁ rst mission is to destroy the 
  darkness generator, which we believe is 
  located under the main tower. Once that 
  is gone the cloud will, we hope, quickly 
  disperse, allowing our aircraft to strike 
  with impunity.
  Second, we know that the Rephaim in 
  charge of the city is planning some foul 
  ritual to open a permanent gate to Hell. 
  He hasn’t done it yet or we’d know, but 
  he can’t be far from success. Whatever the 
  cost, he must be stopped.
  Third, raise the Ordo’s banner on the 
  roof to signal your success. Units from 
  other Ordines are competing for this 
  honor, so expect to meet resistance from 
  allied forces.
  Enemy Forces: Intelligence suspects the 
  presence of a liche, along with war demons 
  and possibly even an ancient vampire. 
  Bodyguard units will be well-armed and 
  possibly supported by necromantic weap-
  ons.
  Support: All artillery and air support 
  is concentrating on the last remaining 
  outposts of Rephaim. Every unit in the 
  area is heading for the cathedral. We can’t 
  afford any allies to support you, so you’re 
  going in alone.
  Equipment: There are no restrictions 
  on equipment. Grab what you can carry 
  and head out.
  THE MISSION
  THE MISSION
  Sewers and catacombs form a maze running 
  for many miles around the cathedral. Entrance 
  to the sewers is gained through a manhole some 
  three miles from the cathedral precinct. As one 
  might expect, the tunnels are dank, smelly, and 
  pitch black.
  EXPLORING THE SEWERS
  EXPLORING THE SEWERS
  Sewer tunnels brick-lined and round, with a 
  rectangular drainage channel cut into the ﬂ oor. 
  Each major tunnel is large enough for two men 
  to walk abreast—smaller tunnels allow for single 
  ﬁ le only. Check for an encounter when the group 
  reaches an X on the sewer map.
  SEWER ENCOUNTERS
  SEWER ENCOUNTERS
  d8 
  Result
  1–4 
  No Encounter.
  5 
  1d6 Deserters: The characters ﬁ nd a 
  group of Sergeants who have deserted 
  their unit and are hiding out down in the 
  sewers. Check for reactions as normal 
  (see Savage Worlds). Whether the Ser-
  geants repent their sin and join the group 
  depends on how the Knights handle the 
  encounter.
  6 
  Zombie Patrol: 2d6 zombies are patrol-
  ling the sewers.
  7 
  Rat Swarm: A swarm of rats, corrupted by 
  the dark energy of the mausoleum, attack 
  the Knights. Use the Swarm stats from the 
  Savage Worlds Bestiary.
  8 
  Ghoul Pack: A pack of 1d4+2 hungry 
  ghouls (page 161) attack the group from 
  side tunnels or overhead pipes.
  The door to the cathedral catacombs is marked 
  with the Pope’s seal. Although unused in four 
  years, the door remains serviceable and is easily 
  opened.
  127
  127
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Your ﬁ rst mission is to destroy the 
  darkness generator, which we believe is 
  located under the main tower. Once that 
  is gone the cloud will, we hope, quickly 
  disperse, allowing our aircraft to strike 
  with impunity.
  Second, we know that the Rephaim in 
  charge of the city is planning some foul 
  ritual to open a permanent gate to Hell. 
  He hasn’t done it yet or we’d know, but 
  he can’t be far from success. Whatever the 
  cost, he must be stopped.
  Third, raise the Ordo’s banner on the 
  roof to signal your success. Units from 
  other Ordines are competing for this 
  honor, so expect to meet resistance from 
  allied forces.
  Enemy Forces: Intelligence suspects the 
  presence of a liche, along with war demons 
  and possibly even an ancient vampire. 
  Bodyguard units will be well-armed and 
  possibly supported by necromantic weap-
  ons.
  Support: All artillery and air support 
  is concentrating on the last remaining 
  outposts of Rephaim. Every unit in the 
  area is heading for the cathedral. We can’t 
  afford any allies to support you, so you’re 
  going in alone.
  Equipment: There are no restrictions 
  on equipment. Grab what you can carry 
  and head out.
  THE MISSION
  THE MISSION
  Sewers and catacombs form a maze running 
  for many miles around the cathedral. Entrance 
  to the sewers is gained through a manhole some 
  three miles from the cathedral precinct. As one 
  might expect, the tunnels are dank, smelly, and 
  pitch black.
  EXPLORING THE SEWERS
  EXPLORING THE SEWERS
  Sewer tunnels brick-lined and round, with a 
  rectangular drainage channel cut into the ﬂ oor. 
  Each major tunnel is large enough for two men 
  to walk abreast—smaller tunnels allow for single 
  ﬁ le only. Check for an encounter when the group 
  reaches an X on the sewer map.
  SEWER ENCOUNTERS
  SEWER ENCOUNTERS
  d8 
  Result
  1–4 
  No Encounter.
  5 
  1d6 Deserters: The characters ﬁ nd a 
  group of Sergeants who have deserted 
  their unit and are hiding out down in the 
  sewers. Check for reactions as normal 
  (see Savage Worlds). Whether the Ser-
  geants repent their sin and join the group 
  depends on how the Knights handle the 
  encounter.
  6 
  Zombie Patrol: 2d6 zombies are patrol-
  ling the sewers.
  7 
  Rat Swarm: A swarm of rats, corrupted by 
  the dark energy of the mausoleum, attack 
  the Knights. Use the Swarm stats from the 
  Savage Worlds Bestiary.
  8 
  Ghoul Pack: A pack of 1d4+2 hungry 
  ghouls (page 161) attack the group from 
  side tunnels or overhead pipes.
  The door to the cathedral catacombs is marked 
  with the Pope’s seal. Although unused in four 
  years, the door remains serviceable and is easily 
  opened.
  
  128
  128
  NECROPOLIS 2350
  NECROPOLIS 2350
  EXPLORING THE CATACOMBS
  EXPLORING THE CATACOMBS
  The catacombs are stone-lined, square, and 
  wide enough for two men to walk abreast. Unlike 
  the sewers, chambers are more prevalent—as are 
  guards and other horrors. Check the number of 
  each chamber on the map against the list below.
  1 Tomb: Wall niches contain the remains of 
  patrons rich enough to buy an eternal resting 
  place under the cathedral.
  2 Dark Shrine: A mummy and 1d3 guardian 
  mummies are conducting foul rites in this 
  chamber.
  3 Cofﬁ n: Four zombies protect a single cofﬁ n-
  shaped object. At the beginning of round two, 
  the occupant, a young vampire, emerges from 
  the cofﬁ n and enters the fray. The “cofﬁ n” is 
  actually a necromantic rejuvenation tank and 
  provides he occupant with fresh blood.
  4 Wight: A lone wight lives in the catacombs.
  5 Weapons Cache: Four skeletons are guarding 
  a cache of 1d10 ﬁ lament grenades, 1d3 LAW 
  rockets, and 2d10 ﬂ echette riﬂ e magazines.
  6 Unblemished Shrine: A shrine still sanctiﬁ ed 
  by the Church is found. Any Church characters 
  praying here may make a Spirit roll. Each 
  success and raise earns them an extra benny.
  THE 
  THE  DARKNESS GENERATOR
  DARKNESS GENERATOR
  Emerging from the catacombs, the unit ﬁ nds 
  itself in a huge square chamber beneath the 
  cathedral tower itself.
  Suspended by living muscle 30 yards above the 
  characters’ heads is the gigantic heart of some 
  Dark Dimension creature. Arteries lead upward 
  from the heart, connecting directly to a smoke 
  stack constructed of human skulls. A mass of 
  thick, pulsating veins hangs from the heart and 
  connects to the ground. Each heartbeat produces 
  a scream, like a thousand souls wailing in tor-
  ment. The characters must make a Guts (–2) roll 
  or suffer a –1 penalty to all trait rolls while they 
  remain in the tower. This penalty is in addition to 
  any others the characters have accrued.
  Destroying the heart is the only way to stop 
  the generator. Once it reaches Incapacitated, the 
  heart shrivels and dies—the arteries, muscles and 
  veins likewise shrivel. Without support, the heart 
  falls to the ground.
  The skulls forming the smoke stack begin to 
  crack and fall to the ground. What begins as a 
  trickle rapidly becomes an avalanche. Characters 
  still in the room after three rounds suffer 5d6 
  damage per round from the falling skulls.
  NECROMANTIC HEART
  Attributes: Agility d4, Smarts d4, Spirit d8, 
  Strength d6, Vigor d12
  Pace: 0; Parry: 2; Toughness: 12
  Special Abilities:
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Mindless: The heart has no brain and as such 
  is immune to Fear and Tests of Will.
  * Size +2: The heart is 10’ tall.
  * Veins: The heart has a total of 6+1d6 veins 
  it can use to defend itself with. See below for 
  details.
  VEINS
  VEINS
  Each vein is 12 inches thick and tipped with 
  a razor-sharp, hollow, bony spike. Each vein can 
  extend up to 40 yards (20”) but moves at its Pace 
  each round. Each vein is treated as a separate 
  Extra and damage to a vein does not affect the 
  heart.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  128
  128
  NECROPOLIS 2350
  NECROPOLIS 2350
  EXPLORING THE CATACOMBS
  EXPLORING THE CATACOMBS
  The catacombs are stone-lined, square, and 
  wide enough for two men to walk abreast. Unlike 
  the sewers, chambers are more prevalent—as are 
  guards and other horrors. Check the number of 
  each chamber on the map against the list below.
  1 Tomb: Wall niches contain the remains of 
  patrons rich enough to buy an eternal resting 
  place under the cathedral.
  2 Dark Shrine: A mummy and 1d3 guardian 
  mummies are conducting foul rites in this 
  chamber.
  3 Cofﬁ n: Four zombies protect a single cofﬁ n-
  shaped object. At the beginning of round two, 
  the occupant, a young vampire, emerges from 
  the cofﬁ n and enters the fray. The “cofﬁ n” is 
  actually a necromantic rejuvenation tank and 
  provides he occupant with fresh blood.
  4 Wight: A lone wight lives in the catacombs.
  5 Weapons Cache: Four skeletons are guarding 
  a cache of 1d10 ﬁ lament grenades, 1d3 LAW 
  rockets, and 2d10 ﬂ echette riﬂ e magazines.
  6 Unblemished Shrine: A shrine still sanctiﬁ ed 
  by the Church is found. Any Church characters 
  praying here may make a Spirit roll. Each 
  success and raise earns them an extra benny.
  THE 
  THE  DARKNESS GENERATOR
  DARKNESS GENERATOR
  Emerging from the catacombs, the unit ﬁ nds 
  itself in a huge square chamber beneath the 
  cathedral tower itself.
  Suspended by living muscle 30 yards above the 
  characters’ heads is the gigantic heart of some 
  Dark Dimension creature. Arteries lead upward 
  from the heart, connecting directly to a smoke 
  stack constructed of human skulls. A mass of 
  thick, pulsating veins hangs from the heart and 
  connects to the ground. Each heartbeat produces 
  a scream, like a thousand souls wailing in tor-
  ment. The characters must make a Guts (–2) roll 
  or suffer a –1 penalty to all trait rolls while they 
  remain in the tower. This penalty is in addition to 
  any others the characters have accrued.
  Destroying the heart is the only way to stop 
  the generator. Once it reaches Incapacitated, the 
  heart shrivels and dies—the arteries, muscles and 
  veins likewise shrivel. Without support, the heart 
  falls to the ground.
  The skulls forming the smoke stack begin to 
  crack and fall to the ground. What begins as a 
  trickle rapidly becomes an avalanche. Characters 
  still in the room after three rounds suffer 5d6 
  damage per round from the falling skulls.
  NECROMANTIC HEART
  Attributes: Agility d4, Smarts d4, Spirit d8, 
  Strength d6, Vigor d12
  Pace: 0; Parry: 2; Toughness: 12
  Special Abilities:
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Mindless: The heart has no brain and as such 
  is immune to Fear and Tests of Will.
  * Size +2: The heart is 10’ tall.
  * Veins: The heart has a total of 6+1d6 veins 
  it can use to defend itself with. See below for 
  details.
  VEINS
  VEINS
  Each vein is 12 inches thick and tipped with 
  a razor-sharp, hollow, bony spike. Each vein can 
  extend up to 40 yards (20”) but moves at its Pace 
  each round. Each vein is treated as a separate 
  Extra and damage to a vein does not affect the 
  heart.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  
  129
  129
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Strength d8, Vigor d8
  Skills: Fighting d6
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Bony Tip: Str+d8. If they hit with a raise they 
  impale the target and begin draining his life 
  force.
  * Drain Life Force: This causes an automatic 
  wound each round after impalement until the 
  vein is destroyed or the victim pulls it out, 
  which requires an opposed Strength roll.
  * Life Sense: Veins can detect life energy and 
  suffer no penalties for poor lighting.
  * Unliving: The veins are immune to Fear and 
  Tests of Will.
  THE DARK RITUAL
  THE DARK RITUAL
  Kaltharix the Mad and his attendants are in the 
  main cathedral, not far from the former darkness 
  generator. The liche is at the main altar, formed 
  from skulls bonded with living tissue. Surround-
  ing him to a distance of 4 yards (2”) is a barrier of 
  silently screaming skulls. The spell is fuelled from 
  the altar and has enough Power Points to last for 
  the duration of the battle.
  As if that wasn’t enough protection, a shim-
  mering fanged skull—a deﬂ ection spell—hovers 
  in front of the liche. It also has a near inﬁ nite 
  supply of Power Points and imposes a –4 penalty 
  to all attacks targeted against the liche as it darts 
  to intercept attacks. Kaltharix is an “old school” 
  liche and has not adopted Weird Science.
  Standing outside the barrier are two war 
  demons and a mummy—the former Archbishop 
  Sykes. Sykes has no spells prepared in advance.
  Kaltharix’s demonic plan is close to fruition 
  when the group enters the cathedral and the air 
  crackles with unholy energy—strands of black 
  and green lightning shoot out from an unholy 
  vortex near the top of the dome. Any living crea-
  ture entering the dotted area on the map is in 
  danger of being struck by an energy bolt.
  The vortex is always on Hold and can attack 
  every target in the zone once a round. It has d8 
  Agility for the purposes of interrupting Actions 
  and a d8 Shooting. The bolts inﬂ ict 2d6 damage 
  and bypass all armor.
  Packed into the cathedral are twenty thousand 
  former citizens of New Budapest—the sacriﬁ ces 
  the liche needs to open the portal. Normally the 
  cathedral can hold only half this number, but the 
  pews have been removed and the congregation’s 
  comfort is not high on the liche’s list of priori-
  ties.
  Ten Dark Knights stand between the prison-
  ers and the war demons. Each has his respirator 
  down—make sure you mention this in the descrip-
  tion.
  THE RITUAL BEGINS
  THE RITUAL BEGINS
  When the group enters the cathedral there 
  are just 15 rounds remaining before the ritual is 
  complete. If Kaltharix is killed before the ritual 
  is complete (see below), the vortex snaps shut. 
  The main threat is ended but the group must still 
  battle against surviving foes.
  Round 10: On round ten, poison gas bombs 
  hidden throughout the cathedral explode, 
  instantly ﬁ lling the cathedral with a sickly green 
  mist. Unless the characters are in infantry battle 
  suits or previously stated they were wearing their 
  respirators, they must make an Agility roll to 
  snap them down. Characters who fail must make 
  a Vigor roll at –2 penalty or suffer a wound. The 
  sacriﬁ ces all die.
  129
  129
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  Strength d8, Vigor d8
  Skills: Fighting d6
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Bony Tip: Str+d8. If they hit with a raise they 
  impale the target and begin draining his life 
  force.
  * Drain Life Force: This causes an automatic 
  wound each round after impalement until the 
  vein is destroyed or the victim pulls it out, 
  which requires an opposed Strength roll.
  * Life Sense: Veins can detect life energy and 
  suffer no penalties for poor lighting.
  * Unliving: The veins are immune to Fear and 
  Tests of Will.
  THE DARK RITUAL
  THE DARK RITUAL
  Kaltharix the Mad and his attendants are in the 
  main cathedral, not far from the former darkness 
  generator. The liche is at the main altar, formed 
  from skulls bonded with living tissue. Surround-
  ing him to a distance of 4 yards (2”) is a barrier of 
  silently screaming skulls. The spell is fuelled from 
  the altar and has enough Power Points to last for 
  the duration of the battle.
  As if that wasn’t enough protection, a shim-
  mering fanged skull—a deﬂ ection spell—hovers 
  in front of the liche. It also has a near inﬁ nite 
  supply of Power Points and imposes a –4 penalty 
  to all attacks targeted against the liche as it darts 
  to intercept attacks. Kaltharix is an “old school” 
  liche and has not adopted Weird Science.
  Standing outside the barrier are two war 
  demons and a mummy—the former Archbishop 
  Sykes. Sykes has no spells prepared in advance.
  Kaltharix’s demonic plan is close to fruition 
  when the group enters the cathedral and the air 
  crackles with unholy energy—strands of black 
  and green lightning shoot out from an unholy 
  vortex near the top of the dome. Any living crea-
  ture entering the dotted area on the map is in 
  danger of being struck by an energy bolt.
  The vortex is always on Hold and can attack 
  every target in the zone once a round. It has d8 
  Agility for the purposes of interrupting Actions 
  and a d8 Shooting. The bolts inﬂ ict 2d6 damage 
  and bypass all armor.
  Packed into the cathedral are twenty thousand 
  former citizens of New Budapest—the sacriﬁ ces 
  the liche needs to open the portal. Normally the 
  cathedral can hold only half this number, but the 
  pews have been removed and the congregation’s 
  comfort is not high on the liche’s list of priori-
  ties.
  Ten Dark Knights stand between the prison-
  ers and the war demons. Each has his respirator 
  down—make sure you mention this in the descrip-
  tion.
  THE RITUAL BEGINS
  THE RITUAL BEGINS
  When the group enters the cathedral there 
  are just 15 rounds remaining before the ritual is 
  complete. If Kaltharix is killed before the ritual 
  is complete (see below), the vortex snaps shut. 
  The main threat is ended but the group must still 
  battle against surviving foes.
  Round 10: On round ten, poison gas bombs 
  hidden throughout the cathedral explode, 
  instantly ﬁ lling the cathedral with a sickly green 
  mist. Unless the characters are in infantry battle 
  suits or previously stated they were wearing their 
  respirators, they must make an Agility roll to 
  snap them down. Characters who fail must make 
  a Vigor roll at –2 penalty or suffer a wound. The 
  sacriﬁ ces all die.
  
  130
  130
  NECROPOLIS 2350
  NECROPOLIS 2350
  A character failing his Agility roll may put his 
  respirator on during his next action. This counts 
  as an action. Should he be unable to do so, 
  because he is Shaken, for instance, he must make 
  a Vigor (–2) roll or suffer another wound.
  Round 11: The vortex grows stronger as the 
  souls of the sacriﬁ ces are drawn into it. Its Shoot-
  ing increases to a d10 and the bolts now cause 
  3d6 damage.
  Round 13: The vortex reaches full power. Its 
  Shooting skill increases to a d12 and the bolts 
  now cause 4d6 damage.
  Round 14: Ten immense talons, each longer 
  than a grown man, break through the vortex 
  and begin stretching it to form a larger hole. The 
  energy blasts are replaced with a wave of necro-
  mantic energy. All living creatures in the cathedral 
  must make a Spirit roll at –2 penalty or suffer an 
  automatic Wound.
  Round 15: The vortex ﬁ lls the entire roof of 
  the cathedral. Poking through is the head of some 
  immense, Rephaim beast, similar to a dragon 
  from Earth mythology. It begins to drag its mas-
  sive body through from the Dark Dimension. 
  A howl of victory surges from its gaping maw. 
  All living creatures in the cathedral must make 
  a Guts roll at –4 or roll on the Fear table (see 
  Savage Worlds). 
  Round 16: Too late! Move straight on to Gate-
  way to Hell.
  HOIST THE BANNER
  HOIST THE BANNER
  With the liche dead and the darkness generator 
  destroyed, all that remains is to plant the Ordo’s 
  banner on the highest remaining spire.
  If by some chance the characters have survived 
  relatively unscathed, a Lance of Knights from a 
  rival Ordo—pick one—reaches the roof at the 
  same time. They are not interested in sharing 
  the glory and immediately attack the characters. 
  Treat them as Wild Card Knight Infantrymen but 
  increase their armor to Medium Armor (+6), 
  their Vigor by one die type, and their Fighting 
  and Shooting by two die types.
  Eternal glory and a place in history, not to 
  mention a guaranteed seat in Heaven, go to the 
  victors.
  AFTERMATH
  AFTERMATH
  Killing the liche before the start of round 16 
  secures victory for the characters, no matter how 
  many troops they lose. If the ritual is completed, 
  all Hell breaks loose—literally. Go straight to 
  Gateway to Hell.
   GATEWAY TO HELL
  GATEWAY TO HELL
  The gateway to the Dark Dimension is open 
  and humanities existence rests with a small group 
  of Knights. Only by defeating the hell beast and 
  closing the portal can the battle be won.
  BRIEFING
  BRIEFING
  A gateway to Hell has opened. Close it, 
  at any cost!
  Enemy Forces: Some gigantic beast.
  Support: Whatever allies you have.
  Equipment: Whatever you’re carrying.
  THE MISSION
  THE MISSION
  Stopping the hell beast should be the group’s 
  ﬁ rst priority. Clever players may seek to lure the 
  beast outside in the hope allied forces can dis-
  patch it with tanks or rockets. Bad news—as soon 
  as the beast emerges from the cathedral—which 
  it does by ﬂ ying up through the roof—mass panic 
  sweeps the ranks of the Sacri Ordines. This battle 
  is between the characters and the hell beast.
  If you’re feeling generous, however, an aban-
  doned SBAC autocannon or Nazareth tank lies 
  nearby and can be used against the beast.
  Killing the hell beast has no effect on the gate-
  way to the Dark Dimension. There’s only one 
  way to stop that—the willing sacriﬁ ce of a living, 
  sentient creature of faith. The best candidates are 
  those with Arcane Background (Miracles), but 
  any Church character with a Spirit of d10 can ﬁ ll 
  the role. All he has to do is jump into the vortex.
  This is a suicide mission, but the act of self-sac-
  riﬁ ce seals the breach and condemns the Rephaim 
  still in the Dark Dimension to further imprison-
  ment. Kaltharix, like most liches, refused to share 
  his secrets and the ritual to open the gateway died 
  with him. Of course, liches across Necropolis are 
  striving to attain the same goal.
  130
  130
  NECROPOLIS 2350
  NECROPOLIS 2350
  A character failing his Agility roll may put his 
  respirator on during his next action. This counts 
  as an action. Should he be unable to do so, 
  because he is Shaken, for instance, he must make 
  a Vigor (–2) roll or suffer another wound.
  Round 11: The vortex grows stronger as the 
  souls of the sacriﬁ ces are drawn into it. Its Shoot-
  ing increases to a d10 and the bolts now cause 
  3d6 damage.
  Round 13: The vortex reaches full power. Its 
  Shooting skill increases to a d12 and the bolts 
  now cause 4d6 damage.
  Round 14: Ten immense talons, each longer 
  than a grown man, break through the vortex 
  and begin stretching it to form a larger hole. The 
  energy blasts are replaced with a wave of necro-
  mantic energy. All living creatures in the cathedral 
  must make a Spirit roll at –2 penalty or suffer an 
  automatic Wound.
  Round 15: The vortex ﬁ lls the entire roof of 
  the cathedral. Poking through is the head of some 
  immense, Rephaim beast, similar to a dragon 
  from Earth mythology. It begins to drag its mas-
  sive body through from the Dark Dimension. 
  A howl of victory surges from its gaping maw. 
  All living creatures in the cathedral must make 
  a Guts roll at –4 or roll on the Fear table (see 
  Savage Worlds). 
  Round 16: Too late! Move straight on to Gate-
  way to Hell.
  HOIST THE BANNER
  HOIST THE BANNER
  With the liche dead and the darkness generator 
  destroyed, all that remains is to plant the Ordo’s 
  banner on the highest remaining spire.
  If by some chance the characters have survived 
  relatively unscathed, a Lance of Knights from a 
  rival Ordo—pick one—reaches the roof at the 
  same time. They are not interested in sharing 
  the glory and immediately attack the characters. 
  Treat them as Wild Card Knight Infantrymen but 
  increase their armor to Medium Armor (+6), 
  their Vigor by one die type, and their Fighting 
  and Shooting by two die types.
  Eternal glory and a place in history, not to 
  mention a guaranteed seat in Heaven, go to the 
  victors.
  AFTERMATH
  AFTERMATH
  Killing the liche before the start of round 16 
  secures victory for the characters, no matter how 
  many troops they lose. If the ritual is completed, 
  all Hell breaks loose—literally. Go straight to 
  Gateway to Hell.
   GATEWAY TO HELL
  GATEWAY TO HELL
  The gateway to the Dark Dimension is open 
  and humanities existence rests with a small group 
  of Knights. Only by defeating the hell beast and 
  closing the portal can the battle be won.
  BRIEFING
  BRIEFING
  A gateway to Hell has opened. Close it, 
  at any cost!
  Enemy Forces: Some gigantic beast.
  Support: Whatever allies you have.
  Equipment: Whatever you’re carrying.
  THE MISSION
  THE MISSION
  Stopping the hell beast should be the group’s 
  ﬁ rst priority. Clever players may seek to lure the 
  beast outside in the hope allied forces can dis-
  patch it with tanks or rockets. Bad news—as soon 
  as the beast emerges from the cathedral—which 
  it does by ﬂ ying up through the roof—mass panic 
  sweeps the ranks of the Sacri Ordines. This battle 
  is between the characters and the hell beast.
  If you’re feeling generous, however, an aban-
  doned SBAC autocannon or Nazareth tank lies 
  nearby and can be used against the beast.
  Killing the hell beast has no effect on the gate-
  way to the Dark Dimension. There’s only one 
  way to stop that—the willing sacriﬁ ce of a living, 
  sentient creature of faith. The best candidates are 
  those with Arcane Background (Miracles), but 
  any Church character with a Spirit of d10 can ﬁ ll 
  the role. All he has to do is jump into the vortex.
  This is a suicide mission, but the act of self-sac-
  riﬁ ce seals the breach and condemns the Rephaim 
  still in the Dark Dimension to further imprison-
  ment. Kaltharix, like most liches, refused to share 
  his secrets and the ritual to open the gateway died 
  with him. Of course, liches across Necropolis are 
  striving to attain the same goal.
  
  131
  131
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  As reward for his selﬂ ess act, the player whose 
  hero was sacriﬁ ced starts his next character with 
  the same number of Experience Points as his 
  deceased one.
  HELL BEAST
  Imagine a decomposing dragon and you have 
  a hell beast. They serve liches as mounts and war 
  machines. This is a small specimen.
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d12+9, Vigor d12
  Skills: Fighting d10, Intimidation d12, Notice d10
  Pace: 8; Parry: 7 Toughness: 22 (4)
  Special Abilities:
  * Armor +4: Scaly hide.
  * Claws/Bite: Str+d10. Count as Heavy Weapons 
  for determining what the hell beast can damage.
  * Fear –4: Anyone who sees a hell beast must make 
  a Guts roll at –4.
  * Fearless: Immune to Fear and Intimidation.
  * Hellﬁ re Breath: Hell beasts breathe unholy ﬂ ame 
  using the Cone Template. Every target within the 
  cone may make an Agility roll at –2 to avoid the 
  attack. Those who fail suffer 2d10 damage and 
  must check to see if they catch ﬁ re (see Savage 
  Worlds). A hell beast may not attack with its claws 
  or bite in the same round it breathes hellﬁ re.
  * Flight: Pace 24.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Immune to poison and 
  disease. No additional damage from called shots. 
  Half-damage from piercing weapons. Ignores 
  Wound Penalties.
  * Huge: Attackers add +4 to their Fighting or 
  Shooting rolls when attacking a hell beast due to 
  its size.
  * Improved Frenzy: If a hell beast does not use its 
  Hellﬁ re Breath ability, it may make two Fighting 
  attacks with no penalty.
  * Level Headed: A hell beast acts on the best of 
  two cards.
  * Size +8: Hell beasts typically measure 40’ long 
  and weigh around 30 tons.
  * Tail Lash: The hell beast can sweep all opponents 
  in its rear facing in a 3” long by 6” wide square. 
  This is a standard Fighting attack, and damage 
  is equal to the beast’s Str+d6. Any foe struck is 
  knocked back 1d6”. Should he collide with a 
  solid object, he is Shaken (this is a second Shaken 
  result for the purposes of wounds).
  * Thermal Vision: Halves darkness penalties 
  against heat-producing targets.
  AFTERMATH
  AFTERMATH
  Defeating the Hell Beast and closing the rift 
  seal the fate of the Rephaim of New Budapest. 
  Failure to do either signals a catastrophic defeat 
  for the Sacri Ordines.
  ENDINGS
  ENDINGS
  These six entries mark the various possible 
  ends to the Battle for New Budapest. Read which-
  ever one is appropriate. 
  VICTORY!
  VICTORY!
  The mausoleum has fallen and the Church 
  banners ﬂ y once more from the spires. Across 
  Necropolis the church bells ring out in celebra-
  tion. The Pope declares the day New Budapest 
  was liberated to be a public holiday. Every Knight 
  who took part in the operation is made a hero of 
  the Church. Several new saints are created from 
  among the masses who fell—their noble sacriﬁ ce 
  has brought forth a new era on Salus. 
  The recapture of New Budapest cost tens of 
  thousands of lives, but these are quickly replaced 
  by an inﬂ ux of new recruits eager to join the 
  cause. There is a long road ahead, but the ﬁ rst 
  steps to victory have been taken.
  END ONE
  END ONE
  The Militia Dei failed to penetrate the frontline 
  with enough troops to advance on New Budapest 
  and secure the surrounding countryside. Massive 
  Rephaim reinforcements have turned New Buda-
  pest into a near-impregnable fortress and every 
  allied soldier killed is a potential new recruit for 
  the army of darkness.
  Allied units return to the Iron Belt to lick 
  their wounds and prepare defenses against the 
  anticipated counterattack. Combat effectiveness 
  remains high, but morale is low.
  END TWO
  END TWO
  The battle for the suburbs is sucking in too 
  much manpower and materiel from the frontline. 
  Rephaim units have broken through in several 
  places and advance on New Budapest in a bid to 
  surround allied units engaged in the city.
  131
  131
  BATTLE FOR NEW BUDAPEST
  BATTLE FOR NEW BUDAPEST
  As reward for his selﬂ ess act, the player whose 
  hero was sacriﬁ ced starts his next character with 
  the same number of Experience Points as his 
  deceased one.
  HELL BEAST
  Imagine a decomposing dragon and you have 
  a hell beast. They serve liches as mounts and war 
  machines. This is a small specimen.
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d12+9, Vigor d12
  Skills: Fighting d10, Intimidation d12, Notice d10
  Pace: 8; Parry: 7 Toughness: 22 (4)
  Special Abilities:
  * Armor +4: Scaly hide.
  * Claws/Bite: Str+d10. Count as Heavy Weapons 
  for determining what the hell beast can damage.
  * Fear –4: Anyone who sees a hell beast must make 
  a Guts roll at –4.
  * Fearless: Immune to Fear and Intimidation.
  * Hellﬁ re Breath: Hell beasts breathe unholy ﬂ ame 
  using the Cone Template. Every target within the 
  cone may make an Agility roll at –2 to avoid the 
  attack. Those who fail suffer 2d10 damage and 
  must check to see if they catch ﬁ re (see Savage 
  Worlds). A hell beast may not attack with its claws 
  or bite in the same round it breathes hellﬁ re.
  * Flight: Pace 24.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Immune to poison and 
  disease. No additional damage from called shots. 
  Half-damage from piercing weapons. Ignores 
  Wound Penalties.
  * Huge: Attackers add +4 to their Fighting or 
  Shooting rolls when attacking a hell beast due to 
  its size.
  * Improved Frenzy: If a hell beast does not use its 
  Hellﬁ re Breath ability, it may make two Fighting 
  attacks with no penalty.
  * Level Headed: A hell beast acts on the best of 
  two cards.
  * Size +8: Hell beasts typically measure 40’ long 
  and weigh around 30 tons.
  * Tail Lash: The hell beast can sweep all opponents 
  in its rear facing in a 3” long by 6” wide square. 
  This is a standard Fighting attack, and damage 
  is equal to the beast’s Str+d6. Any foe struck is 
  knocked back 1d6”. Should he collide with a 
  solid object, he is Shaken (this is a second Shaken 
  result for the purposes of wounds).
  * Thermal Vision: Halves darkness penalties 
  against heat-producing targets.
  AFTERMATH
  AFTERMATH
  Defeating the Hell Beast and closing the rift 
  seal the fate of the Rephaim of New Budapest. 
  Failure to do either signals a catastrophic defeat 
  for the Sacri Ordines.
  ENDINGS
  ENDINGS
  These six entries mark the various possible 
  ends to the Battle for New Budapest. Read which-
  ever one is appropriate. 
  VICTORY!
  VICTORY!
  The mausoleum has fallen and the Church 
  banners ﬂ y once more from the spires. Across 
  Necropolis the church bells ring out in celebra-
  tion. The Pope declares the day New Budapest 
  was liberated to be a public holiday. Every Knight 
  who took part in the operation is made a hero of 
  the Church. Several new saints are created from 
  among the masses who fell—their noble sacriﬁ ce 
  has brought forth a new era on Salus. 
  The recapture of New Budapest cost tens of 
  thousands of lives, but these are quickly replaced 
  by an inﬂ ux of new recruits eager to join the 
  cause. There is a long road ahead, but the ﬁ rst 
  steps to victory have been taken.
  END ONE
  END ONE
  The Militia Dei failed to penetrate the frontline 
  with enough troops to advance on New Budapest 
  and secure the surrounding countryside. Massive 
  Rephaim reinforcements have turned New Buda-
  pest into a near-impregnable fortress and every 
  allied soldier killed is a potential new recruit for 
  the army of darkness.
  Allied units return to the Iron Belt to lick 
  their wounds and prepare defenses against the 
  anticipated counterattack. Combat effectiveness 
  remains high, but morale is low.
  END TWO
  END TWO
  The battle for the suburbs is sucking in too 
  much manpower and materiel from the frontline. 
  Rephaim units have broken through in several 
  places and advance on New Budapest in a bid to 
  surround allied units engaged in the city.
  
  132
  132
  NECROPOLIS 2350
  NECROPOLIS 2350
  Allied forces perform a ﬁ ghting withdrawal 
  and begin constructing a new Iron Belt linking 
  the new Preceptories constructed outside the 
  city. Valuable territory has been reclaimed, but 
  New Budapest remains enslaved.
  END THREE
  END THREE
  While surviving heroes manage to ﬂ ee across 
  the bridge, the battle for New Budapest has 
  proven too costly and the Pope orders a retreat.
  The new Preceptories are abandoned in favor 
  of positions further back. Some territory has been 
  taken, but whether it can be held against the dark 
  tide remains to be seen.
  END FOUR
  END FOUR
  Surviving characters escape the encirclement, 
  but they are among a lucky few. With the attack-
  ers surrounded by Rephaim on all sides, the Pope 
  has no choice but to order a full retreat. Advanced 
  units abandon the frontline before they are cut 
  off.
  Harried by fresh corpses from the city, the allied 
  forces suffer heavy casualties as they return to the 
  Iron Belt to prepare their defenses. The attack 
  has been a costly failure in terms of human life 
  and materiel. Whether the Ordines have enough 
  strength to hold the Iron Belt will be tested in the 
  coming months.
  END FIVE
  END FIVE
  Foul legions begin pouring through the gate-
  way. They make short work of the beleaguered 
  Sacri Ordines. A mass retreat is ordered as the 
  legions of Hell break out of New Budapest and 
  attack allied forces from the rear.
  Casualties during the failed campaign have 
  been immense, numbering nearly half a million 
  men, not to mention a vast quantity of materiel, 
  and the weakened Ordines face the very real 
  threat of the Iron Belt being overrun in the near 
  future.
  In a bid to bolster the Ordines, the Pope 
  orders conscription for all citizens aged 18 to 35. 
  Few have the stomach for the duties required of 
  them.
  If other cities suffer the fate of New Budapest, 
  Necropolis will fall to the Rephaim. The future 
  for mankind looks very bleak indeed. May God 
  have mercy on them all. 
  132
  132
  NECROPOLIS 2350
  NECROPOLIS 2350
  Allied forces perform a ﬁ ghting withdrawal 
  and begin constructing a new Iron Belt linking 
  the new Preceptories constructed outside the 
  city. Valuable territory has been reclaimed, but 
  New Budapest remains enslaved.
  END THREE
  END THREE
  While surviving heroes manage to ﬂ ee across 
  the bridge, the battle for New Budapest has 
  proven too costly and the Pope orders a retreat.
  The new Preceptories are abandoned in favor 
  of positions further back. Some territory has been 
  taken, but whether it can be held against the dark 
  tide remains to be seen.
  END FOUR
  END FOUR
  Surviving characters escape the encirclement, 
  but they are among a lucky few. With the attack-
  ers surrounded by Rephaim on all sides, the Pope 
  has no choice but to order a full retreat. Advanced 
  units abandon the frontline before they are cut 
  off.
  Harried by fresh corpses from the city, the allied 
  forces suffer heavy casualties as they return to the 
  Iron Belt to prepare their defenses. The attack 
  has been a costly failure in terms of human life 
  and materiel. Whether the Ordines have enough 
  strength to hold the Iron Belt will be tested in the 
  coming months.
  END FIVE
  END FIVE
  Foul legions begin pouring through the gate-
  way. They make short work of the beleaguered 
  Sacri Ordines. A mass retreat is ordered as the 
  legions of Hell break out of New Budapest and 
  attack allied forces from the rear.
  Casualties during the failed campaign have 
  been immense, numbering nearly half a million 
  men, not to mention a vast quantity of materiel, 
  and the weakened Ordines face the very real 
  threat of the Iron Belt being overrun in the near 
  future.
  In a bid to bolster the Ordines, the Pope 
  orders conscription for all citizens aged 18 to 35. 
  Few have the stomach for the duties required of 
  them.
  If other cities suffer the fate of New Budapest, 
  Necropolis will fall to the Rephaim. The future 
  for mankind looks very bleak indeed. May God 
  have mercy on them all. 
  
  133
  133
  SAVAGE TALES
  SAVAGE TALES
  This chapter contains a number of complete 
  Savage Tales. They can be run in any order and 
  at any time during your campaign. They are not 
  dependent on the characters belonging to any 
  particular Sacer Ordo. To make them easier or 
  harder, simply adjust the enemy forces.
   RIOT DUTY
  RIOT DUTY
  This mission should be run fairly earlier on in 
  the campaign. It involves only small amounts of 
  combat, some tactical planning, and introduces 
  the Knights to some of the many problems cur-
  rently infesting the Church.
  Inquisitors sent to eradicate suspected cultists 
  from a town discovered a well-armed group of 
  Immortalists. The cultists stirred up the popu-
  lace against the Inquisitors and a full-scale riot 
  ensued. Lacking the necessary ﬁ repower to quell 
  the uprising they started they have called upon 
  the Sacri Ordines.
  BRIEFING
  BRIEFING
  This mission is politically sensitive. 
  A group of Inquisitors hunting heretics 
  awoke a hornet’s nest of civil unrest and 
  we’re being called in to calm things down. 
  The Ofﬁ ce of the Inquisition has insisted an 
  Inquisitor commands all Lances involved 
  and we’ve agreed. His name is Clemence.
  Casualties are to be kept to an absolute 
  minimum—only those identiﬁ ed by the 
  Inquisitor as heretics may be eliminated.
  Enemy Forces: Estimates put the upris-
  ing at several hundred strong. No reports 
  of weapons beyond bits of wood and some 
  household tools.
  Support: Assault ships will carry you 
  to the town and drop you of outside the 
  affected districts. From there you’ll pro-
  ceed on foot. Captives are to be left for 
  the Inquisitors who’ll be following behind 
  you. Sergeants will be standing by to cuff 
  prisoners and in case things get really 
  ugly.
  Equipment: Due to the sensitive nature 
  of this mission and the need to keep casu-
  alties down you’re all being issued with 
  stunners (5 mags) and ﬂ echette pistols 
  (2 mags). Hand in your weapons and 
  draw your new ones. Grenades, infantry 
  support weapons, heavy weapons, etc. 
  are all banned as well. Shields are recom-
  mended.
  THE MISSION
  THE MISSION
  The town of Narwood is a typical Church 
  settlement—a few wealthy estates near the cathe-
  dral surrounded by miles of rundown tenement 
  blocks and spiraling urban decay. Nominally 
  divided into twelve districts, the Inquisition has 
  long suspected widespread heretical beliefs in 
  the outermost district.
  When the Inquisitors entered the district it was 
  with their usual heavy handedness. Already high 
  tensions caused by food shortages and rampant 
  unemployment were fuelled by a small cult of 
  Immortalists, who spread rumors the Inquisition 
  was going to arrest everyone and subject them 
  to torture. The powder keg ignited and the dis-
  trict erupted into a riot, which quickly spread to 
  neighboring districts.
  Local police units managed to rescue most of 
  the Inquisitors before cordoning off the areas. 
  Trapped behind police barricades, the citizens 
  133
  133
  SAVAGE TALES
  SAVAGE TALES
  This chapter contains a number of complete 
  Savage Tales. They can be run in any order and 
  at any time during your campaign. They are not 
  dependent on the characters belonging to any 
  particular Sacer Ordo. To make them easier or 
  harder, simply adjust the enemy forces.
   RIOT DUTY
  RIOT DUTY
  This mission should be run fairly earlier on in 
  the campaign. It involves only small amounts of 
  combat, some tactical planning, and introduces 
  the Knights to some of the many problems cur-
  rently infesting the Church.
  Inquisitors sent to eradicate suspected cultists 
  from a town discovered a well-armed group of 
  Immortalists. The cultists stirred up the popu-
  lace against the Inquisitors and a full-scale riot 
  ensued. Lacking the necessary ﬁ repower to quell 
  the uprising they started they have called upon 
  the Sacri Ordines.
  BRIEFING
  BRIEFING
  This mission is politically sensitive. 
  A group of Inquisitors hunting heretics 
  awoke a hornet’s nest of civil unrest and 
  we’re being called in to calm things down. 
  The Ofﬁ ce of the Inquisition has insisted an 
  Inquisitor commands all Lances involved 
  and we’ve agreed. His name is Clemence.
  Casualties are to be kept to an absolute 
  minimum—only those identiﬁ ed by the 
  Inquisitor as heretics may be eliminated.
  Enemy Forces: Estimates put the upris-
  ing at several hundred strong. No reports 
  of weapons beyond bits of wood and some 
  household tools.
  Support: Assault ships will carry you 
  to the town and drop you of outside the 
  affected districts. From there you’ll pro-
  ceed on foot. Captives are to be left for 
  the Inquisitors who’ll be following behind 
  you. Sergeants will be standing by to cuff 
  prisoners and in case things get really 
  ugly.
  Equipment: Due to the sensitive nature 
  of this mission and the need to keep casu-
  alties down you’re all being issued with 
  stunners (5 mags) and ﬂ echette pistols 
  (2 mags). Hand in your weapons and 
  draw your new ones. Grenades, infantry 
  support weapons, heavy weapons, etc. 
  are all banned as well. Shields are recom-
  mended.
  THE MISSION
  THE MISSION
  The town of Narwood is a typical Church 
  settlement—a few wealthy estates near the cathe-
  dral surrounded by miles of rundown tenement 
  blocks and spiraling urban decay. Nominally 
  divided into twelve districts, the Inquisition has 
  long suspected widespread heretical beliefs in 
  the outermost district.
  When the Inquisitors entered the district it was 
  with their usual heavy handedness. Already high 
  tensions caused by food shortages and rampant 
  unemployment were fuelled by a small cult of 
  Immortalists, who spread rumors the Inquisition 
  was going to arrest everyone and subject them 
  to torture. The powder keg ignited and the dis-
  trict erupted into a riot, which quickly spread to 
  neighboring districts.
  Local police units managed to rescue most of 
  the Inquisitors before cordoning off the areas. 
  Trapped behind police barricades, the citizens 
  
  134
  134
  NECROPOLIS 2350
  NECROPOLIS 2350
  have taken to burning cars, destroying Church 
  property, and lynching anyone they suspect of 
  being an Inquisition informant.
  SITUATION ONE
  SITUATION ONE
  The Knights are sent straight into action in 
  helping pacify the outer districts. Their ﬁ rst task 
  is to suppress a group of rioters threatening to 
  burn down the district church. There are ﬁ fty 
  rioters, ﬁ ve of whom who are Immortalists (use 
  Cultists stats, page 161)—the rest are common 
  citizens caught up in the fervor. Roughly one 
  quarter of the rioters are women and children. 
  Trapped inside the church are the priest and 20 
  innocent citizens.
  When the Knights arrive the rioters turn their 
  attention to the “lackeys of the Inquisition,” 
  and begin advancing toward them brandishing 
  homemade weapons (Str+d4). The Inquisitor 
  assigned to the unit, Brother Clemence, orders 
  the Knights to open ﬁ re on the “heretics” with 
  SMGs to “protect the sanctity of the church.” 
  If the Knights open ﬁ re the cultists ﬁ re back as 
  described below.
  The rioters can actually be calmed with 
  soothing words and promises of safe treatment. 
  Calming the bloodthirsty crowd requires a raise 
  on a Persuasion roll, though (thus improving 
  their initial Reaction Table of Hostile to Neutral). 
  If the crowd calms, the Immortalists open ﬁ re 
  on the Knights with 6mm Asgard SMGs and start 
  throwing monoﬁ lament grenades. The other riot-
  ers panic and run around like headless chickens 
  for the ﬁ rst two rounds, during which time they 
  count as Innocent Bystanders. After this period 
  they have cleared the streets.
  If backup is requested a Lance of Sergeants 
  equipped with SMGs arrives in a Prophet APC 
  2d6 rounds later. If the Knights tried calming the 
  crowd, Inquisitor Clemence openly vows to see 
  the Knights, “Burn in the cleansing ﬁ res of the 
  Inquisition!” for their refusal to obey orders. 
  Technically the Inquisition has no authority 
  over the Sacri Ordines, but they can still make 
  life difﬁ cult in the Curia. On returning to the 
  Preceptory the Senior Knight is reprimanded for 
  aggravating the Inquisitor.
  Of course, should Clemence be killed in the 
  crossﬁ re, no report is made and only the Knights 
  and the rioters know what really happened.
  SITUATION TWO
  SITUATION TWO
  After saving the church, the Knights move into 
  the district. The presence of the militant Ordo has 
  convinced most citizens to return to their homes 
  and concoct believable alibis. Only the cultists 
  and a few diehards remain on the streets.
  One such group has taken several police ofﬁ -
  cers hostage and are holding them in a ﬁ fth ﬂ oor 
  apartment block. The unit is called on to rescue 
  the hostages. The police and several Lances of 
  Sergeants have the building surrounded.
  There are three cultists and three rioters 
  (treat as Citizens with d4 Fighting and armed 
  with molecular daggers). Two cultists guard the 
  ofﬁ cers in a bedroom while the others are in the 
  lounge making demands over the telephone to 
  the police captain.
  The cultists have convinced them to ask for a 
  million miters in cash for the safe return of the 
  hostages—a ludicrous demand—and they are 
  growing more anxious by the minute at the police 
  chief’s refusal to comply. Shortly after the team 
  is briefed on the situation the cultists execute a 
  hostage and throw his body out the window.
  How the team tackles the problem is up to 
  them. Going in the front door all guns blazing 
  is certainly gives the characters the element of 
  134
  134
  NECROPOLIS 2350
  NECROPOLIS 2350
  have taken to burning cars, destroying Church 
  property, and lynching anyone they suspect of 
  being an Inquisition informant.
  SITUATION ONE
  SITUATION ONE
  The Knights are sent straight into action in 
  helping pacify the outer districts. Their ﬁ rst task 
  is to suppress a group of rioters threatening to 
  burn down the district church. There are ﬁ fty 
  rioters, ﬁ ve of whom who are Immortalists (use 
  Cultists stats, page 161)—the rest are common 
  citizens caught up in the fervor. Roughly one 
  quarter of the rioters are women and children. 
  Trapped inside the church are the priest and 20 
  innocent citizens.
  When the Knights arrive the rioters turn their 
  attention to the “lackeys of the Inquisition,” 
  and begin advancing toward them brandishing 
  homemade weapons (Str+d4). The Inquisitor 
  assigned to the unit, Brother Clemence, orders 
  the Knights to open ﬁ re on the “heretics” with 
  SMGs to “protect the sanctity of the church.” 
  If the Knights open ﬁ re the cultists ﬁ re back as 
  described below.
  The rioters can actually be calmed with 
  soothing words and promises of safe treatment. 
  Calming the bloodthirsty crowd requires a raise 
  on a Persuasion roll, though (thus improving 
  their initial Reaction Table of Hostile to Neutral). 
  If the crowd calms, the Immortalists open ﬁ re 
  on the Knights with 6mm Asgard SMGs and start 
  throwing monoﬁ lament grenades. The other riot-
  ers panic and run around like headless chickens 
  for the ﬁ rst two rounds, during which time they 
  count as Innocent Bystanders. After this period 
  they have cleared the streets.
  If backup is requested a Lance of Sergeants 
  equipped with SMGs arrives in a Prophet APC 
  2d6 rounds later. If the Knights tried calming the 
  crowd, Inquisitor Clemence openly vows to see 
  the Knights, “Burn in the cleansing ﬁ res of the 
  Inquisition!” for their refusal to obey orders. 
  Technically the Inquisition has no authority 
  over the Sacri Ordines, but they can still make 
  life difﬁ cult in the Curia. On returning to the 
  Preceptory the Senior Knight is reprimanded for 
  aggravating the Inquisitor.
  Of course, should Clemence be killed in the 
  crossﬁ re, no report is made and only the Knights 
  and the rioters know what really happened.
  SITUATION TWO
  SITUATION TWO
  After saving the church, the Knights move into 
  the district. The presence of the militant Ordo has 
  convinced most citizens to return to their homes 
  and concoct believable alibis. Only the cultists 
  and a few diehards remain on the streets.
  One such group has taken several police ofﬁ -
  cers hostage and are holding them in a ﬁ fth ﬂ oor 
  apartment block. The unit is called on to rescue 
  the hostages. The police and several Lances of 
  Sergeants have the building surrounded.
  There are three cultists and three rioters 
  (treat as Citizens with d4 Fighting and armed 
  with molecular daggers). Two cultists guard the 
  ofﬁ cers in a bedroom while the others are in the 
  lounge making demands over the telephone to 
  the police captain.
  The cultists have convinced them to ask for a 
  million miters in cash for the safe return of the 
  hostages—a ludicrous demand—and they are 
  growing more anxious by the minute at the police 
  chief’s refusal to comply. Shortly after the team 
  is briefed on the situation the cultists execute a 
  hostage and throw his body out the window.
  How the team tackles the problem is up to 
  them. Going in the front door all guns blazing 
  is certainly gives the characters the element of 
  
  135
  135
  SAVAGE TALES
  SAVAGE TALES
  surprise, but unless they succeed in taking out 
  the cultists guarding the prisoners quickly they 
  execute them on their ﬁ rst action.
  Once the hostage situation is over the rest of 
  the day is spent mopping up small pockets of 
  resistance. The team is shipped back to the Pre-
  ceptory before the Inquisitors arrive to cleanse 
  the area of suspected heretics. No mention of the 
  riot is made in the Church media.
   RECRUITMENT DRIVE
  RECRUITMENT DRIVE
  What begins as a routine hearts-and-minds 
  operation quickly turns into a ﬁ ght for survival 
  as the characters battle a dangerous opponent. It 
  is recommended the group be Seasoned before 
  undertaking this mission.
  BRIEFING
  BRIEFING
  Your recent successes have made you 
  something of a valuable recruiting asset. 
  One of the large farming settlements in 
  the neighboring diocese is due a routine 
  hearts and minds visit and you’ve been 
  assigned to the task.
  As well as the usual show of presence 
  and ﬁ ring display we want you to set up 
  a recruiting stand. We’re down on our 
  quarterly quota and the bureaucrats need 
  more recruits to attract funding.
  Remember—be polite, smile, and don’t 
  get into any arguments over which Ordo 
  is better. Every citizen has his favorite, so 
  you’ll have to prove we’re the best through 
  your words and actions.
  Enemy Forces: The settlement is far 
  from the frontline but be on your guard. 
  Rephaim have advanced this far before.
  Support: We can’t waste too many 
  resources putting on a light show to impress 
  the locals. You’ll travel to the site in a 
  Prophet with a Lance of specialist recruit-
  ing Sergeants. Since we’re trying to recruit 
  you’ll also be assigned a Calvary MBT and 
  two Nazareth light tanks. Citizens love to 
  see the hardware. A media crew from our 
  own network will accompany you to get 
  some footage for next week’s broadcast.
  Equipment: Your regular gear plus a 
  few mock-ups to let the locals play with. 
  A collection of advertising boards, four 
  boxes of ﬂ yers, and some freebie mer-
  chandize should win a few minds to our 
  banner.
  THE MISSION
  THE MISSION
  Recruiting Sergeants use the same stats as 
  regular Sergeants with the following changes—
  Fighting and Shooting are both d4, they wear 
  dress uniforms instead of armor, and only carry 
  ﬂ echette pistols. Most haven’t ﬁ red a gun since 
  they ﬁ nished basic training. The media team 
  comprises 1d3+1 Sergeants—use the same stats 
  as for the recruitment Sergeants). The vehicle 
  crews are all standard Vehicle Crew Knights.
  The settlement of Neuberg is home to 2,450 
  souls and is considered a model farming commu-
  nity by many in the Curia. The citizens pay their 
  taxes on time—and in full—support the Sacri 
  Ordines when they visit, and police themselves 
  when it comes to heresy. A thousand more settle-
  ments like this and the Church’s problem would 
  be sorted.
  135
  135
  SAVAGE TALES
  SAVAGE TALES
  surprise, but unless they succeed in taking out 
  the cultists guarding the prisoners quickly they 
  execute them on their ﬁ rst action.
  Once the hostage situation is over the rest of 
  the day is spent mopping up small pockets of 
  resistance. The team is shipped back to the Pre-
  ceptory before the Inquisitors arrive to cleanse 
  the area of suspected heretics. No mention of the 
  riot is made in the Church media.
   RECRUITMENT DRIVE
  RECRUITMENT DRIVE
  What begins as a routine hearts-and-minds 
  operation quickly turns into a ﬁ ght for survival 
  as the characters battle a dangerous opponent. It 
  is recommended the group be Seasoned before 
  undertaking this mission.
  BRIEFING
  BRIEFING
  Your recent successes have made you 
  something of a valuable recruiting asset. 
  One of the large farming settlements in 
  the neighboring diocese is due a routine 
  hearts and minds visit and you’ve been 
  assigned to the task.
  As well as the usual show of presence 
  and ﬁ ring display we want you to set up 
  a recruiting stand. We’re down on our 
  quarterly quota and the bureaucrats need 
  more recruits to attract funding.
  Remember—be polite, smile, and don’t 
  get into any arguments over which Ordo 
  is better. Every citizen has his favorite, so 
  you’ll have to prove we’re the best through 
  your words and actions.
  Enemy Forces: The settlement is far 
  from the frontline but be on your guard. 
  Rephaim have advanced this far before.
  Support: We can’t waste too many 
  resources putting on a light show to impress 
  the locals. You’ll travel to the site in a 
  Prophet with a Lance of specialist recruit-
  ing Sergeants. Since we’re trying to recruit 
  you’ll also be assigned a Calvary MBT and 
  two Nazareth light tanks. Citizens love to 
  see the hardware. A media crew from our 
  own network will accompany you to get 
  some footage for next week’s broadcast.
  Equipment: Your regular gear plus a 
  few mock-ups to let the locals play with. 
  A collection of advertising boards, four 
  boxes of ﬂ yers, and some freebie mer-
  chandize should win a few minds to our 
  banner.
  THE MISSION
  THE MISSION
  Recruiting Sergeants use the same stats as 
  regular Sergeants with the following changes—
  Fighting and Shooting are both d4, they wear 
  dress uniforms instead of armor, and only carry 
  ﬂ echette pistols. Most haven’t ﬁ red a gun since 
  they ﬁ nished basic training. The media team 
  comprises 1d3+1 Sergeants—use the same stats 
  as for the recruitment Sergeants). The vehicle 
  crews are all standard Vehicle Crew Knights.
  The settlement of Neuberg is home to 2,450 
  souls and is considered a model farming commu-
  nity by many in the Curia. The citizens pay their 
  taxes on time—and in full—support the Sacri 
  Ordines when they visit, and police themselves 
  when it comes to heresy. A thousand more settle-
  ments like this and the Church’s problem would 
  be sorted.
  
  136
  136
  NECROPOLIS 2350
  NECROPOLIS 2350
  The locals have strung banners between 
  houses welcoming the Knights and organized a 
  feast in the church square, where hundreds of 
  locals have gathered. Let the characters interact 
  with the locals for a while before ruining their 
  day. A selection of social encounters is provided 
  below, but the WM should feel free to add some 
  of his own devising.
  * A pretty woman (Charisma +4) ﬂ irts openly 
  with one of the Knights. She does not handle 
  rejection well.
  * A farmer asks the Knights if they know his son, 
  whom he has not seen in eight months. If a 
  character makes a Common Knowledge (–2) 
  roll he knows the farmer’s son. Sadly, his name 
  came up that very morning on the overnight 
  casualty list. According to the report, he died 
  saving a group of school children from a cultist 
  attack by jumping on a grenade.
  * Another farmer asks the Knights what makes 
  their Ordo better than a rival Ordo (pick any 
  one).
  * A middle-aged woman asks the Knights to 
  take her baby daughter to the Preceptory’s 
  orphanage. She recently lost her husband and 
  has no family to support her. The Ordines do 
  accept orphans to train as Knights but usually 
  request the mother attend the Preceptory with 
  the child.
  * The local priest offers to bless the tanks. If 
  allowed, give the tank crews one benny each 
  to use in the coming battle.
  * A group of 1d4+2 local “toughs” try to 
  provoke the Knights into a ﬁ ght. Treat them as 
  unarmed Militia. They back down if a Knight 
  succeeds in an Intimidation roll.
  * A teenage boy asks a character about his 
  combat experiences, only to be violently ill if 
  the character goes into too much detail.
  * A young girl of about 6 asks the Knights to take 
  her favorite teddy bear as a lucky mascot. If a 
  character carries it in the forthcoming battle 
  he receives a free benny.
  ATTACK
  ATTACK
  The Rephaim have long considered Neuberg 
  to be a perfect target for an assault. The loss of 
  such a prized asset would be a severe blow to 
  Church morale and provide Immortalist recruit-
  ers in the larger towns and cities with an example 
  of the power the Rephaim have at their disposal. 
  An agent within the Preceptory has informed his 
  masters of the hearts and minds visit. The chance 
  to destroy the town and show the inefﬁ ciency of 
  the Sacri Ordines is too good a chance to waste—
  an assault is planned for the day the Knights are 
  in town.
  Enemy forces totaling 20 Dark Knights, two 
  ofﬁ cers, a war demon, and three Judea tanks are 
  amassed several miles outside of town. Additional 
  weaponry includes a ﬂ echette MG and two Dove 
  AT–1 missile launchers with three spare rounds 
  for each.
  The attack begins with a salvo of rockets from 
  the Judea tanks. Without forward observers the 
  tanks are ﬁ ring blind—1d4 rockets strike the 
  square, the rest explode in other areas of the 
  town. Place the Burst Templates in the center of 
  the square and roll for deviation. Each missile 
  deviates 2d10 x 2” from the center point in a d12 
  direction.
  Scared and wounded citizens immediately 
  begin panicking—the Knights will have to regain 
  order quickly as the infantry and tanks begin 
  their assault as soon as the salvoes end. A success-
  ful Persuasion (–2) roll calms the citizens, who 
  follow the Knights’ orders without question.
  Give the players a hand drawn copy of the town 
  map. They should be told from which direction 
  the rockets came and that they have just ﬁ fteen 
  minutes of real time to plan the defense of Neu-
  berg. If the players haven’t formulated a plan by 
  the time the clock runs out the enemy catch them 
  by surprise in the church square. 
  The enemy advance along the arrows marked 
  on the WM’s map. The “northern” group contains 
  10 soldiers, an ofﬁ cer, and two tanks while the 
  other has the same infantry numbers but includes 
  the war demon and one tank.
  A victory for the characters results in some 
  excellent combat footage for the media chan-
  nel, which in turn produces a sudden surge in 
  applications to join the Ordo. Knight characters 
  become instant, if short-lived, media stars and 
  gain +2 Charisma when dealing with citizens for 
  the next d4 months.
   HOLD THE BRIDGE
  HOLD THE BRIDGE
  The characters command a defensive force pro-
  tecting a vital bridge against a Rephaim assault. 
  This is a large engagement, but does not require 
  the Mass Battle rules.
  136
  136
  NECROPOLIS 2350
  NECROPOLIS 2350
  The locals have strung banners between 
  houses welcoming the Knights and organized a 
  feast in the church square, where hundreds of 
  locals have gathered. Let the characters interact 
  with the locals for a while before ruining their 
  day. A selection of social encounters is provided 
  below, but the WM should feel free to add some 
  of his own devising.
  * A pretty woman (Charisma +4) ﬂ irts openly 
  with one of the Knights. She does not handle 
  rejection well.
  * A farmer asks the Knights if they know his son, 
  whom he has not seen in eight months. If a 
  character makes a Common Knowledge (–2) 
  roll he knows the farmer’s son. Sadly, his name 
  came up that very morning on the overnight 
  casualty list. According to the report, he died 
  saving a group of school children from a cultist 
  attack by jumping on a grenade.
  * Another farmer asks the Knights what makes 
  their Ordo better than a rival Ordo (pick any 
  one).
  * A middle-aged woman asks the Knights to 
  take her baby daughter to the Preceptory’s 
  orphanage. She recently lost her husband and 
  has no family to support her. The Ordines do 
  accept orphans to train as Knights but usually 
  request the mother attend the Preceptory with 
  the child.
  * The local priest offers to bless the tanks. If 
  allowed, give the tank crews one benny each 
  to use in the coming battle.
  * A group of 1d4+2 local “toughs” try to 
  provoke the Knights into a ﬁ ght. Treat them as 
  unarmed Militia. They back down if a Knight 
  succeeds in an Intimidation roll.
  * A teenage boy asks a character about his 
  combat experiences, only to be violently ill if 
  the character goes into too much detail.
  * A young girl of about 6 asks the Knights to take 
  her favorite teddy bear as a lucky mascot. If a 
  character carries it in the forthcoming battle 
  he receives a free benny.
  ATTACK
  ATTACK
  The Rephaim have long considered Neuberg 
  to be a perfect target for an assault. The loss of 
  such a prized asset would be a severe blow to 
  Church morale and provide Immortalist recruit-
  ers in the larger towns and cities with an example 
  of the power the Rephaim have at their disposal. 
  An agent within the Preceptory has informed his 
  masters of the hearts and minds visit. The chance 
  to destroy the town and show the inefﬁ ciency of 
  the Sacri Ordines is too good a chance to waste—
  an assault is planned for the day the Knights are 
  in town.
  Enemy forces totaling 20 Dark Knights, two 
  ofﬁ cers, a war demon, and three Judea tanks are 
  amassed several miles outside of town. Additional 
  weaponry includes a ﬂ echette MG and two Dove 
  AT–1 missile launchers with three spare rounds 
  for each.
  The attack begins with a salvo of rockets from 
  the Judea tanks. Without forward observers the 
  tanks are ﬁ ring blind—1d4 rockets strike the 
  square, the rest explode in other areas of the 
  town. Place the Burst Templates in the center of 
  the square and roll for deviation. Each missile 
  deviates 2d10 x 2” from the center point in a d12 
  direction.
  Scared and wounded citizens immediately 
  begin panicking—the Knights will have to regain 
  order quickly as the infantry and tanks begin 
  their assault as soon as the salvoes end. A success-
  ful Persuasion (–2) roll calms the citizens, who 
  follow the Knights’ orders without question.
  Give the players a hand drawn copy of the town 
  map. They should be told from which direction 
  the rockets came and that they have just ﬁ fteen 
  minutes of real time to plan the defense of Neu-
  berg. If the players haven’t formulated a plan by 
  the time the clock runs out the enemy catch them 
  by surprise in the church square. 
  The enemy advance along the arrows marked 
  on the WM’s map. The “northern” group contains 
  10 soldiers, an ofﬁ cer, and two tanks while the 
  other has the same infantry numbers but includes 
  the war demon and one tank.
  A victory for the characters results in some 
  excellent combat footage for the media chan-
  nel, which in turn produces a sudden surge in 
  applications to join the Ordo. Knight characters 
  become instant, if short-lived, media stars and 
  gain +2 Charisma when dealing with citizens for 
  the next d4 months.
   HOLD THE BRIDGE
  HOLD THE BRIDGE
  The characters command a defensive force pro-
  tecting a vital bridge against a Rephaim assault. 
  This is a large engagement, but does not require 
  the Mass Battle rules.
  
  137
  137
  SAVAGE TALES
  SAVAGE TALES
  BRIEFING
  BRIEFING
  The Rephaim have launched a series of 
  probing attacks along large sections of the 
  frontline. This time the enemy caught us 
  with our pants down. Several key bridges 
  lie in the area and they’re the only route 
  home for our boys on the frontline.
  You’re being put in charge of the defense 
  of the Hauser Bridge. Protect it as long as 
  possible. Destruction of the bridge will 
  hamper any retreat but better that than 
  have it captured. If you’re about to be 
  overrun you have permission to blow the 
  bridge.
  Enemy Forces: Expect waves of infan-
  try supported by tanks and possibly even 
  necromantic weaponry.
  Support: Basilica SPAs are on call. A 
  Lance of Knight Infantry Support, two 
  Lances of Sergeants, and a Lance of four 
  Nazareths are already on site awaiting 
  your arrival. Two Megiddo mortars are 
  emplaced on our side of the bridge.
  Equipment: Load yourselves down with 
  as much ammo and heavy ordnance as 
  you can carry. The bridgehead is already 
  mined so don’t worry about carrying 
  extras.
  BASE DEFENSES
  BASE DEFENSES
  The Knight Infantry Support Lance comprises 
  four Infantry Support troops with ﬂ echette MGs 
  and two Assault Knights. Fill out ally sheets for 
  all allied units. Around the perimeter is a double 
  row of razor wire.
  Inside the wire is a heavy density mixed mine-
  ﬁ eld extending for 10”. Roll for type on the Mine 
  Summary Table (page 100) if a mine is detonated. 
  The last line of defensive on the far side of the 
  bridge is a series of armored pillboxes. Each 
  pillbox can hold four men and has ﬁ ring slits 
  on the front face. Troops ﬁ ring through the slits 
  receive Heavy Cover (–4). The command bunker 
  has room for ten soldiers to use the ﬁ ring slits 
  simultaneously. Inside is the main detonator for 
  blowing the bridge.
  A series of armored emplacements provide 
  cover for the Megiddo mortars and the tanks. 
  Tanks parked in the emplacement are considered 
  “hull down”—only the turret is showing—and 
  receive Medium Cover (–2).
  The bridge has a Toughness of 40(20) for each 
  1” square. Shaken results create small craters but 
  do not dramatically impede movement—count it 
  as Difﬁ cult Terrain. A wound creates a hole in the 
  bridge—mark the affected area with a 1” square 
  counter. This counts as impassable terrain.
  A line of holes across the entire width of the 
  bridge makes it impassable by all but grav-lift 
  vehicles.
  THE MISSION
  THE MISSION
  As dawn breaks on the ﬁ rst day, the radio 
  chatter reveals the sorry state of allied positions 
  across the bridge. Several positions have been 
  overrun completely with heavy losses, others are 
  holding out against massive numbers of “human 
  wave” assaults, and a few are abandoning their 
  posts and heading to regrouping zones to pre-
  pare counterattacks. Artillery shells and large 
  caliber rockets scream over the group’s position 
  at regular intervals.
  During the day several reports indicate a large 
  breakthrough heading straight for the Hauser 
  Bridge. It seems the characters are going to have 
  company.
  137
  137
  SAVAGE TALES
  SAVAGE TALES
  BRIEFING
  BRIEFING
  The Rephaim have launched a series of 
  probing attacks along large sections of the 
  frontline. This time the enemy caught us 
  with our pants down. Several key bridges 
  lie in the area and they’re the only route 
  home for our boys on the frontline.
  You’re being put in charge of the defense 
  of the Hauser Bridge. Protect it as long as 
  possible. Destruction of the bridge will 
  hamper any retreat but better that than 
  have it captured. If you’re about to be 
  overrun you have permission to blow the 
  bridge.
  Enemy Forces: Expect waves of infan-
  try supported by tanks and possibly even 
  necromantic weaponry.
  Support: Basilica SPAs are on call. A 
  Lance of Knight Infantry Support, two 
  Lances of Sergeants, and a Lance of four 
  Nazareths are already on site awaiting 
  your arrival. Two Megiddo mortars are 
  emplaced on our side of the bridge.
  Equipment: Load yourselves down with 
  as much ammo and heavy ordnance as 
  you can carry. The bridgehead is already 
  mined so don’t worry about carrying 
  extras.
  BASE DEFENSES
  BASE DEFENSES
  The Knight Infantry Support Lance comprises 
  four Infantry Support troops with ﬂ echette MGs 
  and two Assault Knights. Fill out ally sheets for 
  all allied units. Around the perimeter is a double 
  row of razor wire.
  Inside the wire is a heavy density mixed mine-
  ﬁ eld extending for 10”. Roll for type on the Mine 
  Summary Table (page 100) if a mine is detonated. 
  The last line of defensive on the far side of the 
  bridge is a series of armored pillboxes. Each 
  pillbox can hold four men and has ﬁ ring slits 
  on the front face. Troops ﬁ ring through the slits 
  receive Heavy Cover (–4). The command bunker 
  has room for ten soldiers to use the ﬁ ring slits 
  simultaneously. Inside is the main detonator for 
  blowing the bridge.
  A series of armored emplacements provide 
  cover for the Megiddo mortars and the tanks. 
  Tanks parked in the emplacement are considered 
  “hull down”—only the turret is showing—and 
  receive Medium Cover (–2).
  The bridge has a Toughness of 40(20) for each 
  1” square. Shaken results create small craters but 
  do not dramatically impede movement—count it 
  as Difﬁ cult Terrain. A wound creates a hole in the 
  bridge—mark the affected area with a 1” square 
  counter. This counts as impassable terrain.
  A line of holes across the entire width of the 
  bridge makes it impassable by all but grav-lift 
  vehicles.
  THE MISSION
  THE MISSION
  As dawn breaks on the ﬁ rst day, the radio 
  chatter reveals the sorry state of allied positions 
  across the bridge. Several positions have been 
  overrun completely with heavy losses, others are 
  holding out against massive numbers of “human 
  wave” assaults, and a few are abandoning their 
  posts and heading to regrouping zones to pre-
  pare counterattacks. Artillery shells and large 
  caliber rockets scream over the group’s position 
  at regular intervals.
  During the day several reports indicate a large 
  breakthrough heading straight for the Hauser 
  Bridge. It seems the characters are going to have 
  company.
  
  138
  138
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE ASSAULT
  THE ASSAULT
  Sensing an opportunity to encircle the outlying 
  human troops and cut off support, the Rephaim 
  are attacking all the bridges along the new front-
  line. The capture of these would condemn tens of 
  thousands of Knights and Sergeants to death and 
  allow the Rephaim to continue their advance.
  An hour before dusk, the ﬁ rst attack begins 
  with a short 200mm rocket artillery barrage tar-
  geted on both sides of the bridge. Place a line of 
  four Large Burst Templates along the razor wire 
  and on the command bunker. Roll for deviation 
  and effect as normal. Mines caught within the 
  template explode automatically, clearing a path 
  for the infantry and tanks.
  As the sun begins to set (Dim Lighting) the 
  ﬁ rst wave of troops—20 zombies and six explod-
  ing corpses—pours toward the perimeter. The 
  attackers emerge from the treeline 60 yards 
  in front of the razor wire. This is not the main 
  assault but a probe to clear the razor wire and 
  mineﬁ eld and reduce the defenders’ ammo sup-
  plies. Any exploding corpses that reach the razor 
  wire detonate, possibly killing nearby allies but 
  also ripping holes in the perimeter.
  An hour after the ﬁ rst wave is stopped the main 
  assault begins under cover of darkness. A force 
  of 60 zombies supported by four Brigand tanks 
  crewed by skeletons storm toward the bridge.
  Four of the zombies have ﬂ amethrowers, six 
  have LAW 66mm rockets, and two have Gehenna 
  blast cannons—the rest are equipped as standard. 
  The tanks blast away at the pillboxes and Nazareth 
  tanks as soon as they emerge from cover.
  If the attack is stopped the characters are vic-
  torious. Shortly after the attack ends, a convoy 
  of heavy tanks supported by thousands of troops 
  arrives to cross the bridge. A large counterattack 
  is underway and the tide has turned in favor of 
  the Sacri Ordines.
  The characters are relieved of their duties and 
  returned to the Preceptory for a much needed 
  rest.
   A CLASH OF CULTURES
  A CLASH OF CULTURES
  A small village has come under attack by 
  Rephaim troops and a hurried rescue mission is 
  launched. A church media team accompanies the 
  characters to broadcast live footage of the “daring 
  rescue” to the masses. To make matters worse, a 
  Corporate snatch team is already in the village.
  BRIEFING
  BRIEFING
  We’ve just received an SOS call from 
  a remote settlement under attack by 
  Rephaim. They’ve no militia and need 
  urgent help. We’re the nearest Preceptory 
  so the rescue falls to us. It sounds like the 
  majority of citizens managed to barri-
  cade themselves in the church, but others 
  are isolated in their homes. Liberate the 
  church then sweep through the village and 
  cleanse it.
  It seems the Field Master views this mis-
  sion as a recruitment opportunity. The 
  Ofﬁ ce of Information is sending a TV crew 
  to broadcast live footage of your team in 
  action. Keep it clean, rescue those citizens, 
  and we may see a much needed rise in 
  recruits as a result.
  Enemy Forces: The report was garbled 
  but we estimate around 10–20 zombies 
  and skeletons around the church with 
  perhaps half that number elsewhere in the 
  village.
  Support: The only ﬁ re support avail-
  able is your dropship. A squad of Sergeants 
  has been assembled and is waiting at the 
  airﬁ eld.
  Equipment: There’s no time to pick the 
  best gear. Grab what you have and get to 
  the dropship.
  THE MISSION
  THE MISSION
  The TV crew consists of a reporter, two cam-
  eramen, and a sound engineer. None of them has 
  any combat experience. Treat as Citizens but add 
  Knowledge (Journalism) d8 to the reporter and 
  Repair d6 to the sound engineer. The reporter 
  attaches herself to the group’s leader and follows 
  him everywhere he goes.
  By the time the team arrives the citizens have 
  managed to construct a makeshift barricade of 
  cars around the church, from where they are 
  mounting a valiant but futile defense. There are 
  20 citizens and ﬁ ve militia behind the barricade 
  138
  138
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE ASSAULT
  THE ASSAULT
  Sensing an opportunity to encircle the outlying 
  human troops and cut off support, the Rephaim 
  are attacking all the bridges along the new front-
  line. The capture of these would condemn tens of 
  thousands of Knights and Sergeants to death and 
  allow the Rephaim to continue their advance.
  An hour before dusk, the ﬁ rst attack begins 
  with a short 200mm rocket artillery barrage tar-
  geted on both sides of the bridge. Place a line of 
  four Large Burst Templates along the razor wire 
  and on the command bunker. Roll for deviation 
  and effect as normal. Mines caught within the 
  template explode automatically, clearing a path 
  for the infantry and tanks.
  As the sun begins to set (Dim Lighting) the 
  ﬁ rst wave of troops—20 zombies and six explod-
  ing corpses—pours toward the perimeter. The 
  attackers emerge from the treeline 60 yards 
  in front of the razor wire. This is not the main 
  assault but a probe to clear the razor wire and 
  mineﬁ eld and reduce the defenders’ ammo sup-
  plies. Any exploding corpses that reach the razor 
  wire detonate, possibly killing nearby allies but 
  also ripping holes in the perimeter.
  An hour after the ﬁ rst wave is stopped the main 
  assault begins under cover of darkness. A force 
  of 60 zombies supported by four Brigand tanks 
  crewed by skeletons storm toward the bridge.
  Four of the zombies have ﬂ amethrowers, six 
  have LAW 66mm rockets, and two have Gehenna 
  blast cannons—the rest are equipped as standard. 
  The tanks blast away at the pillboxes and Nazareth 
  tanks as soon as they emerge from cover.
  If the attack is stopped the characters are vic-
  torious. Shortly after the attack ends, a convoy 
  of heavy tanks supported by thousands of troops 
  arrives to cross the bridge. A large counterattack 
  is underway and the tide has turned in favor of 
  the Sacri Ordines.
  The characters are relieved of their duties and 
  returned to the Preceptory for a much needed 
  rest.
   A CLASH OF CULTURES
  A CLASH OF CULTURES
  A small village has come under attack by 
  Rephaim troops and a hurried rescue mission is 
  launched. A church media team accompanies the 
  characters to broadcast live footage of the “daring 
  rescue” to the masses. To make matters worse, a 
  Corporate snatch team is already in the village.
  BRIEFING
  BRIEFING
  We’ve just received an SOS call from 
  a remote settlement under attack by 
  Rephaim. They’ve no militia and need 
  urgent help. We’re the nearest Preceptory 
  so the rescue falls to us. It sounds like the 
  majority of citizens managed to barri-
  cade themselves in the church, but others 
  are isolated in their homes. Liberate the 
  church then sweep through the village and 
  cleanse it.
  It seems the Field Master views this mis-
  sion as a recruitment opportunity. The 
  Ofﬁ ce of Information is sending a TV crew 
  to broadcast live footage of your team in 
  action. Keep it clean, rescue those citizens, 
  and we may see a much needed rise in 
  recruits as a result.
  Enemy Forces: The report was garbled 
  but we estimate around 10–20 zombies 
  and skeletons around the church with 
  perhaps half that number elsewhere in the 
  village.
  Support: The only ﬁ re support avail-
  able is your dropship. A squad of Sergeants 
  has been assembled and is waiting at the 
  airﬁ eld.
  Equipment: There’s no time to pick the 
  best gear. Grab what you have and get to 
  the dropship.
  THE MISSION
  THE MISSION
  The TV crew consists of a reporter, two cam-
  eramen, and a sound engineer. None of them has 
  any combat experience. Treat as Citizens but add 
  Knowledge (Journalism) d8 to the reporter and 
  Repair d6 to the sound engineer. The reporter 
  attaches herself to the group’s leader and follows 
  him everywhere he goes.
  By the time the team arrives the citizens have 
  managed to construct a makeshift barricade of 
  cars around the church, from where they are 
  mounting a valiant but futile defense. There are 
  20 citizens and ﬁ ve militia behind the barricade 
  
  139
  139
  SAVAGE TALES
  SAVAGE TALES
  and a further 30 citizens (in groups of 1d6) 
  trapped in their homes throughout the village. 
  The barricade has a Toughness of 16(6).
  The bulk of the Rephaim army consists of 20 
  zombies. They currently surround the makeshift 
  barricades the villagers have assembled—their 
  close proximity to the citizens makes ﬁ re support 
  dangerous. Ten skeletons in two groups of ﬁ ve 
  are searching the village for lone humans.
  The dropship pilot performs a ﬂ yby of the vil-
  lage to give the group’s commander an overall 
  picture of the situation. Small arms ﬁ re rattles off 
  the dropship’s armor—it poses no danger to the 
  heavily armored craft. The CO may pick where 
  his troops disembark—as soon as they vacate the 
  dropship it lifts off and begins circling, radioing 
  in the location of enemy forces.
  Unfortunately the distress call was placed over 
  an open channel. BioGen immediately dispatched 
  a team of security troops and scientists to capture 
  Rephaim specimens for research.
  The Corporate force comprises two scientists, 
  ﬁ ve soldiers, and a vehicle crewman. Two of the 
  soldiers carry corpse catchers in addition to their 
  standard weaponry. Realizing the characters are 
  going to ask some very awkward questions the 
  Corporate forces decide to eliminate them—and 
  more importantly the media crew—to hide their 
  own illegal activities. The Corporate forces hear 
  the approaching dropship and take refuge in the 
  building marked X before the heroes arrive on 
  the scene.
  If the heroes enter the barn marked Y they 
  discover the Corporate unit’s transportation—a 
  Roadrunner APC.
   FLIEGERKOPF
  FLIEGERKOPF
  The characters should be Seasoned before 
  being assigned this mission. A Scout would be a 
  valuable asset but is not required for success.
  A group of trappers visit the characters’ Pre-
  ceptory and inform the Preceptor Master that the 
  Rephaim have been experimenting with aircraft. 
  The Preceptor Master, seeing a chance to win 
  some glory for his Preceptory (and himself), 
  orders the characters to investigate further, steal-
  ing one of the craft if possible.
  BRIEFING
  BRIEFING
  The CO is called to a brieﬁ ng in the 
  Preceptor Master’s private ofﬁ ce. Such an 
  event is highly unusual—the Preceptory 
  has dedicated brieﬁ ng rooms ﬁ tted with 
  advanced tactical display computers and 
  hologram maps.
  Last month a group of civilians reported 
  seeing an unusual object ﬂ ying over the 
  borderland boondocks they call home. 
  Intel has learned that no Church birds 
  were operating in that area at the time. 
  Scouts have scoured the area and have 
  located what appears to be an airﬁ eld 
  operated by the Rephaim 100 miles behind 
  enemy lines.
  This is a major discovery. Until now we 
  have enjoyed total air superiority and I 
  have no intention of seeing that change. 
  Your mission is to inﬁ ltrate the base, 
  acquire blueprints and photographs, 
  then try to steal one of these birds. If 
  that proves impossible you’re ordered to 
  destroy it. Once you’re clear radio in and 
  we’ll send in assault ships to ﬂ atten the 
  base. A Cherub insertion craft will drop 
  you 50 miles from the airﬁ eld. If you need 
  immediate extraction the call sign is 
  “Mercy Four.”
  Enemy Forces: The scouts reported 
  large numbers of zombies and skeletons 
  but few vehicles. There’s a good chance a 
  greater Rephaim is in charge of this opera-
  tion.
  Support: This is a covert mission behind 
  enemy lines. No dedicated ﬁ re support 
  is available. A pilot has been assigned 
  to your team. All being well he’ll ﬂ y the 
  craft home, leaving you to escape via the 
  Cherub.
  Equipment: In addition to your regular 
  gear take whatever explosives and heavy 
  weapons you can carry. One week of trail 
  rations should be enough.
  THE MISSION
  THE MISSION
  The pilot is an Extra Knight Vehicle Crewman 
  by the name of Lance Peters. In addition to his 
  usual stats he has the Arrogant Hindrance. He’s 
  also upset at being sent in on the ground and 
  139
  139
  SAVAGE TALES
  SAVAGE TALES
  and a further 30 citizens (in groups of 1d6) 
  trapped in their homes throughout the village. 
  The barricade has a Toughness of 16(6).
  The bulk of the Rephaim army consists of 20 
  zombies. They currently surround the makeshift 
  barricades the villagers have assembled—their 
  close proximity to the citizens makes ﬁ re support 
  dangerous. Ten skeletons in two groups of ﬁ ve 
  are searching the village for lone humans.
  The dropship pilot performs a ﬂ yby of the vil-
  lage to give the group’s commander an overall 
  picture of the situation. Small arms ﬁ re rattles off 
  the dropship’s armor—it poses no danger to the 
  heavily armored craft. The CO may pick where 
  his troops disembark—as soon as they vacate the 
  dropship it lifts off and begins circling, radioing 
  in the location of enemy forces.
  Unfortunately the distress call was placed over 
  an open channel. BioGen immediately dispatched 
  a team of security troops and scientists to capture 
  Rephaim specimens for research.
  The Corporate force comprises two scientists, 
  ﬁ ve soldiers, and a vehicle crewman. Two of the 
  soldiers carry corpse catchers in addition to their 
  standard weaponry. Realizing the characters are 
  going to ask some very awkward questions the 
  Corporate forces decide to eliminate them—and 
  more importantly the media crew—to hide their 
  own illegal activities. The Corporate forces hear 
  the approaching dropship and take refuge in the 
  building marked X before the heroes arrive on 
  the scene.
  If the heroes enter the barn marked Y they 
  discover the Corporate unit’s transportation—a 
  Roadrunner APC.
   FLIEGERKOPF
  FLIEGERKOPF
  The characters should be Seasoned before 
  being assigned this mission. A Scout would be a 
  valuable asset but is not required for success.
  A group of trappers visit the characters’ Pre-
  ceptory and inform the Preceptor Master that the 
  Rephaim have been experimenting with aircraft. 
  The Preceptor Master, seeing a chance to win 
  some glory for his Preceptory (and himself), 
  orders the characters to investigate further, steal-
  ing one of the craft if possible.
  BRIEFING
  BRIEFING
  The CO is called to a brieﬁ ng in the 
  Preceptor Master’s private ofﬁ ce. Such an 
  event is highly unusual—the Preceptory 
  has dedicated brieﬁ ng rooms ﬁ tted with 
  advanced tactical display computers and 
  hologram maps.
  Last month a group of civilians reported 
  seeing an unusual object ﬂ ying over the 
  borderland boondocks they call home. 
  Intel has learned that no Church birds 
  were operating in that area at the time. 
  Scouts have scoured the area and have 
  located what appears to be an airﬁ eld 
  operated by the Rephaim 100 miles behind 
  enemy lines.
  This is a major discovery. Until now we 
  have enjoyed total air superiority and I 
  have no intention of seeing that change. 
  Your mission is to inﬁ ltrate the base, 
  acquire blueprints and photographs, 
  then try to steal one of these birds. If 
  that proves impossible you’re ordered to 
  destroy it. Once you’re clear radio in and 
  we’ll send in assault ships to ﬂ atten the 
  base. A Cherub insertion craft will drop 
  you 50 miles from the airﬁ eld. If you need 
  immediate extraction the call sign is 
  “Mercy Four.”
  Enemy Forces: The scouts reported 
  large numbers of zombies and skeletons 
  but few vehicles. There’s a good chance a 
  greater Rephaim is in charge of this opera-
  tion.
  Support: This is a covert mission behind 
  enemy lines. No dedicated ﬁ re support 
  is available. A pilot has been assigned 
  to your team. All being well he’ll ﬂ y the 
  craft home, leaving you to escape via the 
  Cherub.
  Equipment: In addition to your regular 
  gear take whatever explosives and heavy 
  weapons you can carry. One week of trail 
  rations should be enough.
  THE MISSION
  THE MISSION
  The pilot is an Extra Knight Vehicle Crewman 
  by the name of Lance Peters. In addition to his 
  usual stats he has the Arrogant Hindrance. He’s 
  also upset at being sent in on the ground and 
  
  140
  140
  NECROPOLIS 2350
  NECROPOLIS 2350
  whines continually. Fill out an ally sheet and 
  give him to one of the players. His survival is not 
  actually vital—he won’t ﬁ t in the aircraft—but the 
  team doesn’t know this yet.
  Once on the ground the unit can proceed 
  through the rugged and forested terrain at 15 
  miles a day. Roll on the Encounter Table below 
  once per day.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d6 
  Result
  1 
  Deserted farmhouse. The farmhouse 
  would make a good defensive position to 
  rest for the night.
  2 
  Patrol of 2d6 zombies. Both sides should 
  make Notice rolls. If one or both sides 
  succeeds the encounter begins at a range 
  of 2d10 x4 yards. Otherwise the range is 
  4d6 yards and both forces must check for 
  surprise.
  3–4 
  No encounter.
  5 
  Tank. A lone Nazareth tank crewed by 
  skeletons is patrolling the area. Check for 
  encounter range as above.
  6 
  Fliegerkopf. The Fliegerkopf can be seen 
  ﬂ ying overhead. The closest it comes to 
  the group’s position is 2d10 x 10 yards. 
  It circles for 2d10 minutes before ﬂ ying 
  back to its base.
  THE AIRFIELD
  THE AIRFIELD
  The airﬁ eld is located on a grassy plain on the 
  edge of heavy woods. A killing zone of 50 yards 
  (25”) lies between the woods and the outer 
  perimeter.
  A double barrier of razor wire, 6 yards (3”) 
  wide and twice that apart, marks the perimeter. 
  Positioned every 10 yards (5”) along the gap 
  between the wires are Banshee defense systems.
  Wooden emplacements are spaced along 
  the inside of the perimeter fence. Each houses 
  two skeletons armed with a ﬂ echette MG. Each 
  emplacement has ﬁ ring ports on all sides. Trans-
  ferring the MG between ports takes an entire 
  round.
  Two patrols of 2d6 zombies constantly walk the 
  inside perimeter—they are spaced equidistantly 
  and perform a complete circuit every 30 minutes. 
  They are left to their own devices unless there is 
  an attack—at which point a vampire ofﬁ cer joins 
  them from the armored bunker.
  The large building near the runway is the 
  hangar and houses a single Fliegerkopf aircraft. 
  Two zombies guard the entrance and two more 
  patrol inside. Part-necromancy and part-technol-
  ogy, the Fliegerkopf requires fuel. A large valve 
  allows fuel to be transferred from underground 
  tanks to the Fliegerkopf. One way to destroy 
  the aircraft is to leave the valve open and set an 
  explosive or incendiary charge nearby. The resul-
  tant explosion causes 4d8 damage to everything 
  within a 24-yard (12”) radius.
  A single metal door, guarded by two zombies, 
  allows access to the bunker. The door can be blown 
  open with an explosive charge or the electronic 
  lock can be “picked” with a successful Lockpick-
  ing (–2) roll. Inside is a lift giving access to the 
  operations suite buried deep underground.
  Within the command center are two rooms. The 
  lift opens into the control room, which is manned 
  around the clock by three young vampires. Inside 
  this room is an armored locker housing a single 
  ﬂ iegerkopf head in a nutrient tank and a safe, 
  which contains the blueprints. The second room 
  is the living quarters of the camp CO—an ancient 
  vampire.
  Cracking the safe or the armored cupboard 
  requires a single charge of explosives or a Lock-
  picking (–4) roll.
  140
  140
  NECROPOLIS 2350
  NECROPOLIS 2350
  whines continually. Fill out an ally sheet and 
  give him to one of the players. His survival is not 
  actually vital—he won’t ﬁ t in the aircraft—but the 
  team doesn’t know this yet.
  Once on the ground the unit can proceed 
  through the rugged and forested terrain at 15 
  miles a day. Roll on the Encounter Table below 
  once per day.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d6 
  Result
  1 
  Deserted farmhouse. The farmhouse 
  would make a good defensive position to 
  rest for the night.
  2 
  Patrol of 2d6 zombies. Both sides should 
  make Notice rolls. If one or both sides 
  succeeds the encounter begins at a range 
  of 2d10 x4 yards. Otherwise the range is 
  4d6 yards and both forces must check for 
  surprise.
  3–4 
  No encounter.
  5 
  Tank. A lone Nazareth tank crewed by 
  skeletons is patrolling the area. Check for 
  encounter range as above.
  6 
  Fliegerkopf. The Fliegerkopf can be seen 
  ﬂ ying overhead. The closest it comes to 
  the group’s position is 2d10 x 10 yards. 
  It circles for 2d10 minutes before ﬂ ying 
  back to its base.
  THE AIRFIELD
  THE AIRFIELD
  The airﬁ eld is located on a grassy plain on the 
  edge of heavy woods. A killing zone of 50 yards 
  (25”) lies between the woods and the outer 
  perimeter.
  A double barrier of razor wire, 6 yards (3”) 
  wide and twice that apart, marks the perimeter. 
  Positioned every 10 yards (5”) along the gap 
  between the wires are Banshee defense systems.
  Wooden emplacements are spaced along 
  the inside of the perimeter fence. Each houses 
  two skeletons armed with a ﬂ echette MG. Each 
  emplacement has ﬁ ring ports on all sides. Trans-
  ferring the MG between ports takes an entire 
  round.
  Two patrols of 2d6 zombies constantly walk the 
  inside perimeter—they are spaced equidistantly 
  and perform a complete circuit every 30 minutes. 
  They are left to their own devices unless there is 
  an attack—at which point a vampire ofﬁ cer joins 
  them from the armored bunker.
  The large building near the runway is the 
  hangar and houses a single Fliegerkopf aircraft. 
  Two zombies guard the entrance and two more 
  patrol inside. Part-necromancy and part-technol-
  ogy, the Fliegerkopf requires fuel. A large valve 
  allows fuel to be transferred from underground 
  tanks to the Fliegerkopf. One way to destroy 
  the aircraft is to leave the valve open and set an 
  explosive or incendiary charge nearby. The resul-
  tant explosion causes 4d8 damage to everything 
  within a 24-yard (12”) radius.
  A single metal door, guarded by two zombies, 
  allows access to the bunker. The door can be blown 
  open with an explosive charge or the electronic 
  lock can be “picked” with a successful Lockpick-
  ing (–2) roll. Inside is a lift giving access to the 
  operations suite buried deep underground.
  Within the command center are two rooms. The 
  lift opens into the control room, which is manned 
  around the clock by three young vampires. Inside 
  this room is an armored locker housing a single 
  ﬂ iegerkopf head in a nutrient tank and a safe, 
  which contains the blueprints. The second room 
  is the living quarters of the camp CO—an ancient 
  vampire.
  Cracking the safe or the armored cupboard 
  requires a single charge of explosives or a Lock-
  picking (–4) roll.
  
  141
  141
  SAVAGE TALES
  SAVAGE TALES
   TERROR TACTICS
  TERROR TACTICS
  The group is assigned to a remote border post. 
  Unfortunately, the border post is about to come 
  under attack by a Rephaim force, but all is not 
  as it seems as the heroes realize the evil of the 
  enemy they must ﬁ ght.
  BRIEFING
  BRIEFING
  As part of a routine rotation of forces 
  your unit is being assigned to a forward 
  observation post in the Carpathian Moun-
  tains for the next two weeks. A Lance of 
  Sergeants will accompany you. This should 
  be a nice rest from battle—take the time 
  to relax but don’t neglect your duties.
  Enemy Forces: There have been reports 
  of Rephaim patrols in the vicinity but 
  no contact has been made. The outpost 
  is located on the only path through this 
  stretch of the mountains so chances are 
  the enemy knows it exists.
  Support: Dedicated Basilica SPAs are 
  available should the enemy attempt a 
  breakthrough.
  Equipment: The base is fully stocked 
  with food. Close artillery support weap-
  ons are already in place should you need 
  them.
  THE OBSERVATION POST
  THE OBSERVATION POST
  The observation post in located in a steep 
  valley. The cliff face to either side is nearly verti-
  cal and the only way to reach the post is via a 
  dirt track. A perimeter fence stretches across the 
  valley 50 yards (25”) in front of the bunker.
  The outpost itself comprises a concrete bunker 
  and a sandbag enclosure positioned on either 
  side. Inside the bunker is the forward viewing 
  area, a kitchen, an armory, and a barrack room 
  housing twenty bunks. The kitchen has 200 
  man-days of supplies—the armory contains only 
  four LAW 66mm rockets left over by the last unit 
  stationed here.
  Behind each sandbag enclosure is a 50mm 
  SBAC with 20 rounds of ammunition. Parked 
  behind the bunker is a Sinai Scout Car for use in 
  recon patrols.
  The observation room has four forward facing 
  gun slits, which provide near Total Cover (–6). 
  The sandbag enclosures provide Medium Cover 
  (–2) to the kneeling SBAC crews.
  THE MISSION
  THE MISSION
  As darkness falls on the sixth night the sentries 
  hear loud moans from beyond the perimeter 
  fence. Using binoculars reveals a crowd of some 
  forty or so humans clambering over the fence 
  and moving sluggishly toward the bunker. Thirty 
  of the group are innocent humans (use Citizen 
  stats)—the other ten are exploding corpses.
  Until recently the humans were part of a 
  vampire’s larder. Rather than devour them he 
  has decided to use them to conceal an attack on 
  the observation post. Realizing they would alert 
  the guards at the ﬁ rst opportunity, he had their 
  tongues torn out. Although the guards might think 
  them zombies—their stumbling walk is a result 
  of malnutrition and poor treatment—he is taking 
  the chance they will investigate before opening 
  ﬁ re. The exploding corpses simply mingle with 
  the group as they advance on the fortiﬁ cation.
  141
  141
  SAVAGE TALES
  SAVAGE TALES
   TERROR TACTICS
  TERROR TACTICS
  The group is assigned to a remote border post. 
  Unfortunately, the border post is about to come 
  under attack by a Rephaim force, but all is not 
  as it seems as the heroes realize the evil of the 
  enemy they must ﬁ ght.
  BRIEFING
  BRIEFING
  As part of a routine rotation of forces 
  your unit is being assigned to a forward 
  observation post in the Carpathian Moun-
  tains for the next two weeks. A Lance of 
  Sergeants will accompany you. This should 
  be a nice rest from battle—take the time 
  to relax but don’t neglect your duties.
  Enemy Forces: There have been reports 
  of Rephaim patrols in the vicinity but 
  no contact has been made. The outpost 
  is located on the only path through this 
  stretch of the mountains so chances are 
  the enemy knows it exists.
  Support: Dedicated Basilica SPAs are 
  available should the enemy attempt a 
  breakthrough.
  Equipment: The base is fully stocked 
  with food. Close artillery support weap-
  ons are already in place should you need 
  them.
  THE OBSERVATION POST
  THE OBSERVATION POST
  The observation post in located in a steep 
  valley. The cliff face to either side is nearly verti-
  cal and the only way to reach the post is via a 
  dirt track. A perimeter fence stretches across the 
  valley 50 yards (25”) in front of the bunker.
  The outpost itself comprises a concrete bunker 
  and a sandbag enclosure positioned on either 
  side. Inside the bunker is the forward viewing 
  area, a kitchen, an armory, and a barrack room 
  housing twenty bunks. The kitchen has 200 
  man-days of supplies—the armory contains only 
  four LAW 66mm rockets left over by the last unit 
  stationed here.
  Behind each sandbag enclosure is a 50mm 
  SBAC with 20 rounds of ammunition. Parked 
  behind the bunker is a Sinai Scout Car for use in 
  recon patrols.
  The observation room has four forward facing 
  gun slits, which provide near Total Cover (–6). 
  The sandbag enclosures provide Medium Cover 
  (–2) to the kneeling SBAC crews.
  THE MISSION
  THE MISSION
  As darkness falls on the sixth night the sentries 
  hear loud moans from beyond the perimeter 
  fence. Using binoculars reveals a crowd of some 
  forty or so humans clambering over the fence 
  and moving sluggishly toward the bunker. Thirty 
  of the group are innocent humans (use Citizen 
  stats)—the other ten are exploding corpses.
  Until recently the humans were part of a 
  vampire’s larder. Rather than devour them he 
  has decided to use them to conceal an attack on 
  the observation post. Realizing they would alert 
  the guards at the ﬁ rst opportunity, he had their 
  tongues torn out. Although the guards might think 
  them zombies—their stumbling walk is a result 
  of malnutrition and poor treatment—he is taking 
  the chance they will investigate before opening 
  ﬁ re. The exploding corpses simply mingle with 
  the group as they advance on the fortiﬁ cation.
  
  142
  142
  NECROPOLIS 2350
  NECROPOLIS 2350
  Unfortunately for the characters the citizens 
  want nothing more than to reach safety—they 
  ignore orders to stand still and are unable to 
  verbally identify themselves or warn the group 
  about the exploding corpses.
  Separating the innocent citizens from the 
  exploding corpses is not easy. Once ﬁ ring starts 
  the citizens run around like headless chickens. 
  Unless the characters are careful the body count 
  could be very high.
   RED DOG SIX IS DOWN
  RED DOG SIX IS DOWN
  A reconnaissance craft sent to photograph an 
  Asgard stronghold has been shot down on the 
  return ﬂ ight, crashing in a remote area. Several 
  small teams are sent out to scour the area and 
  retrieve the data recording crystal.
  BRIEFING
  BRIEFING
  An hour ago one of our spy birds, call 
  sign Red Dog Six, was shot down return-
  ing from a ﬂ yby of what we believe is a 
  secret Asgard research facility. We don’t 
  know if the pilot or the recording crystal 
  survived the impact.
  The area in which he crashed is Cor-
  porate territory. We can’t allow them to 
  ﬁ nd the pilot or the crystal but we can’t 
  risk sending in a full strike force to ﬁ nd 
  it either. A Cherub will drop you off at the 
  crash site—it’s the last known position we 
  have and the pilot may have left clues to 
  where he was heading.
  Other units are being dropped further 
  aﬁ eld in case the pilot survived and is 
  trying to head home across country. Once 
  you locate your objectives call in for 
  evacuation.
  Enemy Forces: Asgard is likely to go to 
  great lengths to retrieve the crystal. Expect 
  heavy resistance to your presence. Let the 
  diplomats worry about the backlash—just 
  get that crystal back.
  Support: We can’t risk starting a war 
  with the Union. Best we can provide is a 
  Crown ﬁ ghter. A second Cherub will carry 
  a half-strength Lance of Sergeants.
  Equipment: Take extra rations and 
  anti-tank weapons just in case.
  THE MISSION
  THE MISSION
  The crash site is located in lightly forested ter-
  rain only twenty miles from a Corporate town. 
  As the Cherub performs a ﬂ yby of the site the 
  pilot calls the CO to the cockpit. He has spot-
  ted several Roadrunner APCs are racing toward 
  the crash site. Best guess puts their ETA at only 
  twenty minutes.
  A list of standard actions the characters may 
  perform at the crash site is given below, along 
  with the time it takes. A group of characters can 
  perform many tasks at once—keep a track of the 
  longest amount of time taken. 
  * Check the cockpit (1 minute): There is no sign 
  of the pilot.
  * Check immediate area for the pilot (10 
  minutes): A successful Track roll locates a 
  blood trail leading into the forest. It leads to 
  a stream and is then lost (the pilot used the 
  stream to cover his tracks).
  * Check the recording crystal (1 minute): The 
  recording device has been opened and the 
  crystal is missing.
  * Check for cause of damage (5 minutes): A 
  successful Common Knowledge roll reveals a 
  missile brought down the craft.
  * Booby trap the wreckage (5 minutes per 
  device): A successful Common Knowledge 
  roll and a grenade are required to set a booby 
  trap.
  * Destroy the wreckage (10 minutes): A 
  successful Common Knowledge roll and 
  1d4+1 incendiary grenades are required to 
  completely destroy the wreck and conceal 
  the disappearance of the crystal. A character 
  suggesting this plan should be awarded a 
  benny.
  Fifteen minutes after the team lands they hear 
  the approaching engines of the Corporate troops. 
  Five minutes later four Roadrunner APCs burst 
  onto the scene. Each carries a full compliment of 
  Corporate soldiers led by an ofﬁ cer. Characters 
  still in the area ﬁ nd themselves heavily outnum-
  bered and outgunned.
  Taking the characters prisoner would be a 
  major coup for Asgard. The company directors 
  accuse the Church of conducting illegal opera-
  tions against the Union, which causes a dramatic 
  rise in tensions between the two entities.
  142
  142
  NECROPOLIS 2350
  NECROPOLIS 2350
  Unfortunately for the characters the citizens 
  want nothing more than to reach safety—they 
  ignore orders to stand still and are unable to 
  verbally identify themselves or warn the group 
  about the exploding corpses.
  Separating the innocent citizens from the 
  exploding corpses is not easy. Once ﬁ ring starts 
  the citizens run around like headless chickens. 
  Unless the characters are careful the body count 
  could be very high.
   RED DOG SIX IS DOWN
  RED DOG SIX IS DOWN
  A reconnaissance craft sent to photograph an 
  Asgard stronghold has been shot down on the 
  return ﬂ ight, crashing in a remote area. Several 
  small teams are sent out to scour the area and 
  retrieve the data recording crystal.
  BRIEFING
  BRIEFING
  An hour ago one of our spy birds, call 
  sign Red Dog Six, was shot down return-
  ing from a ﬂ yby of what we believe is a 
  secret Asgard research facility. We don’t 
  know if the pilot or the recording crystal 
  survived the impact.
  The area in which he crashed is Cor-
  porate territory. We can’t allow them to 
  ﬁ nd the pilot or the crystal but we can’t 
  risk sending in a full strike force to ﬁ nd 
  it either. A Cherub will drop you off at the 
  crash site—it’s the last known position we 
  have and the pilot may have left clues to 
  where he was heading.
  Other units are being dropped further 
  aﬁ eld in case the pilot survived and is 
  trying to head home across country. Once 
  you locate your objectives call in for 
  evacuation.
  Enemy Forces: Asgard is likely to go to 
  great lengths to retrieve the crystal. Expect 
  heavy resistance to your presence. Let the 
  diplomats worry about the backlash—just 
  get that crystal back.
  Support: We can’t risk starting a war 
  with the Union. Best we can provide is a 
  Crown ﬁ ghter. A second Cherub will carry 
  a half-strength Lance of Sergeants.
  Equipment: Take extra rations and 
  anti-tank weapons just in case.
  THE MISSION
  THE MISSION
  The crash site is located in lightly forested ter-
  rain only twenty miles from a Corporate town. 
  As the Cherub performs a ﬂ yby of the site the 
  pilot calls the CO to the cockpit. He has spot-
  ted several Roadrunner APCs are racing toward 
  the crash site. Best guess puts their ETA at only 
  twenty minutes.
  A list of standard actions the characters may 
  perform at the crash site is given below, along 
  with the time it takes. A group of characters can 
  perform many tasks at once—keep a track of the 
  longest amount of time taken. 
  * Check the cockpit (1 minute): There is no sign 
  of the pilot.
  * Check immediate area for the pilot (10 
  minutes): A successful Track roll locates a 
  blood trail leading into the forest. It leads to 
  a stream and is then lost (the pilot used the 
  stream to cover his tracks).
  * Check the recording crystal (1 minute): The 
  recording device has been opened and the 
  crystal is missing.
  * Check for cause of damage (5 minutes): A 
  successful Common Knowledge roll reveals a 
  missile brought down the craft.
  * Booby trap the wreckage (5 minutes per 
  device): A successful Common Knowledge 
  roll and a grenade are required to set a booby 
  trap.
  * Destroy the wreckage (10 minutes): A 
  successful Common Knowledge roll and 
  1d4+1 incendiary grenades are required to 
  completely destroy the wreck and conceal 
  the disappearance of the crystal. A character 
  suggesting this plan should be awarded a 
  benny.
  Fifteen minutes after the team lands they hear 
  the approaching engines of the Corporate troops. 
  Five minutes later four Roadrunner APCs burst 
  onto the scene. Each carries a full compliment of 
  Corporate soldiers led by an ofﬁ cer. Characters 
  still in the area ﬁ nd themselves heavily outnum-
  bered and outgunned.
  Taking the characters prisoner would be a 
  major coup for Asgard. The company directors 
  accuse the Church of conducting illegal opera-
  tions against the Union, which causes a dramatic 
  rise in tensions between the two entities.
  
  143
  143
  SAVAGE TALES
  SAVAGE TALES
  A prisoner exchange sees the characters 
  returned home 1d6 months later. Punishments—
  and there should be some—are left to the WM’s 
  devising.
  FINDING THE PILOT
  FINDING THE PILOT
  Locating the pilot, and the recording crystal, 
  requires the group to scour the area around the 
  crash site on foot.
  Roll on the Encounter Table below every 4 
  hours until the pilot is located or the group 
  evacuates the area. If the group is moving stealth-
  ily roll once every 6 hours to account for the 
  slower pace. Encounters labeled “Mobile” can 
  only be encountered while the group is mobile. 
  If they make camp for the night treat these as No 
  Encounter.
  The pilot is unconscious and does not respond 
  to radio broadcasts. Shouting out is a stupid 
  idea—immediately roll for an encounter, ignor-
  ing “Mobile” results.
  Encounters with troops or vehicles take place 
  at an initial distance of 2d10 x 10 yards. Both 
  sides should make Notice rolls to detect each 
  other—if the characters are moving stealthily the 
  enemy forces must beat the lowest Stealth roll 
  to detect the group. Make a group Notice and/or 
  Stealth roll for the Sergeants. Should both sides 
  fail to detect each other the encounter happens 
  at just 3d10 yards and both sides must check for 
  surprise.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d10 
  Result
  1 
  Blood Spots (Mobile): Have each charac-
  ter make a Notice (–2) roll. On a success 
  they spot several small drops of blood 
  on a nearby rock. Add +1 to all future 
  Encounter rolls.
  2 
  Rephaim Patrol: The constant radio 
  chatter has attracted the Rephaim. Rather 
  than trust zombies and skeletons, they 
  have dispatched a Dark Knight team to 
  143
  143
  SAVAGE TALES
  SAVAGE TALES
  A prisoner exchange sees the characters 
  returned home 1d6 months later. Punishments—
  and there should be some—are left to the WM’s 
  devising.
  FINDING THE PILOT
  FINDING THE PILOT
  Locating the pilot, and the recording crystal, 
  requires the group to scour the area around the 
  crash site on foot.
  Roll on the Encounter Table below every 4 
  hours until the pilot is located or the group 
  evacuates the area. If the group is moving stealth-
  ily roll once every 6 hours to account for the 
  slower pace. Encounters labeled “Mobile” can 
  only be encountered while the group is mobile. 
  If they make camp for the night treat these as No 
  Encounter.
  The pilot is unconscious and does not respond 
  to radio broadcasts. Shouting out is a stupid 
  idea—immediately roll for an encounter, ignor-
  ing “Mobile” results.
  Encounters with troops or vehicles take place 
  at an initial distance of 2d10 x 10 yards. Both 
  sides should make Notice rolls to detect each 
  other—if the characters are moving stealthily the 
  enemy forces must beat the lowest Stealth roll 
  to detect the group. Make a group Notice and/or 
  Stealth roll for the Sergeants. Should both sides 
  fail to detect each other the encounter happens 
  at just 3d10 yards and both sides must check for 
  surprise.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d10 
  Result
  1 
  Blood Spots (Mobile): Have each charac-
  ter make a Notice (–2) roll. On a success 
  they spot several small drops of blood 
  on a nearby rock. Add +1 to all future 
  Encounter rolls.
  2 
  Rephaim Patrol: The constant radio 
  chatter has attracted the Rephaim. Rather 
  than trust zombies and skeletons, they 
  have dispatched a Dark Knight team to 
  
  144
  144
  NECROPOLIS 2350
  NECROPOLIS 2350
  the area. The patrol comprises 2d6 Dark 
  Knights and 1d3 hellhounds led by an 
  Ofﬁ cer. They are not interested in taking 
  prisoners.
  3 
  Corporate Patrol: A force of 2d6 Corpo-
  rate soldiers is encountered.
  4 
  Cave (Mobile): The group locates a large 
  cave well concealed by shrubbery. Do not 
  check for Encounters if the group camps 
  here.
  5–6 
  No Encounter
  7 
  Corporate Patrol: A Corporate ofﬁ cer 
  and 3d6 soldiers cross the characters’ 
  path.
  8 
  Assassinator: An Assassinator light tank 
  supported by 2d6 Corporate soldiers on 
  foot is combing the area.
  9 
  Knights: A Lance of Knights from the 
  characters’ Preceptory chances across the 
  group. By exchanging data on which areas 
  have been searched already, the characters 
  receive +1 to all future Encounter rolls.
  10 
  Pilot (Mobile): See Red Dog Found 
  below.
  RED DOG FOUND
  RED DOG FOUND
  The pilot managed to locate a small cave in 
  which to hide before he passed out. He is still 
  alive and a successful Healing roll revives him. 
  The data crystal is located in his ﬂ ight suit. When 
  the CO calls in for evacuation, he is told to ﬁ nd a 
  clearing and pop a yellow ﬂ are to signal the wait-
  ing Cherubs.
  The nearest suitable landing site is only two 
  miles away no matter which way the group heads. 
  The clearing is 20 yards wide with several fallen 
  trees behind which the group can take cover.
  Once they pop the ﬂ are roll 4d6—this is the 
  number of rounds until the Cherubs arrive. 
  Unfortunately, there is an Assassinator tank 
  supported by 2d6 Corporate soldiers led by an 
  ofﬁ cer nearby. The infantry arrive on the scene on 
  the 6th round and immediately attack the group 
  (assuming they are still present). The tank arrives 
  1d6 rounds later.
  The group must hold them off until the Cher-
  ubs arrive. One immediately lands to pick up 
  as many survivors as possible while the other 
  informs the CO it is available for straﬁ ng runs. 
  Once all Church forces have been evacuated the 
  mission is over.
   TESTING, TESTING
  TESTING, TESTING
  The Preceptor master has been offered the 
  chance to test new small arms. Unfortunately, 
  they are supplied by Asgard and contain a serious 
  design fault.
  BRIEFING
  BRIEFING
  Knights, this brieﬁ ng is classiﬁ ed Top 
  Secret. Asgard has offered us a chance to 
  ﬁ eld test its new ﬂ echette riﬂ e. According 
  to the design specs they’re little different 
  from ours save for a larger magazine. As 
  you’re aware, the Rephaim require sev-
  eral bursts to disable and it’s hoped these 
  weapons will give us the edge we need.
  Your mission is to cleanse a small 
  hamlet 100 miles east of here using these 
  new guns. A Prophet APC and a driver will 
  be provided to get you there.
  Enemy Forces: Intelligence reports only 
  a dozen or so Rephaim. This should be an 
  easy mission.
  Support: No dedicated ﬁ re support is 
  available.
  Equipment: Each of you will be issued 
  with a new ﬂ echette riﬂ e regardless of 
  your standard weapon.
  THE MISSION
  THE MISSION
  The hamlet has just eight buildings—seven 
  cottages and a small chapel. Currently occupying 
  the site are eight zombies, two skeletons, and a 
  young vampire. They have no necromantic spe-
  cial weapon support but the vampire does have a 
  single LAW 66mm rocket in his possession.
  The vampire is also making use of the build-
  ings as cover—each cottage contains one zombie, 
  with the rest of the troops barracked in the chapel, 
  which the vampire is using as his headquarters. 
  Approaching within a half mile with the APC 
  automatically alerts the vampire. He arranges his 
  forces for an ambush. While his troops keep the 
  attackers pinned down, he tries to locate the APC 
  and destroy it with the LAW.
  144
  144
  NECROPOLIS 2350
  NECROPOLIS 2350
  the area. The patrol comprises 2d6 Dark 
  Knights and 1d3 hellhounds led by an 
  Ofﬁ cer. They are not interested in taking 
  prisoners.
  3 
  Corporate Patrol: A force of 2d6 Corpo-
  rate soldiers is encountered.
  4 
  Cave (Mobile): The group locates a large 
  cave well concealed by shrubbery. Do not 
  check for Encounters if the group camps 
  here.
  5–6 
  No Encounter
  7 
  Corporate Patrol: A Corporate ofﬁ cer 
  and 3d6 soldiers cross the characters’ 
  path.
  8 
  Assassinator: An Assassinator light tank 
  supported by 2d6 Corporate soldiers on 
  foot is combing the area.
  9 
  Knights: A Lance of Knights from the 
  characters’ Preceptory chances across the 
  group. By exchanging data on which areas 
  have been searched already, the characters 
  receive +1 to all future Encounter rolls.
  10 
  Pilot (Mobile): See Red Dog Found 
  below.
  RED DOG FOUND
  RED DOG FOUND
  The pilot managed to locate a small cave in 
  which to hide before he passed out. He is still 
  alive and a successful Healing roll revives him. 
  The data crystal is located in his ﬂ ight suit. When 
  the CO calls in for evacuation, he is told to ﬁ nd a 
  clearing and pop a yellow ﬂ are to signal the wait-
  ing Cherubs.
  The nearest suitable landing site is only two 
  miles away no matter which way the group heads. 
  The clearing is 20 yards wide with several fallen 
  trees behind which the group can take cover.
  Once they pop the ﬂ are roll 4d6—this is the 
  number of rounds until the Cherubs arrive. 
  Unfortunately, there is an Assassinator tank 
  supported by 2d6 Corporate soldiers led by an 
  ofﬁ cer nearby. The infantry arrive on the scene on 
  the 6th round and immediately attack the group 
  (assuming they are still present). The tank arrives 
  1d6 rounds later.
  The group must hold them off until the Cher-
  ubs arrive. One immediately lands to pick up 
  as many survivors as possible while the other 
  informs the CO it is available for straﬁ ng runs. 
  Once all Church forces have been evacuated the 
  mission is over.
   TESTING, TESTING
  TESTING, TESTING
  The Preceptor master has been offered the 
  chance to test new small arms. Unfortunately, 
  they are supplied by Asgard and contain a serious 
  design fault.
  BRIEFING
  BRIEFING
  Knights, this brieﬁ ng is classiﬁ ed Top 
  Secret. Asgard has offered us a chance to 
  ﬁ eld test its new ﬂ echette riﬂ e. According 
  to the design specs they’re little different 
  from ours save for a larger magazine. As 
  you’re aware, the Rephaim require sev-
  eral bursts to disable and it’s hoped these 
  weapons will give us the edge we need.
  Your mission is to cleanse a small 
  hamlet 100 miles east of here using these 
  new guns. A Prophet APC and a driver will 
  be provided to get you there.
  Enemy Forces: Intelligence reports only 
  a dozen or so Rephaim. This should be an 
  easy mission.
  Support: No dedicated ﬁ re support is 
  available.
  Equipment: Each of you will be issued 
  with a new ﬂ echette riﬂ e regardless of 
  your standard weapon.
  THE MISSION
  THE MISSION
  The hamlet has just eight buildings—seven 
  cottages and a small chapel. Currently occupying 
  the site are eight zombies, two skeletons, and a 
  young vampire. They have no necromantic spe-
  cial weapon support but the vampire does have a 
  single LAW 66mm rocket in his possession.
  The vampire is also making use of the build-
  ings as cover—each cottage contains one zombie, 
  with the rest of the troops barracked in the chapel, 
  which the vampire is using as his headquarters. 
  Approaching within a half mile with the APC 
  automatically alerts the vampire. He arranges his 
  forces for an ambush. While his troops keep the 
  attackers pinned down, he tries to locate the APC 
  and destroy it with the LAW.
  
  145
  145
  SAVAGE TALES
  SAVAGE TALES
  THE WEAPONS
  THE WEAPONS
  Asgard’s new ﬂ echette riﬂ es use the same 
  stats as the Church model but are ﬁ tted with a 
  90 round magazine. All the characters are issued 
  with the new riﬂ es in place of their usual ﬂ echette 
  weapons.
  Unfortunately, there is a serious design fault in 
  the weapons—if a 1 is rolled on a Shooting die 
  (regardless of the Wild Die) the gun jams beyond 
  repair. Realizing the gun is not ﬁ xable requires a 
  successful Smarts roll. As each gun jams so the 
  group has less and less ﬁ repower. Hand-to-hand 
  combat may well ensue as the desperate group 
  seeks to salvage something of their mission.
   BAD GAS
  BAD GAS
  The Knights are called upon to perform a rou-
  tine sweep of a small village, where they discover 
  a new form of Rephaim.
  BRIEFING
  BRIEFING
  The Preceptory Master has ordered all 
  units to step up patrols in the outlying 
  regions of the Preceptory. Your orders are 
  to visit a small farming village of around 
  40 souls in Sector 3, shake a few hands, be 
  nice to the locals, get a blessing from the 
  priest, pick up any useful information on 
  Corporate or Rephaim activity, and then 
  return to base.
  Enemy Forces: We’re well behind 
  friendly lines, so we don’t expect any 
  trouble, but be on your guard.
  Support: The village is two day’s drive 
  away, so you’ll be given a Prophet APC.
  Equipment: You’ll be issued with your 
  standard gear. There’s no need for any-
  thing special.
  THE MISSION
  THE MISSION
  The APC is crewed by two Knight Vehicle 
  Crew.
  The journey is long and boring, with miles of 
  farmland passing by as the APC thunders across 
  country. As the APC nears the village, the driver 
  pulls over to perform a routine piece of mainte-
  nance (smashed light, something caught in the 
  treads). The break gives the Knights chance to 
  stretch their legs.
  Have each character make a Notice roll. With 
  a success, they spot a small aircraft ﬂ ying over 
  the general area of the village. Knights who have 
  seen a Fliergerkopf before instantly recognize the 
  design. On a raise, the character spots a cylindri-
  cal object being dropped from the airplane. There 
  is no explosion, so it isn’t a bomb.
  The cylinder is in fact a pod containing three 
  gas zombies. The Rephaim are keen to live test 
  their latest weapon and have chosen the remote 
  village.
  NOBODY HOME
  NOBODY HOME
  Thinking the cylinder was a food drop from 
  the Preceptory, the villagers rushed to open the 
  pod. On seeing the zombie, they attacked with 
  pitchforks and shovels, and in doing so released 
  a cloud of poison gas. No matter how fast the 
  Knights drive, the gas zombies have already 
  destroyed the village.
  The village is deserted when the Knights arrive. 
  Checking the houses reveals meals still warm, 
  ﬁ res still lit, newspapers (dated today) lying on 
  chairs, and other signs of daily life. All that is 
  missing are the inhabitants. A character checking 
  the houses and making a Notice roll deduces that 
  the villagers vanished roughly two hours ago.
  During the searching of one house, the Knights 
  hear faint scratching from behind a closet door. 
  Inside is a small boy, aged about 9 (treat as a Civil-
  ian but lower his Strength and Vigor to a d4). Once 
  the closet door is opened, he begins screaming.
  He is covered in mud and scared witless. A Per-
  suasion roll at –4 is required to calm him down. 
  Otherwise, all he does is scream. Once calmed, 
  the boy, who says his name is Peter, tells the 
  Knights the following story.
  “A metal box fell from the sky earlier 
  today. The priest said the Knights had sent 
  us supplies, so everyone went out to ﬁ nd 
  the box. When we opened it, dead men 
  came out and attacked. Mister Giles, our 
  neighbor, stabbed it with his pitchfork. 
  Then everyone fell dead. I ran away and 
  hid here.”
  The boy knows nothing else and bursts into 
  tears if asked to describe the scene or the “dead 
  men” in any detail.
  145
  145
  SAVAGE TALES
  SAVAGE TALES
  THE WEAPONS
  THE WEAPONS
  Asgard’s new ﬂ echette riﬂ es use the same 
  stats as the Church model but are ﬁ tted with a 
  90 round magazine. All the characters are issued 
  with the new riﬂ es in place of their usual ﬂ echette 
  weapons.
  Unfortunately, there is a serious design fault in 
  the weapons—if a 1 is rolled on a Shooting die 
  (regardless of the Wild Die) the gun jams beyond 
  repair. Realizing the gun is not ﬁ xable requires a 
  successful Smarts roll. As each gun jams so the 
  group has less and less ﬁ repower. Hand-to-hand 
  combat may well ensue as the desperate group 
  seeks to salvage something of their mission.
   BAD GAS
  BAD GAS
  The Knights are called upon to perform a rou-
  tine sweep of a small village, where they discover 
  a new form of Rephaim.
  BRIEFING
  BRIEFING
  The Preceptory Master has ordered all 
  units to step up patrols in the outlying 
  regions of the Preceptory. Your orders are 
  to visit a small farming village of around 
  40 souls in Sector 3, shake a few hands, be 
  nice to the locals, get a blessing from the 
  priest, pick up any useful information on 
  Corporate or Rephaim activity, and then 
  return to base.
  Enemy Forces: We’re well behind 
  friendly lines, so we don’t expect any 
  trouble, but be on your guard.
  Support: The village is two day’s drive 
  away, so you’ll be given a Prophet APC.
  Equipment: You’ll be issued with your 
  standard gear. There’s no need for any-
  thing special.
  THE MISSION
  THE MISSION
  The APC is crewed by two Knight Vehicle 
  Crew.
  The journey is long and boring, with miles of 
  farmland passing by as the APC thunders across 
  country. As the APC nears the village, the driver 
  pulls over to perform a routine piece of mainte-
  nance (smashed light, something caught in the 
  treads). The break gives the Knights chance to 
  stretch their legs.
  Have each character make a Notice roll. With 
  a success, they spot a small aircraft ﬂ ying over 
  the general area of the village. Knights who have 
  seen a Fliergerkopf before instantly recognize the 
  design. On a raise, the character spots a cylindri-
  cal object being dropped from the airplane. There 
  is no explosion, so it isn’t a bomb.
  The cylinder is in fact a pod containing three 
  gas zombies. The Rephaim are keen to live test 
  their latest weapon and have chosen the remote 
  village.
  NOBODY HOME
  NOBODY HOME
  Thinking the cylinder was a food drop from 
  the Preceptory, the villagers rushed to open the 
  pod. On seeing the zombie, they attacked with 
  pitchforks and shovels, and in doing so released 
  a cloud of poison gas. No matter how fast the 
  Knights drive, the gas zombies have already 
  destroyed the village.
  The village is deserted when the Knights arrive. 
  Checking the houses reveals meals still warm, 
  ﬁ res still lit, newspapers (dated today) lying on 
  chairs, and other signs of daily life. All that is 
  missing are the inhabitants. A character checking 
  the houses and making a Notice roll deduces that 
  the villagers vanished roughly two hours ago.
  During the searching of one house, the Knights 
  hear faint scratching from behind a closet door. 
  Inside is a small boy, aged about 9 (treat as a Civil-
  ian but lower his Strength and Vigor to a d4). Once 
  the closet door is opened, he begins screaming.
  He is covered in mud and scared witless. A Per-
  suasion roll at –4 is required to calm him down. 
  Otherwise, all he does is scream. Once calmed, 
  the boy, who says his name is Peter, tells the 
  Knights the following story.
  “A metal box fell from the sky earlier 
  today. The priest said the Knights had sent 
  us supplies, so everyone went out to ﬁ nd 
  the box. When we opened it, dead men 
  came out and attacked. Mister Giles, our 
  neighbor, stabbed it with his pitchfork. 
  Then everyone fell dead. I ran away and 
  hid here.”
  The boy knows nothing else and bursts into 
  tears if asked to describe the scene or the “dead 
  men” in any detail.
  
  146
  146
  NECROPOLIS 2350
  NECROPOLIS 2350
  A SECOND CLOSET
  A SECOND CLOSET
  Once the boy has been found, you can run the 
  same encounter again, only this time replace the 
  boy with a gas zombie. The zombie wandered 
  into town looking for more victims, walked into a 
  house, and managed to lock itself in a closet. Too 
  stupid to try the handle, it simply began walking 
  around the closet trying to ﬁ nd an exit.
  THE CAPSULE
  THE CAPSULE
  The capsule lies a mile out of town. Surround-
  ing it are the bodies of the villagers. A successful 
  Healing roll reveals they have been poisoned 
  (which might start a quick panic to leave the 
  area).
  A Tracking roll reveals two sets of sluggish, 
  foot-dragging footprints heading away from the 
  village and one set heading back into the village. 
  The only other prints leading back to town are 
  those of the boy.
  The zombie in town is locked in a closet (as 
  described above). The other two have reached 
  an outlying farm a few miles from town and 
  are dining on the previous occupants when the 
  Knights arrive. Unless the Knights travel on foot, 
  the zombies hear the approaching APC and take 
  up positions by the window. They are armed with 
  SMGs.
  AFTERMATH
  AFTERMATH
  Once the gas zombies are destroyed, the 
  Knights can return to base. They can bury the vil-
  lagers if they want, but if they leave them a squad 
  of Sergeants is detailed to clean up the mess.
  If the Knights have broadcast the existence of 
  the gas zombies to their Preceptory and there 
  is no Lazarite in the party, they are intercepted 
  on the way back to the base by an Angel drop-
  ship. The Angel lands in front of the APC and 
  six Lazarites wave the APC down. They demand 
  the corpses of the gas zombies be handed over 
  immediately. They aren’t looking for a ﬁ ght, but 
  will certain make threats about making an ofﬁ cial 
  complaint with regard the Knights “interfering in 
  ofﬁ cial Lazarite business” (which turn out to be 
  promises).
  Otherwise, the Knights can deliver the gas 
  zombies to their superiors. Sooner or later the 
  Lazarites arrive at the Preceptory to claim the 
  specimens, but the heroes get the glory for dis-
  covering this new form of Rephaim.
   NO PICNIC
  NO PICNIC
  Troops from the Preceptory are engaged in an 
  offensive against the Rephaim, and the Knights 
  are called upon to take out a suspected head-
  quarters building deep in the woods.
  BRIEFING
  BRIEFING
  We’re about to begin Operation Two 
  Step, a surgical strike against Rephaim 
  forces just over the border. Most of the 
  Preceptory is involved, and your unit has 
  been chosen to attack what we believe is a 
  headquarters building located in a patch 
  of dense forest.
  Aerial bombing is out of the question, 
  as we want any data from the headquar-
  ters intact. Prisoners would also be nice. 
  Unfortunately, there’s no landing zone in 
  the forest and we don’t want to alert the 
  enemy by blasting one. You’ll be dropped 
  off outside the forest and go in on foot.
  146
  146
  NECROPOLIS 2350
  NECROPOLIS 2350
  A SECOND CLOSET
  A SECOND CLOSET
  Once the boy has been found, you can run the 
  same encounter again, only this time replace the 
  boy with a gas zombie. The zombie wandered 
  into town looking for more victims, walked into a 
  house, and managed to lock itself in a closet. Too 
  stupid to try the handle, it simply began walking 
  around the closet trying to ﬁ nd an exit.
  THE CAPSULE
  THE CAPSULE
  The capsule lies a mile out of town. Surround-
  ing it are the bodies of the villagers. A successful 
  Healing roll reveals they have been poisoned 
  (which might start a quick panic to leave the 
  area).
  A Tracking roll reveals two sets of sluggish, 
  foot-dragging footprints heading away from the 
  village and one set heading back into the village. 
  The only other prints leading back to town are 
  those of the boy.
  The zombie in town is locked in a closet (as 
  described above). The other two have reached 
  an outlying farm a few miles from town and 
  are dining on the previous occupants when the 
  Knights arrive. Unless the Knights travel on foot, 
  the zombies hear the approaching APC and take 
  up positions by the window. They are armed with 
  SMGs.
  AFTERMATH
  AFTERMATH
  Once the gas zombies are destroyed, the 
  Knights can return to base. They can bury the vil-
  lagers if they want, but if they leave them a squad 
  of Sergeants is detailed to clean up the mess.
  If the Knights have broadcast the existence of 
  the gas zombies to their Preceptory and there 
  is no Lazarite in the party, they are intercepted 
  on the way back to the base by an Angel drop-
  ship. The Angel lands in front of the APC and 
  six Lazarites wave the APC down. They demand 
  the corpses of the gas zombies be handed over 
  immediately. They aren’t looking for a ﬁ ght, but 
  will certain make threats about making an ofﬁ cial 
  complaint with regard the Knights “interfering in 
  ofﬁ cial Lazarite business” (which turn out to be 
  promises).
  Otherwise, the Knights can deliver the gas 
  zombies to their superiors. Sooner or later the 
  Lazarites arrive at the Preceptory to claim the 
  specimens, but the heroes get the glory for dis-
  covering this new form of Rephaim.
   NO PICNIC
  NO PICNIC
  Troops from the Preceptory are engaged in an 
  offensive against the Rephaim, and the Knights 
  are called upon to take out a suspected head-
  quarters building deep in the woods.
  BRIEFING
  BRIEFING
  We’re about to begin Operation Two 
  Step, a surgical strike against Rephaim 
  forces just over the border. Most of the 
  Preceptory is involved, and your unit has 
  been chosen to attack what we believe is a 
  headquarters building located in a patch 
  of dense forest.
  Aerial bombing is out of the question, 
  as we want any data from the headquar-
  ters intact. Prisoners would also be nice. 
  Unfortunately, there’s no landing zone in 
  the forest and we don’t want to alert the 
  enemy by blasting one. You’ll be dropped 
  off outside the forest and go in on foot.
  
  147
  147
  SAVAGE TALES
  SAVAGE TALES
  Enemy Forces: We expect there’ll be 
  at least one vampire, possibly with some 
  Ordo Tenebrae guards. The main assault 
  should pull most other units from the 
  forest, so we expect only light resistance.
  Support: Vehicular support is unavail-
  able, but you’ll have two Lances of 
  Sergeants at your disposal. Artillery and 
  air support is available, but not for use 
  against the headquarters. Call it when 
  you need it and we’ll respond with what’s 
  available.
  Equipment: You’ll be issued your usual 
  gear, a corpse catcher, just in case, and 
  six demolition charges for blowing up the 
  building after you’ve searched it.
  THE MISSION
  THE MISSION
  The unit and the Sergeants (12 in total) is 
  dropped off on the outskirts of a rather ominous-
  looking forest. The trees are black and twisted, 
  the dense canopy allows little light to reach the 
  forest ﬂ oor (treat as Dark Lighting), and there is 
  no obvious trail. All the unit has to navigate by is 
  a compass and a map.
  Have the Scout or Senior Knight make a 
  Common Knowledge roll to navigate through 
  the forest, with a –2 penalty because there are 
  no landmarks. On a success, roll three times on 
  the Encounter Table below. A raise reduces the 
  number of possible encounters to two. With 
  a failure, there are four encounters. A critical 
  failure results in the party becoming totally lost. 
  They suffer 1d6 encounters, and emerge from 
  the forest several hours later not far from where 
  they ﬁ rst entered. They must repeat the naviga-
  tion roll again.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d6 
  Result
  1 
  Hostiles: Choose any creature from the 
  bestiary to waylay the heroes.
  2 
  Patrol: The Knights encounter a roving 
  patrol of 2d6 zombies. Both sides should 
  make Notice rolls. If one or both sides 
  succeed the encounter begins at a range 
  of 2d20 yards. Otherwise the range is 4d6 
  yards and both forces must check for sur-
  prise.
  3–4 
  No encounter: The Knights hear strange 
  noises or sounds of battle, but see no 
  enemy.
  5 
  Bunker: The Knights tumble across a 
  bunker manned by six skeletons. As well 
  as their normal weapons, the skeletons 
  have a Gehenna heavy blast cannon.
  6 
  Mineﬁ eld: The Knights wander into a 
  mineﬁ eld of corpse mines. The mineﬁ eld 
  is 20 yards (10”) deep and of medium 
  density.
  HEADQUARTERS
  HEADQUARTERS
  The headquarters the intelligence boys suspected 
  of being in the forest is in fact a Weird Science labo-
  ratory geared to mass-producing zombies.
  The surface buildings are three stone structures 
  (once a human farm) in a clearing 20 yards (10”) 
  wide. There is no furniture of any sort and the 
  building looks like nothing more than derelict 
  dwellings. In fact, they house one zombie per 
  Knight or Sergeant, led by a young vampire. The 
  defenders have two Abaddon light blast cannons 
  and a Judas hypnosis cannon between them.
  Below the surface, reachable by stairs in one of 
  the buildings, is a single large chamber, in which 
  stand a dozen operating tables, each occupied by 
  a corpse. Fleshy tubes connect from the chest of 
  the corpses to a large lung of reanimation goo 
  suspended from the ceiling by muscle and sinew. 
  The goo is identical to that found in the Lazarus 
  reanimation pack, and is harmless to the living.
  A young vampire runs the reanimation lab, 
  assisted by one Dark Knight per hero. When 
  the Knights enter the basement, the vampire 
  activates the animation goo. The lung begins 
  expanding and contracting as it “breathes” goo 
  down the thick tubes and into the corpses. Roll 
  a d4 at the beginning of each round to see how 
  many zombies animate that round. They have no 
  weapons or armor. The lung of ﬂ uid has a Tough-
  ness of 8 and can take only a single wound. If it is 
  destroyed, no further zombies animate (and give 
  the player a benny for his ingenuity).
  Aside from destroying an important enemy 
  resource, the Knights can collect several impor-
  tant documents from the laboratory.
  147
  147
  SAVAGE TALES
  SAVAGE TALES
  Enemy Forces: We expect there’ll be 
  at least one vampire, possibly with some 
  Ordo Tenebrae guards. The main assault 
  should pull most other units from the 
  forest, so we expect only light resistance.
  Support: Vehicular support is unavail-
  able, but you’ll have two Lances of 
  Sergeants at your disposal. Artillery and 
  air support is available, but not for use 
  against the headquarters. Call it when 
  you need it and we’ll respond with what’s 
  available.
  Equipment: You’ll be issued your usual 
  gear, a corpse catcher, just in case, and 
  six demolition charges for blowing up the 
  building after you’ve searched it.
  THE MISSION
  THE MISSION
  The unit and the Sergeants (12 in total) is 
  dropped off on the outskirts of a rather ominous-
  looking forest. The trees are black and twisted, 
  the dense canopy allows little light to reach the 
  forest ﬂ oor (treat as Dark Lighting), and there is 
  no obvious trail. All the unit has to navigate by is 
  a compass and a map.
  Have the Scout or Senior Knight make a 
  Common Knowledge roll to navigate through 
  the forest, with a –2 penalty because there are 
  no landmarks. On a success, roll three times on 
  the Encounter Table below. A raise reduces the 
  number of possible encounters to two. With 
  a failure, there are four encounters. A critical 
  failure results in the party becoming totally lost. 
  They suffer 1d6 encounters, and emerge from 
  the forest several hours later not far from where 
  they ﬁ rst entered. They must repeat the naviga-
  tion roll again.
  ENCOUNTER TABLE
  ENCOUNTER TABLE
  d6 
  Result
  1 
  Hostiles: Choose any creature from the 
  bestiary to waylay the heroes.
  2 
  Patrol: The Knights encounter a roving 
  patrol of 2d6 zombies. Both sides should 
  make Notice rolls. If one or both sides 
  succeed the encounter begins at a range 
  of 2d20 yards. Otherwise the range is 4d6 
  yards and both forces must check for sur-
  prise.
  3–4 
  No encounter: The Knights hear strange 
  noises or sounds of battle, but see no 
  enemy.
  5 
  Bunker: The Knights tumble across a 
  bunker manned by six skeletons. As well 
  as their normal weapons, the skeletons 
  have a Gehenna heavy blast cannon.
  6 
  Mineﬁ eld: The Knights wander into a 
  mineﬁ eld of corpse mines. The mineﬁ eld 
  is 20 yards (10”) deep and of medium 
  density.
  HEADQUARTERS
  HEADQUARTERS
  The headquarters the intelligence boys suspected 
  of being in the forest is in fact a Weird Science labo-
  ratory geared to mass-producing zombies.
  The surface buildings are three stone structures 
  (once a human farm) in a clearing 20 yards (10”) 
  wide. There is no furniture of any sort and the 
  building looks like nothing more than derelict 
  dwellings. In fact, they house one zombie per 
  Knight or Sergeant, led by a young vampire. The 
  defenders have two Abaddon light blast cannons 
  and a Judas hypnosis cannon between them.
  Below the surface, reachable by stairs in one of 
  the buildings, is a single large chamber, in which 
  stand a dozen operating tables, each occupied by 
  a corpse. Fleshy tubes connect from the chest of 
  the corpses to a large lung of reanimation goo 
  suspended from the ceiling by muscle and sinew. 
  The goo is identical to that found in the Lazarus 
  reanimation pack, and is harmless to the living.
  A young vampire runs the reanimation lab, 
  assisted by one Dark Knight per hero. When 
  the Knights enter the basement, the vampire 
  activates the animation goo. The lung begins 
  expanding and contracting as it “breathes” goo 
  down the thick tubes and into the corpses. Roll 
  a d4 at the beginning of each round to see how 
  many zombies animate that round. They have no 
  weapons or armor. The lung of ﬂ uid has a Tough-
  ness of 8 and can take only a single wound. If it is 
  destroyed, no further zombies animate (and give 
  the player a benny for his ingenuity).
  Aside from destroying an important enemy 
  resource, the Knights can collect several impor-
  tant documents from the laboratory.
  
  148
  148
  NECROPOLIS 2350
  NECROPOLIS 2350
   CHURCH WARDENS
  CHURCH WARDENS
  The Knights are called on to check out reports 
  of strange activity in a small village and discover 
  the priest has gone over to the Rephaim.
  BRIEFING
  BRIEFING
  In the last few days, a trickle of refugees 
  has arrived at the Preceptory from the vil-
  lage of Clarstein, which lies to the south. 
  They claim the local priest, one Father Otto 
  Franklin, has been conducting unusual 
  rites, ﬂ ogging those he calls sinners, and 
  such like. It might be zealotry, or it could 
  be something far worse. The bishop has 
  asked us to check it out and deal with the 
  situation.
  Enemy Forces: Franklin may have some 
  close followers who resent your interfer-
  ence, but we don’t expect any Rephaim 
  this close to home.
  Support: We have no idea what’s going 
  on, so we’re sending you in with a Lance of 
  Sergeants and a Prophet APC. Air support 
  is available if the situation turns ugly.
  Equipment: Just the usual equipment 
  for this mission. Try to avoid using lethal 
  force until you know what’s going on.
  THE MISSION
  THE MISSION
  Father Franklin has been turned to the Rephaim 
  cause, partly through his own zealotry and partly 
  through subtle manipulation by Rephaim agents. 
  He is now a corrupt priest (page 159). He has 
  used his sermons to subtly alter the stance of 
  many of the villagers, who are now cultists (page 
  159). Not all of the villagers have been converted, 
  but telling friend from foe is nearly impossible.
  The Rephaim have yet to learn of Franklin’s 
  conversion, and have offered him no support. 
  Should he be allowed to continue his teach-
  ings, there is no doubt the Rephaim will use the 
  village’s proximity to the Preceptory as a staging 
  post for guerilla attacks.
  When the Knights arrive, Franklin greets them 
  and invites them into the church. He knows 
  that the refugees have told tales of his regime, 
  and is keen to disperse such myths. He tries to 
  convince the Knights, not too forcefully, to let the 
  Sergeants question the villagers about life in the 
  village. Two villagers accompany the priest.
  Once inside the church, Franklin climbs into 
  the pulpit, ﬂ anked by his attendants, and begins 
  a short sermon.
  “I know why you have come. Those 
  so-called refugees have ﬁ lled your hearts 
  with lies about my wicked ways. The only 
  evil here is the power of the Church, which 
  holds people in servitude, keeps them 
  oppressed, and denies them freedom of 
  choice. My new gods will change all that, 
  make us equal to others in their service. 
  But ﬁ rst, we must show our loyalty to their 
  cause by removing you from the scene.”
  Franklin reaches down into the pulpit, pulls 
  out an Asgard 12mm SMG, and opens ﬁ re on the 
  Knights. Check for Surprise. The pulpit provides 
  Medium Cover and has Armor +3. As Franklin 
  opens ﬁ re, the church doors burst open and a 
  force of cultists equal to 3 per hero or allied char-
  acter attack (they have no ﬁ rearms).
  If the Sergeants are patrolling the village, they 
  hear the shooting (the SMG is a conventional 
  ballistic weapon). As soon as the ﬁ ring starts, 
  however, they are attacked by cultists as well, 
  numbering 3 per Sergeant. Again, they have no 
  ﬁ rearms.
  The cultists inside the church panic once 
  Franklin is killed and try to ﬂ ee the village. Any 
  cultists outside the church learn of their leader’s 
  death from ﬂ eeing comrades and join in the rout. 
  Whether the Knights want to hunt them down or 
  let them go is their choice.
  With Franklin dead, the cult collapses. However, 
  at least another 10 villagers not involved in the 
  attack are cultists. Rooting them out will be dif-
  ﬁ cult, but it is possible. How the Knights ﬂ ush out 
  these traitors to humanity is left to their devices.
  In case someone suggests it, slaughtering the 
  entire village just to be sure is not considered 
  murder under Church law (the so-called “God 
  knows his own” clause), but it does cause the 
  Ordo to suffer intense bad publicity when word 
  gets out (and it always does). Every character’s 
  Charisma drops by –4 for the next three months 
  when dealing with commoners.
  148
  148
  NECROPOLIS 2350
  NECROPOLIS 2350
   CHURCH WARDENS
  CHURCH WARDENS
  The Knights are called on to check out reports 
  of strange activity in a small village and discover 
  the priest has gone over to the Rephaim.
  BRIEFING
  BRIEFING
  In the last few days, a trickle of refugees 
  has arrived at the Preceptory from the vil-
  lage of Clarstein, which lies to the south. 
  They claim the local priest, one Father Otto 
  Franklin, has been conducting unusual 
  rites, ﬂ ogging those he calls sinners, and 
  such like. It might be zealotry, or it could 
  be something far worse. The bishop has 
  asked us to check it out and deal with the 
  situation.
  Enemy Forces: Franklin may have some 
  close followers who resent your interfer-
  ence, but we don’t expect any Rephaim 
  this close to home.
  Support: We have no idea what’s going 
  on, so we’re sending you in with a Lance of 
  Sergeants and a Prophet APC. Air support 
  is available if the situation turns ugly.
  Equipment: Just the usual equipment 
  for this mission. Try to avoid using lethal 
  force until you know what’s going on.
  THE MISSION
  THE MISSION
  Father Franklin has been turned to the Rephaim 
  cause, partly through his own zealotry and partly 
  through subtle manipulation by Rephaim agents. 
  He is now a corrupt priest (page 159). He has 
  used his sermons to subtly alter the stance of 
  many of the villagers, who are now cultists (page 
  159). Not all of the villagers have been converted, 
  but telling friend from foe is nearly impossible.
  The Rephaim have yet to learn of Franklin’s 
  conversion, and have offered him no support. 
  Should he be allowed to continue his teach-
  ings, there is no doubt the Rephaim will use the 
  village’s proximity to the Preceptory as a staging 
  post for guerilla attacks.
  When the Knights arrive, Franklin greets them 
  and invites them into the church. He knows 
  that the refugees have told tales of his regime, 
  and is keen to disperse such myths. He tries to 
  convince the Knights, not too forcefully, to let the 
  Sergeants question the villagers about life in the 
  village. Two villagers accompany the priest.
  Once inside the church, Franklin climbs into 
  the pulpit, ﬂ anked by his attendants, and begins 
  a short sermon.
  “I know why you have come. Those 
  so-called refugees have ﬁ lled your hearts 
  with lies about my wicked ways. The only 
  evil here is the power of the Church, which 
  holds people in servitude, keeps them 
  oppressed, and denies them freedom of 
  choice. My new gods will change all that, 
  make us equal to others in their service. 
  But ﬁ rst, we must show our loyalty to their 
  cause by removing you from the scene.”
  Franklin reaches down into the pulpit, pulls 
  out an Asgard 12mm SMG, and opens ﬁ re on the 
  Knights. Check for Surprise. The pulpit provides 
  Medium Cover and has Armor +3. As Franklin 
  opens ﬁ re, the church doors burst open and a 
  force of cultists equal to 3 per hero or allied char-
  acter attack (they have no ﬁ rearms).
  If the Sergeants are patrolling the village, they 
  hear the shooting (the SMG is a conventional 
  ballistic weapon). As soon as the ﬁ ring starts, 
  however, they are attacked by cultists as well, 
  numbering 3 per Sergeant. Again, they have no 
  ﬁ rearms.
  The cultists inside the church panic once 
  Franklin is killed and try to ﬂ ee the village. Any 
  cultists outside the church learn of their leader’s 
  death from ﬂ eeing comrades and join in the rout. 
  Whether the Knights want to hunt them down or 
  let them go is their choice.
  With Franklin dead, the cult collapses. However, 
  at least another 10 villagers not involved in the 
  attack are cultists. Rooting them out will be dif-
  ﬁ cult, but it is possible. How the Knights ﬂ ush out 
  these traitors to humanity is left to their devices.
  In case someone suggests it, slaughtering the 
  entire village just to be sure is not considered 
  murder under Church law (the so-called “God 
  knows his own” clause), but it does cause the 
  Ordo to suffer intense bad publicity when word 
  gets out (and it always does). Every character’s 
  Charisma drops by –4 for the next three months 
  when dealing with commoners.
  
  149
  149
  SAVAGE TALES
  SAVAGE TALES
   DEATH IN THE FOG
  DEATH IN THE FOG
  Important Note: The blood mist antagonist 
  cannot be harmed by normal weapons. It is 
  therefore strongly suggested that the group has a 
  Chaplain in their number with offensive miracles. 
  If there isn’t one and you still want to run this 
  adventure, assign a Wild Card NPC with the bolt 
  power to the group.
  The Knights are sent on a routine patrol into 
  the hills with a group of Squires, unaware that a 
  silent killer lurks in the nighttime fog.
  BRIEFING
  BRIEFING
  The latest batch of Squires is nearing 
  the completion of their training. As you’re 
  aware, they need to spend time on simu-
  lated combat patrol sweeps before they 
  move on to their ﬁ nal testing. You’ve been 
  chosen to take a group of Squires into the 
  hills and put them through their paces for 
  the next week.
  Run them through hard marches, simu-
  lated attacks at night, with you as the 
  bad guys, trench building, and anything 
  else you can think of to break their bodies 
  and minds. We have to know they’re tough 
  enough to continue training and achieve 
  Knighthood. Your report at the end of the 
  training will determine if the Squires have 
  a chance of becoming Knights, enter the 
  Ordo as Sergeants, or get sent home to 
  their mommas as failures.
  Enemy Forces: This is a quiet zone, but 
  keep an eye open for inﬁ ltrators or cultists.
  Support: This is an intense combat 
  patrol training mission. A Samaritan APC 
  will be kept in reserve about four hour’s 
  drive from your position just in case.
  Equipment: Standard patrol gear only. 
  The Squires will carry simulator riﬂ es 
  only. You’ll each carry a simulator riﬂ e in 
  addition to your regular gear. Use these 
  in mock combat scenarios. We don’t want 
  the Squires shot unnecessarily.
  THE MISSION
  THE MISSION
  Simulator riﬂ es have the same stats as regular 
  ﬂ echette riﬂ es, but inﬂ ict no actual damage. 
  Instead, they ﬁ re a low intensity laser beam that 
  activates sensors worn inside the target’s armor. 
  An audio device tells both the target and ﬁ rer 
  where the target has been hit. This prevents 
  cheating as logs can be compared. Cheating in 
  a simulator test is severely punished. Simulator 
  riﬂ es do not have grenade launchers.
  There are as many Squires as there are Knights. 
  Treat them as Sergeants. Give each one a name and 
  roll on the Personality Table. The Squires should 
  seem like real characters, rather than just faceless 
  Extras. Assigning them a personality also makes for 
  better Squire/character interaction and gives the 
  Knights a chance to get to know their underlings.
  EARLY DAYS
  EARLY DAYS
  The unit is dropped off by Angel dropship in a 
  range of craggy hills. The weather forecast, given 
  by the pilot en route, is for fog and light rain for 
  the next week. For the ﬁ rst three days of the mis-
  sion, let the players decide what they want to do, 
  then have them make suitable dice rolls.
  149
  149
  SAVAGE TALES
  SAVAGE TALES
   DEATH IN THE FOG
  DEATH IN THE FOG
  Important Note: The blood mist antagonist 
  cannot be harmed by normal weapons. It is 
  therefore strongly suggested that the group has a 
  Chaplain in their number with offensive miracles. 
  If there isn’t one and you still want to run this 
  adventure, assign a Wild Card NPC with the bolt 
  power to the group.
  The Knights are sent on a routine patrol into 
  the hills with a group of Squires, unaware that a 
  silent killer lurks in the nighttime fog.
  BRIEFING
  BRIEFING
  The latest batch of Squires is nearing 
  the completion of their training. As you’re 
  aware, they need to spend time on simu-
  lated combat patrol sweeps before they 
  move on to their ﬁ nal testing. You’ve been 
  chosen to take a group of Squires into the 
  hills and put them through their paces for 
  the next week.
  Run them through hard marches, simu-
  lated attacks at night, with you as the 
  bad guys, trench building, and anything 
  else you can think of to break their bodies 
  and minds. We have to know they’re tough 
  enough to continue training and achieve 
  Knighthood. Your report at the end of the 
  training will determine if the Squires have 
  a chance of becoming Knights, enter the 
  Ordo as Sergeants, or get sent home to 
  their mommas as failures.
  Enemy Forces: This is a quiet zone, but 
  keep an eye open for inﬁ ltrators or cultists.
  Support: This is an intense combat 
  patrol training mission. A Samaritan APC 
  will be kept in reserve about four hour’s 
  drive from your position just in case.
  Equipment: Standard patrol gear only. 
  The Squires will carry simulator riﬂ es 
  only. You’ll each carry a simulator riﬂ e in 
  addition to your regular gear. Use these 
  in mock combat scenarios. We don’t want 
  the Squires shot unnecessarily.
  THE MISSION
  THE MISSION
  Simulator riﬂ es have the same stats as regular 
  ﬂ echette riﬂ es, but inﬂ ict no actual damage. 
  Instead, they ﬁ re a low intensity laser beam that 
  activates sensors worn inside the target’s armor. 
  An audio device tells both the target and ﬁ rer 
  where the target has been hit. This prevents 
  cheating as logs can be compared. Cheating in 
  a simulator test is severely punished. Simulator 
  riﬂ es do not have grenade launchers.
  There are as many Squires as there are Knights. 
  Treat them as Sergeants. Give each one a name and 
  roll on the Personality Table. The Squires should 
  seem like real characters, rather than just faceless 
  Extras. Assigning them a personality also makes for 
  better Squire/character interaction and gives the 
  Knights a chance to get to know their underlings.
  EARLY DAYS
  EARLY DAYS
  The unit is dropped off by Angel dropship in a 
  range of craggy hills. The weather forecast, given 
  by the pilot en route, is for fog and light rain for 
  the next week. For the ﬁ rst three days of the mis-
  sion, let the players decide what they want to do, 
  then have them make suitable dice rolls.
  
  150
  150
  NECROPOLIS 2350
  NECROPOLIS 2350
  For instance, if they want to go on a 10 mile run 
  in full gear up and down hills, have everyone make 
  a Vigor roll, probably with at least a –2 penalty. If the 
  Knights want to run an ambush drill, run it as an 
  actual combat, with you controlling the Squires.
  Make individual rolls for the Squires. Remem-
  ber, these guys are individuals training to become 
  Knights. They have to impress the characters, 
  and having a constant slacker will make for some 
  great role-playing. Don’t bother making rolls for 
  things like push-ups, unless the Knights demand 
  the Squires do 50 or more in a single go.
  Basically, the Knights get to be drill sergeants 
  for a few days. Any punishments they impose on 
  the Squires, short of killing them, are deemed 
  acceptable. Brutality is a way of life in a Sacer 
  Ordo and hardens men for future engagements.
  THE FOG DEMON
  THE FOG DEMON
  Starting on the third night, a blood mist (page 
  157) strays into the training area in search of 
  food. First, have it kill an animal, which the group 
  ﬁ nd drained of blood. Then have it attack a lone 
  Squire on sentry duty. Next, step up the attacks, 
  having it attack during the day, singling out strag-
  glers lost in the mist.
  The aim is to create an air of fear, and convince 
  the group they are being stalked by a vampire. 
  Don’t rush the outcome—build up the tension and 
  keep the enemy a mystery as long as possible.
  There’s no ﬁ xed outcome to the adventure—if 
  the group cannot defeat the blood mist, they will 
  have to pull out or face certain death. Reward 
  them with bennies or clues as to the nature of 
  the beast if they devise a plan to ensnare it, such 
  as using a decoy, but punish them if they are lax.
  Assuming the blood mist doesn’t kill all the 
  Knights, the Preceptory Master summons them 
  to report on the Squires when they return to 
  base. Their report determines the future of the 
  surviving Squires, which may lead to making new 
  friends or gaining new enemies.
   WALL OF DEATH
  WALL OF DEATH
  Important Note: This Savage Tale should be 
  used only after the Knights have started the Battle 
  for New Budapest campaign.
  After the successful push through enemy ter-
  ritory to reach New Budapest, clean up squads 
  are dispatched to destroy any Rephaim remnants 
  missed during the initial advance.
  BRIEFING
  BRIEFING
  Our troops are engaged in the battle 
  to liberate New Budapest. During the 
  advance, many mausoleums were isolated 
  rather than destroyed. The time has now 
  come to rectify that tactical decision.
  You’re being dispatched by dropship 
  to clean out an old Impaler Preceptory 
  church on the edge of a derelict village.
  Enemy Forces: All Rephaim encoun-
  tered in the vicinity were either destroyed 
  or routed. Regular patrols and air strikes 
  150
  150
  NECROPOLIS 2350
  NECROPOLIS 2350
  For instance, if they want to go on a 10 mile run 
  in full gear up and down hills, have everyone make 
  a Vigor roll, probably with at least a –2 penalty. If the 
  Knights want to run an ambush drill, run it as an 
  actual combat, with you controlling the Squires.
  Make individual rolls for the Squires. Remem-
  ber, these guys are individuals training to become 
  Knights. They have to impress the characters, 
  and having a constant slacker will make for some 
  great role-playing. Don’t bother making rolls for 
  things like push-ups, unless the Knights demand 
  the Squires do 50 or more in a single go.
  Basically, the Knights get to be drill sergeants 
  for a few days. Any punishments they impose on 
  the Squires, short of killing them, are deemed 
  acceptable. Brutality is a way of life in a Sacer 
  Ordo and hardens men for future engagements.
  THE FOG DEMON
  THE FOG DEMON
  Starting on the third night, a blood mist (page 
  157) strays into the training area in search of 
  food. First, have it kill an animal, which the group 
  ﬁ nd drained of blood. Then have it attack a lone 
  Squire on sentry duty. Next, step up the attacks, 
  having it attack during the day, singling out strag-
  glers lost in the mist.
  The aim is to create an air of fear, and convince 
  the group they are being stalked by a vampire. 
  Don’t rush the outcome—build up the tension and 
  keep the enemy a mystery as long as possible.
  There’s no ﬁ xed outcome to the adventure—if 
  the group cannot defeat the blood mist, they will 
  have to pull out or face certain death. Reward 
  them with bennies or clues as to the nature of 
  the beast if they devise a plan to ensnare it, such 
  as using a decoy, but punish them if they are lax.
  Assuming the blood mist doesn’t kill all the 
  Knights, the Preceptory Master summons them 
  to report on the Squires when they return to 
  base. Their report determines the future of the 
  surviving Squires, which may lead to making new 
  friends or gaining new enemies.
   WALL OF DEATH
  WALL OF DEATH
  Important Note: This Savage Tale should be 
  used only after the Knights have started the Battle 
  for New Budapest campaign.
  After the successful push through enemy ter-
  ritory to reach New Budapest, clean up squads 
  are dispatched to destroy any Rephaim remnants 
  missed during the initial advance.
  BRIEFING
  BRIEFING
  Our troops are engaged in the battle 
  to liberate New Budapest. During the 
  advance, many mausoleums were isolated 
  rather than destroyed. The time has now 
  come to rectify that tactical decision.
  You’re being dispatched by dropship 
  to clean out an old Impaler Preceptory 
  church on the edge of a derelict village.
  Enemy Forces: All Rephaim encoun-
  tered in the vicinity were either destroyed 
  or routed. Regular patrols and air strikes 
  
  151
  151
  SAVAGE TALES
  SAVAGE TALES
  should have prevented reinforcements 
  from reaching the area. At best, there’ll be 
  some stragglers, most likely zombies and 
  skeletons. Despite this being a suspected 
  mausoleum, we don’t believe the Rephaim 
  commander would have remained here.
  Support: Most of our forces are tied up 
  in New Budapest, so there’s no infantry 
  support. General artillery and air support 
  is available around the clock as part of 
  the clean up operation.
  Equipment: We have no idea what is wait-
  ing for us in the mausoleum, so you’re being 
  kitted out with a ﬂ amethrower just in case.
  THE MISSION
  THE MISSION
  The Knights are dropped off ﬁ ve miles from 
  the southern approach to the village. The terrain 
  is gentle hills with scrubby grass, and the village 
  can be seen clearly once they get within a mile.
  Many of the outlying buildings have been ﬂ at-
  tened in previous attacks. Six small houses and 
  the runs of an inn stand near to the church. There 
  is no speciﬁ c map for the village—just place the 
  buildings as you see ﬁ t.
  There is no sign of any activity and the village 
  appears totally deserted. In fact, there are a few 
  skeletons in the village, but they are all hiding 
  in houses. Their number is equal to that of the 
  Knights, and they have no special or heavy weap-
  ons. Place them as you see ﬁ t. The main focus of 
  the adventure is the ruined church.
  THE CHURCH
  THE CHURCH
  The church itself is a mortared stone building 
  done in Gothic architecture. Much of the stone-
  work is broken and scorched by air strikes, but 
  still remains intact, and is overgrown by moss and 
  creeping plants. It exudes an air of ominous dread.
  1. THE ENTRANCE
  1. THE ENTRANCE
  A set of stone steps lead up to the doors of 
  the church, which are closed. The tall double 
  doors are weather beaten, and several chunks 
  of shrapnel protrude from the wood. The doors 
  scrape along the stone ﬂ oors of the church when 
  pushed open.
  2. THE CHAMBER HALL
  2. THE CHAMBER HALL
  The tall doors open into the large main cham-
  ber of the church. Large pillars rise upwards, 
  holding the vaulted ceiling in place. The symbol 
  engraved on the ﬂ oor is one used by the Impal-
  ers to decorate their buildings, and shows eight 
  spears. The place is very dim, imposing a visibility 
  modiﬁ er of –1 if the church is approached in the 
  day time.
  Characters investigating the ceiling may make 
  a Notice roll. On a success, they spot eight ugly 
  stone gargoyles, two clinging to the top of each 
  pillar. Although they appear to be ornaments, 
  they are in fact living gargoyles (page 161). They 
  attack when the Knights pass the ﬁ rst set of pillars 
  or if they are attacked ﬁ rst.
  3. THE ALTAR
  3. THE ALTAR
  At the far end of the church is the altar, which 
  is now buried beneath fallen masonry. The pas-
  sage to the altar, through the 6-yard gap in the 
  dividing wall, contains a rather gruesome trap, 
  placed there by the former occupant.
  When a character crosses the edge of the rect-
  angular ﬂ oor marking nearest the gap, a corpse 
  wall (page 158) erupts from the ﬂ oor to seal the 
  gap. The wall is 6-yards (3”) wide and as tall as the 
  ceiling. Check for Surprise as normal. The wall 
  to either side is only wooden, and has a Tough-
  ness of 5. A “wound” with an explosive weapon 
  opens a 2-yard (1”) hole, which counts as difﬁ cult 
  ground to cross.
  Behind the altar, buried under rubble, lies the 
  mangled corpse of a vampire, left here when the 
  Rephaim withdrew to New Budapest. Although 
  of limited use for research purposes (it’s dead), 
  it does hold an important object clasped to its 
  chest—a grimoire.
  The text is bound in blackened human ﬂ esh, 
  and contains numerous passages and diagrams 
  on how to reanimate a zombie using necroman-
  tic Weird Science. Its value to the Sacri Ordines, 
  especially the Lazarites, is immense. Award the 
  character an extra Experience Point for their ﬁ nd. 
  The stairs to the north of the altar are completely 
  blocked by rubble. Clearing them takes 12 hours 
  of back breaking work, less one hour per success 
  and raise on a Cooperative Strength roll.
  The stairs lead into an empty chamber as large 
  as the upper church. This once served as the 
  former occupant’s lair, but it has been cleared of 
  anything useful. 
  151
  151
  SAVAGE TALES
  SAVAGE TALES
  should have prevented reinforcements 
  from reaching the area. At best, there’ll be 
  some stragglers, most likely zombies and 
  skeletons. Despite this being a suspected 
  mausoleum, we don’t believe the Rephaim 
  commander would have remained here.
  Support: Most of our forces are tied up 
  in New Budapest, so there’s no infantry 
  support. General artillery and air support 
  is available around the clock as part of 
  the clean up operation.
  Equipment: We have no idea what is wait-
  ing for us in the mausoleum, so you’re being 
  kitted out with a ﬂ amethrower just in case.
  THE MISSION
  THE MISSION
  The Knights are dropped off ﬁ ve miles from 
  the southern approach to the village. The terrain 
  is gentle hills with scrubby grass, and the village 
  can be seen clearly once they get within a mile.
  Many of the outlying buildings have been ﬂ at-
  tened in previous attacks. Six small houses and 
  the runs of an inn stand near to the church. There 
  is no speciﬁ c map for the village—just place the 
  buildings as you see ﬁ t.
  There is no sign of any activity and the village 
  appears totally deserted. In fact, there are a few 
  skeletons in the village, but they are all hiding 
  in houses. Their number is equal to that of the 
  Knights, and they have no special or heavy weap-
  ons. Place them as you see ﬁ t. The main focus of 
  the adventure is the ruined church.
  THE CHURCH
  THE CHURCH
  The church itself is a mortared stone building 
  done in Gothic architecture. Much of the stone-
  work is broken and scorched by air strikes, but 
  still remains intact, and is overgrown by moss and 
  creeping plants. It exudes an air of ominous dread.
  1. THE ENTRANCE
  1. THE ENTRANCE
  A set of stone steps lead up to the doors of 
  the church, which are closed. The tall double 
  doors are weather beaten, and several chunks 
  of shrapnel protrude from the wood. The doors 
  scrape along the stone ﬂ oors of the church when 
  pushed open.
  2. THE CHAMBER HALL
  2. THE CHAMBER HALL
  The tall doors open into the large main cham-
  ber of the church. Large pillars rise upwards, 
  holding the vaulted ceiling in place. The symbol 
  engraved on the ﬂ oor is one used by the Impal-
  ers to decorate their buildings, and shows eight 
  spears. The place is very dim, imposing a visibility 
  modiﬁ er of –1 if the church is approached in the 
  day time.
  Characters investigating the ceiling may make 
  a Notice roll. On a success, they spot eight ugly 
  stone gargoyles, two clinging to the top of each 
  pillar. Although they appear to be ornaments, 
  they are in fact living gargoyles (page 161). They 
  attack when the Knights pass the ﬁ rst set of pillars 
  or if they are attacked ﬁ rst.
  3. THE ALTAR
  3. THE ALTAR
  At the far end of the church is the altar, which 
  is now buried beneath fallen masonry. The pas-
  sage to the altar, through the 6-yard gap in the 
  dividing wall, contains a rather gruesome trap, 
  placed there by the former occupant.
  When a character crosses the edge of the rect-
  angular ﬂ oor marking nearest the gap, a corpse 
  wall (page 158) erupts from the ﬂ oor to seal the 
  gap. The wall is 6-yards (3”) wide and as tall as the 
  ceiling. Check for Surprise as normal. The wall 
  to either side is only wooden, and has a Tough-
  ness of 5. A “wound” with an explosive weapon 
  opens a 2-yard (1”) hole, which counts as difﬁ cult 
  ground to cross.
  Behind the altar, buried under rubble, lies the 
  mangled corpse of a vampire, left here when the 
  Rephaim withdrew to New Budapest. Although 
  of limited use for research purposes (it’s dead), 
  it does hold an important object clasped to its 
  chest—a grimoire.
  The text is bound in blackened human ﬂ esh, 
  and contains numerous passages and diagrams 
  on how to reanimate a zombie using necroman-
  tic Weird Science. Its value to the Sacri Ordines, 
  especially the Lazarites, is immense. Award the 
  character an extra Experience Point for their ﬁ nd. 
  The stairs to the north of the altar are completely 
  blocked by rubble. Clearing them takes 12 hours 
  of back breaking work, less one hour per success 
  and raise on a Cooperative Strength roll.
  The stairs lead into an empty chamber as large 
  as the upper church. This once served as the 
  former occupant’s lair, but it has been cleared of 
  anything useful. 
  
  152
  152
  NECROPOLIS 2350
  NECROPOLIS 2350
  COUNTER STRIKE
  COUNTER STRIKE
  The grimoire, although overlooked in the evacu-
  ation, has now been remembered by the former 
  occupant. Desperate to ensure that the tome does 
  not fall into the hands of the Knights, he dispatches 
  a force of Rephaim to retrieve the book. Unable 
  to use ground troops due to New Budapest being 
  surrounded, and with Fliegerkopfs being in short 
  supply, he sends a force of winged zombies.
  Some twenty minutes after the heroes reach the 
  church, the winged zombies (equal in number to 
  three times that of the heroes and armed with SMGs 
  in addition to their grenades) arrive in the village. 
  The church has no windows and only a single 
  door—there’s no way for the zombies to get in, 
  but no way for the Knights to get out. The zom-
  bies are clever enough, just, to hide in the houses 
  if their ﬁ rst attack fails and wait until the Knights 
  decide to come out.
   THE CIRCLE OF FLESH
  THE CIRCLE OF FLESH
  Important Note: This Savage Tale should 
  ideally be used after the Knights have started the 
  Battle for New Budapest campaign.
  BRIEFING
  BRIEFING
  We’ve received a call from a supply base 
  ten miles east of New Budapest. They’ve 
  spotted strange lights a few miles north 
  and want someone to investigate.
  Enemy Forces: Radio communication 
  with the base is erratic due to atmospheric 
  disturbances. We have no idea what you’ll 
  be facing, if anything. This could be noth-
  ing more than solar ﬂ are activity.
  Support: There’s no artillery that far 
  back. You can try calling for backup if you 
  need it, but we can’t guarantee there’ll be 
  anything available.
  Equipment: Standard gear only.
  THE MISSION
  THE MISSION
  The strange lights spotted by the supply base 
  are the results of a Rephaim experiment to ani-
  mate a new form of monster that is more powerful 
  than a zombie, yet just as cheap to produce.
  When the Knights arrive in the area, they quickly 
  track the lights to a clearing in a nearby forest. 
  Inside the clearing is a circle of twelve corpses 
  impaled on stakes. The corpse circle measures 
  12 yards (6”) across. In the middle of the circle 
  hangs a glowing ball of sickly green energy, with 
  thin tendrils of crackling energy stretching from 
  the orb to the heads of the corpses.
  As the Knights watch, they see the ﬂ esh from 
  the corpses putrefying, and then being absorbed 
  by the energy strands. Stopping the experiment 
  requires the destruction of just a single corpse 
  (Parry 2, Toughness 6). The glowing orb cannot 
  be harmed in any way. As soon as the ritual is dis-
  turbed, the green orb explodes with a squelching 
  sound. This causes no damage, but it does propel 
  a number of putrimentals over the area.
  There is one putrimental for each hero. Roll 
  a d12 to determine in which direction each ﬂ ies 
  (read as a clockface) and 2d6 for the distance (in 
  game inches). On landing, the putrimentals move 
  toward the nearest hero.
   PUTRIMENTAL
  PUTRIMENTAL
  Putrimentals are animated collections of 
  putreﬁ ed ﬂ esh and decayed bone, given mobility 
  and very basic intelligence through necromantic 
  magic. They exist only to “feed,” which they do by 
  absorbing live ﬂ esh.
  Attributes: Agility d4, Smarts d4(A), Spirit d12, 
  Strength d12+2, Vigor d12
  Skills: Fighting d8, Notice d8
  Pace: 4; Parry: 6; Toughness: 10
  Special Abilities:
  * Blob: +2 to recover from being Shaken; 
  Cutting and piercing weapons cause half 
  damage; No wound penalties; Immune to 
  poison and disease.
  * Engulf: A putrimental may make a grapple 
  attack against any creature under its template. 
  On a success, it has engulfed its foe. Each 
  round the grapple is maintained thereafter, the 
  victim suffers a Fatigue level from suffocation. 
  Victims reaching Death are absorbed.
  * Fear: Seeing the creature causes a Guts roll.
  * Life Sense: Putrimentals can detect life energy 
  and suffer no penalties for poor lighting.
  * Mindless: Immune to Fear and Tests of Will.
  * Variable Size: The thing begins as a Small 
  Burst Template (Size +2). For each victim it 
  absorbs, it grows 1” and gains +1 Size (and 
  Toughness), with no limit.
  152
  152
  NECROPOLIS 2350
  NECROPOLIS 2350
  COUNTER STRIKE
  COUNTER STRIKE
  The grimoire, although overlooked in the evacu-
  ation, has now been remembered by the former 
  occupant. Desperate to ensure that the tome does 
  not fall into the hands of the Knights, he dispatches 
  a force of Rephaim to retrieve the book. Unable 
  to use ground troops due to New Budapest being 
  surrounded, and with Fliegerkopfs being in short 
  supply, he sends a force of winged zombies.
  Some twenty minutes after the heroes reach the 
  church, the winged zombies (equal in number to 
  three times that of the heroes and armed with SMGs 
  in addition to their grenades) arrive in the village. 
  The church has no windows and only a single 
  door—there’s no way for the zombies to get in, 
  but no way for the Knights to get out. The zom-
  bies are clever enough, just, to hide in the houses 
  if their ﬁ rst attack fails and wait until the Knights 
  decide to come out.
   THE CIRCLE OF FLESH
  THE CIRCLE OF FLESH
  Important Note: This Savage Tale should 
  ideally be used after the Knights have started the 
  Battle for New Budapest campaign.
  BRIEFING
  BRIEFING
  We’ve received a call from a supply base 
  ten miles east of New Budapest. They’ve 
  spotted strange lights a few miles north 
  and want someone to investigate.
  Enemy Forces: Radio communication 
  with the base is erratic due to atmospheric 
  disturbances. We have no idea what you’ll 
  be facing, if anything. This could be noth-
  ing more than solar ﬂ are activity.
  Support: There’s no artillery that far 
  back. You can try calling for backup if you 
  need it, but we can’t guarantee there’ll be 
  anything available.
  Equipment: Standard gear only.
  THE MISSION
  THE MISSION
  The strange lights spotted by the supply base 
  are the results of a Rephaim experiment to ani-
  mate a new form of monster that is more powerful 
  than a zombie, yet just as cheap to produce.
  When the Knights arrive in the area, they quickly 
  track the lights to a clearing in a nearby forest. 
  Inside the clearing is a circle of twelve corpses 
  impaled on stakes. The corpse circle measures 
  12 yards (6”) across. In the middle of the circle 
  hangs a glowing ball of sickly green energy, with 
  thin tendrils of crackling energy stretching from 
  the orb to the heads of the corpses.
  As the Knights watch, they see the ﬂ esh from 
  the corpses putrefying, and then being absorbed 
  by the energy strands. Stopping the experiment 
  requires the destruction of just a single corpse 
  (Parry 2, Toughness 6). The glowing orb cannot 
  be harmed in any way. As soon as the ritual is dis-
  turbed, the green orb explodes with a squelching 
  sound. This causes no damage, but it does propel 
  a number of putrimentals over the area.
  There is one putrimental for each hero. Roll 
  a d12 to determine in which direction each ﬂ ies 
  (read as a clockface) and 2d6 for the distance (in 
  game inches). On landing, the putrimentals move 
  toward the nearest hero.
   PUTRIMENTAL
  PUTRIMENTAL
  Putrimentals are animated collections of 
  putreﬁ ed ﬂ esh and decayed bone, given mobility 
  and very basic intelligence through necromantic 
  magic. They exist only to “feed,” which they do by 
  absorbing live ﬂ esh.
  Attributes: Agility d4, Smarts d4(A), Spirit d12, 
  Strength d12+2, Vigor d12
  Skills: Fighting d8, Notice d8
  Pace: 4; Parry: 6; Toughness: 10
  Special Abilities:
  * Blob: +2 to recover from being Shaken; 
  Cutting and piercing weapons cause half 
  damage; No wound penalties; Immune to 
  poison and disease.
  * Engulf: A putrimental may make a grapple 
  attack against any creature under its template. 
  On a success, it has engulfed its foe. Each 
  round the grapple is maintained thereafter, the 
  victim suffers a Fatigue level from suffocation. 
  Victims reaching Death are absorbed.
  * Fear: Seeing the creature causes a Guts roll.
  * Life Sense: Putrimentals can detect life energy 
  and suffer no penalties for poor lighting.
  * Mindless: Immune to Fear and Tests of Will.
  * Variable Size: The thing begins as a Small 
  Burst Template (Size +2). For each victim it 
  absorbs, it grows 1” and gains +1 Size (and 
  Toughness), with no limit.
  
  153
  153
  BESTIARY
  BESTIARY
  Man that is born of woman is of few days, 
  and born of troubles.
  Job 14:1
  Mankind has many allies and enemies on 
  Necropolis. Presented here is a list of common 
  Church, Corporate, and Rephaim forces.
  CHURCH ALLIES
  CHURCH ALLIES
  There are many types of soldier serving with the 
  Sacri Ordines—only those likely to be assigned to 
  a group as Extras are detailed here. Other types 
  of Knight can be created as needed by adding the 
  required traits and starting equipment (pages 9 
  and 11 respectively) to the Knight Infantryman 
  template below. All Knights also receive the Spe-
  cial Training appropriate to their Ordo.
   CITIZEN
  CITIZEN
  Citizens can be young or old, men or women, 
  professionals, crafters, or common farmers, but 
  what they all have in common is a lack of combat 
  experience or special skills. Citizens with combat 
  training are treated as militia.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Driving d4, Notice d4
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Edges & Hindrances: —
  Gear: Knife (Str+d4), tools (Str+d6)
   MILITIA
  MILITIA
  Most towns and villages have a local militia 
  they can call upon when violence breaks out 
  within their borders. Few are capable of dealing 
  with a determined Rephaim threat, but most ﬁ ght 
  valiantly since they’re protecting their homes and 
  families.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Flechette SMG with 2 magazines (Range: 
  12/24/48, Damage: 2d6+1, AP 2, Auto), molecu-
  lar dagger (Str+d4+2, AP 2)
   INQUISITOR
  INQUISITOR
  These are the frontline soldiers in humanity’s 
  war against evil. They are obedient to their supe-
  rior to the point of fanaticism.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Driving d6, Fighting d6, Guts d8, Intimi-
  dation d6, Notice d8, Shooting d6, Stealth d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 
  10(4)
  Hindrances: Loyal
  Edges: —
  Gear: Light armor (+4), molecular dagger 
  (Str+d4+2, AP 2), ﬂ echette pistol with 3 maga-
  zines (Range: 12/24/48, Damage: 2d6, AP 2, Semi-
  auto), one ﬂ amethrower per 4 Inquisitors (Range: 
  Cone, Damage: 2d10, ignores armor)
   INQUISITOR-CAPTAIN
  INQUISITOR-CAPTAIN
  Inquisitor-Captains are hardened soldiers in 
  the war against heresy and command a station 
  house. They have no jurisdiction over the Sacri 
  Ordines, but are sometimes called upon to work 
  with Knights in stamping out heresy.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d10, Guts d12, Intim-
  idation d10, Notice d8, Shooting d8, Stealth d8
  153
  153
  BESTIARY
  BESTIARY
  Man that is born of woman is of few days, 
  and born of troubles.
  Job 14:1
  Mankind has many allies and enemies on 
  Necropolis. Presented here is a list of common 
  Church, Corporate, and Rephaim forces.
  CHURCH ALLIES
  CHURCH ALLIES
  There are many types of soldier serving with the 
  Sacri Ordines—only those likely to be assigned to 
  a group as Extras are detailed here. Other types 
  of Knight can be created as needed by adding the 
  required traits and starting equipment (pages 9 
  and 11 respectively) to the Knight Infantryman 
  template below. All Knights also receive the Spe-
  cial Training appropriate to their Ordo.
   CITIZEN
  CITIZEN
  Citizens can be young or old, men or women, 
  professionals, crafters, or common farmers, but 
  what they all have in common is a lack of combat 
  experience or special skills. Citizens with combat 
  training are treated as militia.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Driving d4, Notice d4
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Edges & Hindrances: —
  Gear: Knife (Str+d4), tools (Str+d6)
   MILITIA
  MILITIA
  Most towns and villages have a local militia 
  they can call upon when violence breaks out 
  within their borders. Few are capable of dealing 
  with a determined Rephaim threat, but most ﬁ ght 
  valiantly since they’re protecting their homes and 
  families.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Flechette SMG with 2 magazines (Range: 
  12/24/48, Damage: 2d6+1, AP 2, Auto), molecu-
  lar dagger (Str+d4+2, AP 2)
   INQUISITOR
  INQUISITOR
  These are the frontline soldiers in humanity’s 
  war against evil. They are obedient to their supe-
  rior to the point of fanaticism.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Driving d6, Fighting d6, Guts d8, Intimi-
  dation d6, Notice d8, Shooting d6, Stealth d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 
  10(4)
  Hindrances: Loyal
  Edges: —
  Gear: Light armor (+4), molecular dagger 
  (Str+d4+2, AP 2), ﬂ echette pistol with 3 maga-
  zines (Range: 12/24/48, Damage: 2d6, AP 2, Semi-
  auto), one ﬂ amethrower per 4 Inquisitors (Range: 
  Cone, Damage: 2d10, ignores armor)
   INQUISITOR-CAPTAIN
  INQUISITOR-CAPTAIN
  Inquisitor-Captains are hardened soldiers in 
  the war against heresy and command a station 
  house. They have no jurisdiction over the Sacri 
  Ordines, but are sometimes called upon to work 
  with Knights in stamping out heresy.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d10, Guts d12, Intim-
  idation d10, Notice d8, Shooting d8, Stealth d8
  
  154
  154
  NECROPOLIS 2350
  NECROPOLIS 2350
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 
  10(4)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Improved Frenzy
  Gear: Light armor (+4), molecular dagger 
  (Str+d4+2, AP 2), ﬂ echette pistol with 3 mags 
  (12/24/48, 2d6, Shots 30, AP 2, Semi-auto)
  INQUISITOR-GENERAL
  Commanding all Inquisition forces within an 
  archdiocese are the Inquisitor-Generals. Many 
  are blessed with supernatural powers.
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Driving d6, Faith d10, Fighting d8, Guts 
  d12, Intimidation d12, Notice d8, Shooting d8, 
  Stealth d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 
  13(6)
  Hindrances: Loyal
  Edges: Arcane Background (Miracles), Combat 
  Reﬂ exes, Improved Frenzy, New Power, Power 
  Points, Rapid Recharge.
  Powers: Inquisitor-Generals have 25 Power 
  Points and know the following powers: armor 
  (white light), bolt (white light), detect/conceal 
  arcana (chanting), dispel (word of power), light 
  (glowing orb), and stun (word of power).
  Gear: Medium armor (+6), ﬂ echette pistol with 
  3 mags (Range: 12/24/48, Damage: 2d6, AP 2, 
  Semi-auto)
   CHAPLAIN
  CHAPLAIN
  This is a standard Chaplain, as found both on 
  the battleﬁ eld and in Preceptories. Most, like this 
  one, serve in the ﬁ eld as combat medics.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d8, Healing d6, Investi-
  gation d6, Knowledge (Rephaim) d6, Notice d6, 
  Persuasion d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Paciﬁ st (minor), Vow (Major: sacred 
  vows)
  Edges: Dodge
  Gear: Light armor (+4), ﬂ echette pistol with 
  3 mags (Ranged: 12/24/48, Damage: 2d6, AP 2, 
  Semi-auto), medikit, Book of Common Prayers, 
  ID tag
   CHAPLAIN, FAITHFUL
  CHAPLAIN, FAITHFUL
  This Chaplain is blessed with the ability to 
  invoke miracles. The powers he has chosen mark 
  him out as a combat Chaplain, with a specialty 
  in combat healing and protection of the men he 
  serves.
  Attributes: Agility d6, Smarts d10, Spirit d12, 
  Strength d6, Vigor d6
  Skills: Faith d8, Fighting d4, Guts d8, Healing 
  d10, Investigation d6, Knowledge (Rephaim) 
  d10, Notice d6, Persuasion d10, Shooting d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Paciﬁ st (minor), Vow (Major: sacred 
  vows)
  Edges: Arcane Background (Miracles), Dodge, 
  Healer
  Powers: Bless (communion wafers), bolt (cross 
  shaped missiles of white light), deﬂ ection (bless-
  ing), and healing (lay on hands); 20 Power 
  Points
  Gear: Light armor (+4), ﬂ echette pistol with 3 
  mags (Range: 12/24/48, Damage: 2d6, AP 2, Semi-
  auto), medikit, Book of Common Prayers, ID tag
   KNIGHT ASSAULT
  KNIGHT ASSAULT
  Clad in heavy armor, Assault Knights are the 
  shocktroops of the Sacri Ordines. They specialize 
  in close quarter combat, as well as in vehicle or 
  emplacement destruction.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, Shooting 
  d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 
  15(8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Brawny, Combat Reﬂ exes, Dodge, 
  Sweep
  Gear: Infantry battle suit (+8), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 ﬁ lament grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), Dove AT–1 launcher 
  with three warheads (Range: 24/48/96, Damage: 
  3d8, AP 60, MBT), sledgehammer (Str+d8, AP 
  2 vs rigid armor, Parry –1, 2 hands), molecular 
  sword (Str+d8+2, AP 4), ID tag
  154
  154
  NECROPOLIS 2350
  NECROPOLIS 2350
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 
  10(4)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Improved Frenzy
  Gear: Light armor (+4), molecular dagger 
  (Str+d4+2, AP 2), ﬂ echette pistol with 3 mags 
  (12/24/48, 2d6, Shots 30, AP 2, Semi-auto)
  INQUISITOR-GENERAL
  Commanding all Inquisition forces within an 
  archdiocese are the Inquisitor-Generals. Many 
  are blessed with supernatural powers.
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Driving d6, Faith d10, Fighting d8, Guts 
  d12, Intimidation d12, Notice d8, Shooting d8, 
  Stealth d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 
  13(6)
  Hindrances: Loyal
  Edges: Arcane Background (Miracles), Combat 
  Reﬂ exes, Improved Frenzy, New Power, Power 
  Points, Rapid Recharge.
  Powers: Inquisitor-Generals have 25 Power 
  Points and know the following powers: armor 
  (white light), bolt (white light), detect/conceal 
  arcana (chanting), dispel (word of power), light 
  (glowing orb), and stun (word of power).
  Gear: Medium armor (+6), ﬂ echette pistol with 
  3 mags (Range: 12/24/48, Damage: 2d6, AP 2, 
  Semi-auto)
   CHAPLAIN
  CHAPLAIN
  This is a standard Chaplain, as found both on 
  the battleﬁ eld and in Preceptories. Most, like this 
  one, serve in the ﬁ eld as combat medics.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d8, Healing d6, Investi-
  gation d6, Knowledge (Rephaim) d6, Notice d6, 
  Persuasion d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Paciﬁ st (minor), Vow (Major: sacred 
  vows)
  Edges: Dodge
  Gear: Light armor (+4), ﬂ echette pistol with 
  3 mags (Ranged: 12/24/48, Damage: 2d6, AP 2, 
  Semi-auto), medikit, Book of Common Prayers, 
  ID tag
   CHAPLAIN, FAITHFUL
  CHAPLAIN, FAITHFUL
  This Chaplain is blessed with the ability to 
  invoke miracles. The powers he has chosen mark 
  him out as a combat Chaplain, with a specialty 
  in combat healing and protection of the men he 
  serves.
  Attributes: Agility d6, Smarts d10, Spirit d12, 
  Strength d6, Vigor d6
  Skills: Faith d8, Fighting d4, Guts d8, Healing 
  d10, Investigation d6, Knowledge (Rephaim) 
  d10, Notice d6, Persuasion d10, Shooting d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Paciﬁ st (minor), Vow (Major: sacred 
  vows)
  Edges: Arcane Background (Miracles), Dodge, 
  Healer
  Powers: Bless (communion wafers), bolt (cross 
  shaped missiles of white light), deﬂ ection (bless-
  ing), and healing (lay on hands); 20 Power 
  Points
  Gear: Light armor (+4), ﬂ echette pistol with 3 
  mags (Range: 12/24/48, Damage: 2d6, AP 2, Semi-
  auto), medikit, Book of Common Prayers, ID tag
   KNIGHT ASSAULT
  KNIGHT ASSAULT
  Clad in heavy armor, Assault Knights are the 
  shocktroops of the Sacri Ordines. They specialize 
  in close quarter combat, as well as in vehicle or 
  emplacement destruction.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, Shooting 
  d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 
  15(8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Brawny, Combat Reﬂ exes, Dodge, 
  Sweep
  Gear: Infantry battle suit (+8), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 ﬁ lament grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), Dove AT–1 launcher 
  with three warheads (Range: 24/48/96, Damage: 
  3d8, AP 60, MBT), sledgehammer (Str+d8, AP 
  2 vs rigid armor, Parry –1, 2 hands), molecular 
  sword (Str+d8+2, AP 4), ID tag
  
  155
  155
  BESTIARY
  BESTIARY
   KNIGHT COMBAT MEDIC
  KNIGHT COMBAT MEDIC
  A Combat Medic is assigned to every Lance. 
  Some are combatants, while others prefer to 
  focus purely on saving lives. This Combat Medic 
  falls into the latter category.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Guts d6, Healing d8, Notice 
  d6, Shooting d4, Stealth d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  10(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Healer, Improved Dodge, Medic
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), me-
  dikit, ID tag
   KNIGHT INFANTRY SUPPORT
  KNIGHT INFANTRY SUPPORT
  Infantry support Knights are charged with sup-
  plying heavy ﬁ repower to protect their Lance.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge, Rock and Roll
  Gear: Medium armor (+6), ﬂ echette MG with 4 
  magazines (Range: 30/60/120, Damage: 2d8+1, 
  AP 2, 3RB) or ﬂ amethrower with 2 tanks (Range: 
  Cone, Damage: 2d10, ignores armor), molecular 
  sword (Str+d8+2, AP 4), medpac
   KNIGHT INFANTRYMAN
  KNIGHT INFANTRYMAN
  These are the most populous type of Knight 
  serving the Ordines.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  11(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Medium armor (+6), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 grenades (Range: 3/6/12, Damage: 
  3d8, AP 4, MBT), molecular sword (Str+d8+2, 
  AP 4), medpac
   KNIGHT VEHICLE CREW
  KNIGHT VEHICLE CREW
  Whether helmsman, pilot, or tanker, the crew-
  man (and his vehicle) is a welcome sight on the 
  battleﬁ elds of Necropolis.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d8, Fighting 
  d4, Guts d4, Notice d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette SMG, 3 maga-
  zines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), med-
  pac
   SERGEANT
  SERGEANT
  Sergeants form the bulk of the Sacri Ordines’ 
  ﬁ ghting force. They are not as skilled or well-
  equipped as Knights.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d4, Notice 
  d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  155
  155
  BESTIARY
  BESTIARY
   KNIGHT COMBAT MEDIC
  KNIGHT COMBAT MEDIC
  A Combat Medic is assigned to every Lance. 
  Some are combatants, while others prefer to 
  focus purely on saving lives. This Combat Medic 
  falls into the latter category.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Guts d6, Healing d8, Notice 
  d6, Shooting d4, Stealth d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  10(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Healer, Improved Dodge, Medic
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), me-
  dikit, ID tag
   KNIGHT INFANTRY SUPPORT
  KNIGHT INFANTRY SUPPORT
  Infantry support Knights are charged with sup-
  plying heavy ﬁ repower to protect their Lance.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge, Rock and Roll
  Gear: Medium armor (+6), ﬂ echette MG with 4 
  magazines (Range: 30/60/120, Damage: 2d8+1, 
  AP 2, 3RB) or ﬂ amethrower with 2 tanks (Range: 
  Cone, Damage: 2d10, ignores armor), molecular 
  sword (Str+d8+2, AP 4), medpac
   KNIGHT INFANTRYMAN
  KNIGHT INFANTRYMAN
  These are the most populous type of Knight 
  serving the Ordines.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  11(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Medium armor (+6), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 grenades (Range: 3/6/12, Damage: 
  3d8, AP 4, MBT), molecular sword (Str+d8+2, 
  AP 4), medpac
   KNIGHT VEHICLE CREW
  KNIGHT VEHICLE CREW
  Whether helmsman, pilot, or tanker, the crew-
  man (and his vehicle) is a welcome sight on the 
  battleﬁ elds of Necropolis.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d8, Fighting 
  d4, Guts d4, Notice d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette SMG, 3 maga-
  zines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), med-
  pac
   SERGEANT
  SERGEANT
  Sergeants form the bulk of the Sacri Ordines’ 
  ﬁ ghting force. They are not as skilled or well-
  equipped as Knights.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d4, Notice 
  d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  
  156
  156
  NECROPOLIS 2350
  NECROPOLIS 2350
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), ﬂ echette SMG with 2 
  magazines (Ranged: 12/24/48, Damage: 2d6+1, 
  AP 2, Auto), molecular dagger (Str+d4+2, AP 2), 
  medpac
   CORPORATE FORCES
  CORPORATE FORCES
  The units described below are typical Union 
  troops found anywhere on Necropolis. Whether 
  members of Asgard’s elite brigades or bodyguards 
  serving Lansing, you can use the same template.
  Different Corporations also employ different 
  weapons, and the WM should make changes to 
  suit the Corporation the group is facing. Raven-
  dell troops, for example, are more likely to be 
  found carrying laser weapons than conventional 
  ballistic weapons.
   CORPORATE EXECUTIVE
  CORPORATE EXECUTIVE
  Execs are rarely found on the battleﬁ eld, but 
  occasionally the Sacri Ordines receive orders to 
  bring a suspected heretical executive in for ques-
  tioning. This often involves going behind enemy 
  lines.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Investigation d6, 
  Knowledge (Finance) d8, Notice d6, Persuasion 
  d6, Shooting d4, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: —
  Edges: Connections
  Gear: Hand computer, headset comms
   INFANTRY SUPPORT
  INFANTRY SUPPORT
  The only squad support weapon employed by 
  Corporate forces is the laser MG. Most infantry 
  support troops also carry a pair of Dove anti-tank 
  rockets for dealing with enemy vehicles or forti-
  ﬁ cations.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Rock and Roll
  Gear: Medium armor (+6), laser MG with 4 bat-
  teries (Range: 25/50/100, Damage: 1–3d6, Auto) 
  or Dove AT–1 with 3 missiles (Range: 24/48/96, 
  Damage: 3d8, AP 60, MBT), molecular knife 
  (Str+d4+2, AP 2), headset comms, medpac, ID 
  tag
   MILITARY OFFICER
  MILITARY OFFICER
  Corporate military ofﬁ cers receive training at 
  one of the Unions’ military academies. They are 
  skilled professionals with a solid grasp of tactics.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d6, 
  Knowledge (Battle) d6, Notice d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  11(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Command, Fervor, Hold 
  the Line, Level Headed
  Gear: Medium armor (+6), 6mm SMG with 2 
  magazines (Range: 12/24/48, Damage: 2d6, Auto, 
  3RB), molecular dagger (Str+d4+2, AP 2), head-
  set comms, binoculars, medpac, ID tag
   SCIENTIST
  SCIENTIST
  Corporate scientists found in the ﬁ eld are usu-
  ally hunting Rephaim specimens for examination. 
  They are not skilled combatants and travel with 
  heavily-armed escorts.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d8, Investigation d6, 
  Knowledge (Rephaim) d8, Notice d6, Shooting 
  d4
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: —
  Edges: —
  Gear: Light armor (+4), 12mm pistol with 2 
  magazines (Range: 12/24/48, Damage: 2d8, Semi-
  auto) molecular knife (Str+d4+2, AP 2), headset 
  comms
   SCOUT/
  SCOUT/ SNIPER
  SNIPER
  Corporate snipers are a constant danger to 
  Church units operating in Union territory. Their 
  ability to vanish has earned them the nickname 
  “Wraiths.”
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  156
  156
  NECROPOLIS 2350
  NECROPOLIS 2350
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), ﬂ echette SMG with 2 
  magazines (Ranged: 12/24/48, Damage: 2d6+1, 
  AP 2, Auto), molecular dagger (Str+d4+2, AP 2), 
  medpac
   CORPORATE FORCES
  CORPORATE FORCES
  The units described below are typical Union 
  troops found anywhere on Necropolis. Whether 
  members of Asgard’s elite brigades or bodyguards 
  serving Lansing, you can use the same template.
  Different Corporations also employ different 
  weapons, and the WM should make changes to 
  suit the Corporation the group is facing. Raven-
  dell troops, for example, are more likely to be 
  found carrying laser weapons than conventional 
  ballistic weapons.
   CORPORATE EXECUTIVE
  CORPORATE EXECUTIVE
  Execs are rarely found on the battleﬁ eld, but 
  occasionally the Sacri Ordines receive orders to 
  bring a suspected heretical executive in for ques-
  tioning. This often involves going behind enemy 
  lines.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Investigation d6, 
  Knowledge (Finance) d8, Notice d6, Persuasion 
  d6, Shooting d4, Streetwise d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: —
  Edges: Connections
  Gear: Hand computer, headset comms
   INFANTRY SUPPORT
  INFANTRY SUPPORT
  The only squad support weapon employed by 
  Corporate forces is the laser MG. Most infantry 
  support troops also carry a pair of Dove anti-tank 
  rockets for dealing with enemy vehicles or forti-
  ﬁ cations.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Rock and Roll
  Gear: Medium armor (+6), laser MG with 4 bat-
  teries (Range: 25/50/100, Damage: 1–3d6, Auto) 
  or Dove AT–1 with 3 missiles (Range: 24/48/96, 
  Damage: 3d8, AP 60, MBT), molecular knife 
  (Str+d4+2, AP 2), headset comms, medpac, ID 
  tag
   MILITARY OFFICER
  MILITARY OFFICER
  Corporate military ofﬁ cers receive training at 
  one of the Unions’ military academies. They are 
  skilled professionals with a solid grasp of tactics.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d6, 
  Knowledge (Battle) d6, Notice d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  11(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Command, Fervor, Hold 
  the Line, Level Headed
  Gear: Medium armor (+6), 6mm SMG with 2 
  magazines (Range: 12/24/48, Damage: 2d6, Auto, 
  3RB), molecular dagger (Str+d4+2, AP 2), head-
  set comms, binoculars, medpac, ID tag
   SCIENTIST
  SCIENTIST
  Corporate scientists found in the ﬁ eld are usu-
  ally hunting Rephaim specimens for examination. 
  They are not skilled combatants and travel with 
  heavily-armed escorts.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d8, Investigation d6, 
  Knowledge (Rephaim) d8, Notice d6, Shooting 
  d4
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: —
  Edges: —
  Gear: Light armor (+4), 12mm pistol with 2 
  magazines (Range: 12/24/48, Damage: 2d8, Semi-
  auto) molecular knife (Str+d4+2, AP 2), headset 
  comms
   SCOUT/
  SCOUT/ SNIPER
  SNIPER
  Corporate snipers are a constant danger to 
  Church units operating in Union territory. Their 
  ability to vanish has earned them the nickname 
  “Wraiths.”
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  
  157
  157
  BESTIARY
  BESTIARY
  Skills: Climbing d6, Fighting d6, Guts d6, Notice 
  d10, Shooting d8, Stealth d10, Survival d8, Track-
  ing d10
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  10(4)
  Hindrances: Cautious
  Edges: Alertness, Combat Reﬂ exes, Marksman, 
  Steady Hands, Woodsman
  Gear: Light armor (+4), 12mm sniper riﬂ e with 
  2 magazines (Range: 50/100/200, Damage: 2d10), 
  molecular knife (Str+d4+2, AP 2), ghillie suit, 
  headset comms, binoculars, medpac, trail rations, 
  four ﬂ ares (different colors), ID tag
   SOLDIER
  SOLDIER
  The standard soldier of the Union is lightly 
  armed. In skill he is equal to a Sergeant.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), 6mm ACR with 2 
  magazines (Range: 24/48/96, Damage: 2d6+1, 
  Auto, 3RB), 3 ﬁ lament grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), molecular dagger 
  (Str+d4+2, AP 2), headset comms, medpac, ID 
  tag
  VETERAN 
  VETERAN  SOLDIER
  SOLDIER
  Veteran soldiers are a match for the Knights of 
  the Sacri Ordines. Their weapon of choice, the 
  12mm ACR, is loaded with Light Explosive Armor 
  Piercing rounds.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  12(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Improved Dodge, 
  Nerves of Steel, Rock and Roll
  Gear: Medium armor (+6), 12mm ACR with 5 
  magazines (Range: 30/60/120, Damage: 2d8+1, 
  Auto, 3RB), 5 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT), molecular dagger (Str+d4+2, 
  AP2), headset comms, medpac, ID tag
   VEHICLE CREW
  VEHICLE CREW
  The Corporations have a large number of vehi-
  cles at their disposal. While their crews are not 
  as skilled, or as famous, as the Knights Templars, 
  they should not be underestimated.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8, Fighting d6, Guts d6, Notice 
  d6, Piloting d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: —
  Edges: Ace, Combat Reﬂ exes
  Gear: Light armor (+4), 12mm pistol (Range: 
  12/24/48, Damage: 2d8, Semi-auto), molecular 
  knife (Str+d4+2, AP 2), headset comms, toolkit
   REPHAIM
  REPHAIM
  Presented below are the more commonly 
  known Rephaim currently on Salus.
  BLOOD MIST
  BLOOD MIST
  The destruction of an ancient vampire’s physi-
  cal body isn’t necessarily the end of its existence. 
  Through dark magic, they can be brought back 
  into existence as near–mindless, ethereal clouds 
  of vapor with an insatiable bloodlust. They appear 
  as grey clouds until they feed, when they change 
  to pink through to dark red as they consume 
  more blood. Their preferred tactic is to mingle 
  with natural mist, allowing them to approach 
  unsuspecting victims with ease.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Notice d6, Stealth d12+2
  Pace: 4; Parry: 2; Toughness: 8
  Special Abilities:
  * Arcane Resistance: +2 Armor versus magic, 
  and +2 to rolls made to resist magic effects.
  * Blood Drain: A blood mist covers an area 
  equal to a Medium Burst Template, hitting 
  automatically and causing 2d4 damage to 
  everyone in the template (victims in completely 
  sealed suits are immune). 
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  157
  157
  BESTIARY
  BESTIARY
  Skills: Climbing d6, Fighting d6, Guts d6, Notice 
  d10, Shooting d8, Stealth d10, Survival d8, Track-
  ing d10
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  10(4)
  Hindrances: Cautious
  Edges: Alertness, Combat Reﬂ exes, Marksman, 
  Steady Hands, Woodsman
  Gear: Light armor (+4), 12mm sniper riﬂ e with 
  2 magazines (Range: 50/100/200, Damage: 2d10), 
  molecular knife (Str+d4+2, AP 2), ghillie suit, 
  headset comms, binoculars, medpac, trail rations, 
  four ﬂ ares (different colors), ID tag
   SOLDIER
  SOLDIER
  The standard soldier of the Union is lightly 
  armed. In skill he is equal to a Sergeant.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), 6mm ACR with 2 
  magazines (Range: 24/48/96, Damage: 2d6+1, 
  Auto, 3RB), 3 ﬁ lament grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), molecular dagger 
  (Str+d4+2, AP 2), headset comms, medpac, ID 
  tag
  VETERAN 
  VETERAN  SOLDIER
  SOLDIER
  Veteran soldiers are a match for the Knights of 
  the Sacri Ordines. Their weapon of choice, the 
  12mm ACR, is loaded with Light Explosive Armor 
  Piercing rounds.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, Shooting 
  d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  12(6)
  Hindrances: Loyal
  Edges: Combat Reﬂ exes, Improved Dodge, 
  Nerves of Steel, Rock and Roll
  Gear: Medium armor (+6), 12mm ACR with 5 
  magazines (Range: 30/60/120, Damage: 2d8+1, 
  Auto, 3RB), 5 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT), molecular dagger (Str+d4+2, 
  AP2), headset comms, medpac, ID tag
   VEHICLE CREW
  VEHICLE CREW
  The Corporations have a large number of vehi-
  cles at their disposal. While their crews are not 
  as skilled, or as famous, as the Knights Templars, 
  they should not be underestimated.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8, Fighting d6, Guts d6, Notice 
  d6, Piloting d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: —
  Edges: Ace, Combat Reﬂ exes
  Gear: Light armor (+4), 12mm pistol (Range: 
  12/24/48, Damage: 2d8, Semi-auto), molecular 
  knife (Str+d4+2, AP 2), headset comms, toolkit
   REPHAIM
  REPHAIM
  Presented below are the more commonly 
  known Rephaim currently on Salus.
  BLOOD MIST
  BLOOD MIST
  The destruction of an ancient vampire’s physi-
  cal body isn’t necessarily the end of its existence. 
  Through dark magic, they can be brought back 
  into existence as near–mindless, ethereal clouds 
  of vapor with an insatiable bloodlust. They appear 
  as grey clouds until they feed, when they change 
  to pink through to dark red as they consume 
  more blood. Their preferred tactic is to mingle 
  with natural mist, allowing them to approach 
  unsuspecting victims with ease.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Notice d6, Stealth d12+2
  Pace: 4; Parry: 2; Toughness: 8
  Special Abilities:
  * Arcane Resistance: +2 Armor versus magic, 
  and +2 to rolls made to resist magic effects.
  * Blood Drain: A blood mist covers an area 
  equal to a Medium Burst Template, hitting 
  automatically and causing 2d4 damage to 
  everyone in the template (victims in completely 
  sealed suits are immune). 
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  
  158
  158
  NECROPOLIS 2350
  NECROPOLIS 2350
  * Immunity: Blood mists suffer no damage 
  from mundane attacks. Litanies affect them 
  normally.
  CHANGELING
  In their natural form, changelings resemble 
  skinless humans devoid of any distinguishing 
  features, save for their gruesome appearance. 
  Changelings have the ability to assume the exact 
  form of their victims, taking on their mannerisms 
  and retaining their memories.
  Regardless of the form they assume, they keep 
  their own attributes. Thus, a changeling who 
  assumes the form of a human with a d10 Strength 
  may look physically impressive but lacks the 
  muscle power of the original. However, a change-
  ling absorbs its victim’s memories. It gains all its 
  victim’s skills at one die type lower (minimum 
  d4) unless its own skills are higher—in which 
  case it retains its own levels.
  Changelings are used as inﬁ ltrators and assas-
  sins. Fortunately, they are uncommon, their 
  creation technique being known to only a hand-
  ful of liches.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d6, 
  Stealth d8
  Pace: 6; Parry: 5; Toughness: 7
  Gear: As last victim.
  Special Abilities:
  * Change Form: A changeling can assume 
  the form of the last person it has killed. This 
  requires an action and a Smarts roll at –2. 
  Changing back to their natural form requires 
  a Smarts roll. Changelings only assume the 
  physical form—clothing and equipment must 
  be taken from the corpse.
  * Fear (–2): Anyone who sees a changeling in its 
  natural form must make a Guts check at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   CORPSE MINE
  CORPSE MINE
  Corpse mines are one of the liches’ latest 
  creations. Though weaker and less reliable than 
  conventional mines, these makeshift weapons 
  make use of available materials recovered from 
  battleﬁ elds; corpses and scrap metal. Liches 
  reanimate the dead, strap salvaged helmets, bits 
  of armor, even ﬂ echettes to their bodies, along 
  with a quantity of explosives, and bury them just 
  beneath the surface. The corpses become aware 
  when they sense a life–force nearby, burrow up 
  through the soil, and attack. These corpses prove 
  most effective as antipersonnel mines–they are 
  too weak to seriously damage most vehicles.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d10
  Pace: 3; Parry: 4; Toughness: 7
  Gear: Belt of explosives
  Special Abilities:
  * Claws: Str.
  * Explosive: Corpse mines that grab a victim 
  detonate the explosives strapped to their 
  bodies. Held victims suffer 5d10 damage; 
  other targets within a Medium Burst Template 
  suffer 3d10 damage. The explosion destroys 
  the corpse mine.
  * Sense Life Force: A corpse mine can sense life 
  force within 3”. When it does so, it burrows 
  up from the ground (taking one action) and 
  attempts to grab the nearest living target.
  * Tunneling (1”): Corpse mines are typically 
  concealed just beneath the surface. Roll an 
  opposed Stealth roll versus the intended 
  victim’s Notice. If the corpse mine wins it 
  gains a +2 bonus to grapple rolls on its ﬁ rst 
  action.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   CORPSE WALL
  CORPSE WALL
  As the name implies, a corpse wall is a wall 
  made of writhing corpses merged into a single 
  mass, but it also contains the spirits of the dead. 
  Fortunately, few liches have learned the art of 
  creating these vilest of abominations.
  Attributes: Agility d4, Smarts d6(A), Spirit d10, 
  Strength d12, Vigor d10
  Skills: Fighting d8, Notice d8
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  NECROPOLIS 2350
  NECROPOLIS 2350
  * Immunity: Blood mists suffer no damage 
  from mundane attacks. Litanies affect them 
  normally.
  CHANGELING
  In their natural form, changelings resemble 
  skinless humans devoid of any distinguishing 
  features, save for their gruesome appearance. 
  Changelings have the ability to assume the exact 
  form of their victims, taking on their mannerisms 
  and retaining their memories.
  Regardless of the form they assume, they keep 
  their own attributes. Thus, a changeling who 
  assumes the form of a human with a d10 Strength 
  may look physically impressive but lacks the 
  muscle power of the original. However, a change-
  ling absorbs its victim’s memories. It gains all its 
  victim’s skills at one die type lower (minimum 
  d4) unless its own skills are higher—in which 
  case it retains its own levels.
  Changelings are used as inﬁ ltrators and assas-
  sins. Fortunately, they are uncommon, their 
  creation technique being known to only a hand-
  ful of liches.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d6, 
  Stealth d8
  Pace: 6; Parry: 5; Toughness: 7
  Gear: As last victim.
  Special Abilities:
  * Change Form: A changeling can assume 
  the form of the last person it has killed. This 
  requires an action and a Smarts roll at –2. 
  Changing back to their natural form requires 
  a Smarts roll. Changelings only assume the 
  physical form—clothing and equipment must 
  be taken from the corpse.
  * Fear (–2): Anyone who sees a changeling in its 
  natural form must make a Guts check at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   CORPSE MINE
  CORPSE MINE
  Corpse mines are one of the liches’ latest 
  creations. Though weaker and less reliable than 
  conventional mines, these makeshift weapons 
  make use of available materials recovered from 
  battleﬁ elds; corpses and scrap metal. Liches 
  reanimate the dead, strap salvaged helmets, bits 
  of armor, even ﬂ echettes to their bodies, along 
  with a quantity of explosives, and bury them just 
  beneath the surface. The corpses become aware 
  when they sense a life–force nearby, burrow up 
  through the soil, and attack. These corpses prove 
  most effective as antipersonnel mines–they are 
  too weak to seriously damage most vehicles.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d10
  Pace: 3; Parry: 4; Toughness: 7
  Gear: Belt of explosives
  Special Abilities:
  * Claws: Str.
  * Explosive: Corpse mines that grab a victim 
  detonate the explosives strapped to their 
  bodies. Held victims suffer 5d10 damage; 
  other targets within a Medium Burst Template 
  suffer 3d10 damage. The explosion destroys 
  the corpse mine.
  * Sense Life Force: A corpse mine can sense life 
  force within 3”. When it does so, it burrows 
  up from the ground (taking one action) and 
  attempts to grab the nearest living target.
  * Tunneling (1”): Corpse mines are typically 
  concealed just beneath the surface. Roll an 
  opposed Stealth roll versus the intended 
  victim’s Notice. If the corpse mine wins it 
  gains a +2 bonus to grapple rolls on its ﬁ rst 
  action.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   CORPSE WALL
  CORPSE WALL
  As the name implies, a corpse wall is a wall 
  made of writhing corpses merged into a single 
  mass, but it also contains the spirits of the dead. 
  Fortunately, few liches have learned the art of 
  creating these vilest of abominations.
  Attributes: Agility d4, Smarts d6(A), Spirit d10, 
  Strength d12, Vigor d10
  Skills: Fighting d8, Notice d8
  
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  BESTIARY
  BESTIARY
  Pace: 0; Parry: 6; Toughness: 9
  Special Abilities:
  * Absorption: If a corpse wall succeeds at a 
  grapple, it attempts to pull its victim into its 
  writhing mass. Victims may try to break free of 
  the grapple as normal, but if they roll a 1 on 
  their escape roll, regardless of Wild Die, they 
  pulled into the wall and their body and spirit 
  is absorbed. The victim is instantly killed and 
  the corpse wall recovers one wound.
  * Fear (–2): Anyone seeing the creature must 
  make a Guts roll at –2.
  * Fearless: Corpse walls are immune to Fear 
  and Intimidation.
  * Join Us: Despite being tormented themselves, 
  the spirits seek to enslave others and 
  continually call out the words, “Join us,” in 
  a haunting wail. The wall can use the puppet 
  power as an action. It uses its Spirit as the 
  arcane skill and has 10 Power Points for this 
  purpose only. Victims are ordered to walk into 
  the wall. A victim is allowed one roll to escape 
  the lure once he is adjacent to the wall. On a 
  failure, he is Absorbed.
  * Multiple Arms: Str+d4. For each game inch 
  the wall is wide, it receives one Fighting attack 
  per round. Larger walls do not suffer a multi 
  action penalty for attacking more than once a 
  round, but each inch of wall may only make a 
  single attack.
  * Multiple Wounds: A corpse wall has one 
  wound level for each 1” of width. It never 
  suffers wound penalties.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  * Variable Size: A corpse wall is typically 1 game 
  inch across. For each additional inch of width, 
  the wall has +1 Size (and Toughness).
  CORRUPT PRIEST
  CORRUPT PRIEST
  These damned souls are priests who have sold 
  their souls to the Dark in exchange for arcane 
  power. They seek to lead others down the path 
  of damnation.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Faith d8, Guts d6, Intimida-
  tion d10, Knowledge (Rephaim) d6, Stealth d6
  Edges & Hindrances: —
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 5
  Gear: Rune dagger (Str+d6+2, AP 2)
  Powers: Blast (ball of hellﬁ re), bolt (ray of black 
  light), obscure (darkness); 30 Power Points
   CULTIST
  CULTIST
  Cultist is a generic term to describe any heretic. 
  The stats presented here are for Immortalists who 
  have taken up arms against the Church but have 
  not joined the Ordo Tenebrae.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d6, Intimidation d6, 
  Knowledge (Rephaim) d6, Stealth d6, Throwing 
  d6
  Pace: 6; Parry: 6; Toughness: 5
  Edges & Hindrances: —
  Gear: Usually a blackmarket Asgard 6mm SMG 
  with 2 magazines (Range: 12/24/48, Damage: 
  2d6, Auto, 3RB), 1d3 grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), and a molecular dag-
  ger (Str+d4+2, AP2)
  Special Abilities:
  * Fanatical: If a cultist is adjacent to a cultist 
  leader (human or Rephaim), he takes the blow 
  for his master. Any direct attack against the 
  leader is instead made against the cultist.
   EXPLODING CORPSE
  EXPLODING CORPSE
  Exploding corpses are the next evolutionary 
  step up from corpse mines. Certain liches have 
  advanced the research to create ﬂ esh hungry 
  corpses that explode in a burst of unholy energy 
  once their magically enhanced bodies absorb a 
  certain amount of small arms ﬁ re. Only corpses 
  that have not lost body parts or suffered massive 
  damage are used.
  Drained of all blood and swollen with unholy 
  energy, exploding corpses are obviously bloated 
  in appearance, pale yellow, and stink more highly 
  of rotting ﬂ esh than a standard zombie.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Notice d8, Stealth d8, Swim-
  ming d8
  Pace: 5; Parry: 5; Toughness: 9
  Gear: None (although they may be ﬁ tted with ar-
  mor to prolong their capacity to function)
  Special Abilities:
  * Bite or Claws: Str+d4.
  * Explode: When an exploding corpse is 
  wounded it explodes for 4d10 damage in a 
  Medium Burst Template. This may cause a 
  chain reaction if other exploding corpses are 
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  BESTIARY
  BESTIARY
  Pace: 0; Parry: 6; Toughness: 9
  Special Abilities:
  * Absorption: If a corpse wall succeeds at a 
  grapple, it attempts to pull its victim into its 
  writhing mass. Victims may try to break free of 
  the grapple as normal, but if they roll a 1 on 
  their escape roll, regardless of Wild Die, they 
  pulled into the wall and their body and spirit 
  is absorbed. The victim is instantly killed and 
  the corpse wall recovers one wound.
  * Fear (–2): Anyone seeing the creature must 
  make a Guts roll at –2.
  * Fearless: Corpse walls are immune to Fear 
  and Intimidation.
  * Join Us: Despite being tormented themselves, 
  the spirits seek to enslave others and 
  continually call out the words, “Join us,” in 
  a haunting wail. The wall can use the puppet 
  power as an action. It uses its Spirit as the 
  arcane skill and has 10 Power Points for this 
  purpose only. Victims are ordered to walk into 
  the wall. A victim is allowed one roll to escape 
  the lure once he is adjacent to the wall. On a 
  failure, he is Absorbed.
  * Multiple Arms: Str+d4. For each game inch 
  the wall is wide, it receives one Fighting attack 
  per round. Larger walls do not suffer a multi 
  action penalty for attacking more than once a 
  round, but each inch of wall may only make a 
  single attack.
  * Multiple Wounds: A corpse wall has one 
  wound level for each 1” of width. It never 
  suffers wound penalties.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  * Variable Size: A corpse wall is typically 1 game 
  inch across. For each additional inch of width, 
  the wall has +1 Size (and Toughness).
  CORRUPT PRIEST
  CORRUPT PRIEST
  These damned souls are priests who have sold 
  their souls to the Dark in exchange for arcane 
  power. They seek to lead others down the path 
  of damnation.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Faith d8, Guts d6, Intimida-
  tion d10, Knowledge (Rephaim) d6, Stealth d6
  Edges & Hindrances: —
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 5
  Gear: Rune dagger (Str+d6+2, AP 2)
  Powers: Blast (ball of hellﬁ re), bolt (ray of black 
  light), obscure (darkness); 30 Power Points
   CULTIST
  CULTIST
  Cultist is a generic term to describe any heretic. 
  The stats presented here are for Immortalists who 
  have taken up arms against the Church but have 
  not joined the Ordo Tenebrae.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d6, Intimidation d6, 
  Knowledge (Rephaim) d6, Stealth d6, Throwing 
  d6
  Pace: 6; Parry: 6; Toughness: 5
  Edges & Hindrances: —
  Gear: Usually a blackmarket Asgard 6mm SMG 
  with 2 magazines (Range: 12/24/48, Damage: 
  2d6, Auto, 3RB), 1d3 grenades (Range: 3/6/12, 
  Damage: 3d8, AP 4, MBT), and a molecular dag-
  ger (Str+d4+2, AP2)
  Special Abilities:
  * Fanatical: If a cultist is adjacent to a cultist 
  leader (human or Rephaim), he takes the blow 
  for his master. Any direct attack against the 
  leader is instead made against the cultist.
   EXPLODING CORPSE
  EXPLODING CORPSE
  Exploding corpses are the next evolutionary 
  step up from corpse mines. Certain liches have 
  advanced the research to create ﬂ esh hungry 
  corpses that explode in a burst of unholy energy 
  once their magically enhanced bodies absorb a 
  certain amount of small arms ﬁ re. Only corpses 
  that have not lost body parts or suffered massive 
  damage are used.
  Drained of all blood and swollen with unholy 
  energy, exploding corpses are obviously bloated 
  in appearance, pale yellow, and stink more highly 
  of rotting ﬂ esh than a standard zombie.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Notice d8, Stealth d8, Swim-
  ming d8
  Pace: 5; Parry: 5; Toughness: 9
  Gear: None (although they may be ﬁ tted with ar-
  mor to prolong their capacity to function)
  Special Abilities:
  * Bite or Claws: Str+d4.
  * Explode: When an exploding corpse is 
  wounded it explodes for 4d10 damage in a 
  Medium Burst Template. This may cause a 
  chain reaction if other exploding corpses are 
  
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  NECROPOLIS 2350
  NECROPOLIS 2350
  caught in the template. This counts as a Heavy 
  Weapon.
  * Firearm Absorption: Exploding corpses 
  ignore all piercing weapon damage. Heavy 
  Weapons, other melee weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Stench: Characters who make a successful 
  Notice check may detect the smell up to 6” 
  away (12” downwind). The putrid stench 
  permeates everything except airtight 
  vessels.
  * Thermal Vision: Exploding 
  corpses halve penalties for 
  darkness 
  against 
  living 
  targets (round down).
  * Undead: +2 Toughness. 
  +2 to recover from 
  being Shaken. Immune 
  to poison and disease. 
  No additional damage 
  from called shots.
  * Weakness (Fire): Fire 
  is especially dangerous 
  to exploding corpses. 
  They 
  automatically 
  catch ﬁ re. After that 
  they 
  suffer 
  2d10 
  damage per round until 
  they explode.
   FLIEGERKOPF
  FLIEGERKOPF
  The ﬂ iegerkopf Rephaim is the 
  ﬁ rst successful liche experiment 
  combining necromancy and tech-
  nology. Heads from human pilots 
  salvaged from wrecks have 
  been reanimated and ﬁ tted 
  into purpose built aircraft. 
  Fliegerkopfs use the standard 
  air combat rules and outside 
  of their aircraft have no offence 
  or movement capabilities.
  Elite pilots may be treated as Wild Cards 
  if the WM wishes, though the ﬂ iegerkopf aircraft 
  is barely airworthy. The stats for the aircraft are 
  found in the Equipment section.
  A few Rephaim have begun experiments with 
  placing ﬂ iegerkopf created from tankers into 
  tanks, although they are known as panzerkopf in 
  this case. The results have been mixed, and only 
  a few of these vehicles exist. If you want to use 
  a ﬂ iegerkopf tank, simply use a standard vehicle 
  template and this Rephaim as crew.
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Driving d10, Notice d8, Piloting d10, 
  Shooting d10
  Pace: 0; Parry: 2; Toughness: 14(10)
  Special Abilities:
  * Ace: The pilot has the Ace Edge.
  * 
  Armor +10: The Rephaim 
  is encased in a special tank. This 
  counts as Heavy Armor.
  * 
  Automated Systems: The 
  Rephaim is assisted by 
  numerous 
  automated 
  systems and can make 
  two 
  vehicle-related 
  actions each round with 
  no multi-action penalty. 
  It cannot perform the 
  same action twice in a 
  round (so it can’t ﬁ re 
  the same gun twice).
  * 
  Former 
  Life: 
  Fliegerkopf have the 
  unfortunate tendency 
  to have ﬂ ashbacks to 
  their former life. If 
  the vehicle is dealt a 
  black deuce, the brain 
  has such a ﬂ ashback. 
  It is Shaken and cannot 
  attempt to recover for 1d6 
  rounds. During this time the 
  vehicle continues at its current 
  speed and rolls on the Out Of 
  Control table each round as 
  the brain goes temporarily 
  insane.
  * Size –2: It’s a brain in a 
  tank of liquid.
  * Small: Attackers are –2 to 
  attack rolls due to the head’s size. 
  Roll on d6 if the vehicle takes a Crew 
  Critical Hit. On a 5–6 the ﬂ iegerkopf head is 
  hit. Otherwise treat it as a Chassis hit.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  160
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  NECROPOLIS 2350
  NECROPOLIS 2350
  caught in the template. This counts as a Heavy 
  Weapon.
  * Firearm Absorption: Exploding corpses 
  ignore all piercing weapon damage. Heavy 
  Weapons, other melee weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Stench: Characters who make a successful 
  Notice check may detect the smell up to 6” 
  away (12” downwind). The putrid stench 
  permeates everything except airtight 
  vessels.
  * Thermal Vision: Exploding 
  corpses halve penalties for 
  darkness 
  against 
  living 
  targets (round down).
  * Undead: +2 Toughness. 
  +2 to recover from 
  being Shaken. Immune 
  to poison and disease. 
  No additional damage 
  from called shots.
  * Weakness (Fire): Fire 
  is especially dangerous 
  to exploding corpses. 
  They 
  automatically 
  catch ﬁ re. After that 
  they 
  suffer 
  2d10 
  damage per round until 
  they explode.
   FLIEGERKOPF
  FLIEGERKOPF
  The ﬂ iegerkopf Rephaim is the 
  ﬁ rst successful liche experiment 
  combining necromancy and tech-
  nology. Heads from human pilots 
  salvaged from wrecks have 
  been reanimated and ﬁ tted 
  into purpose built aircraft. 
  Fliegerkopfs use the standard 
  air combat rules and outside 
  of their aircraft have no offence 
  or movement capabilities.
  Elite pilots may be treated as Wild Cards 
  if the WM wishes, though the ﬂ iegerkopf aircraft 
  is barely airworthy. The stats for the aircraft are 
  found in the Equipment section.
  A few Rephaim have begun experiments with 
  placing ﬂ iegerkopf created from tankers into 
  tanks, although they are known as panzerkopf in 
  this case. The results have been mixed, and only 
  a few of these vehicles exist. If you want to use 
  a ﬂ iegerkopf tank, simply use a standard vehicle 
  template and this Rephaim as crew.
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Driving d10, Notice d8, Piloting d10, 
  Shooting d10
  Pace: 0; Parry: 2; Toughness: 14(10)
  Special Abilities:
  * Ace: The pilot has the Ace Edge.
  * 
  Armor +10: The Rephaim 
  is encased in a special tank. This 
  counts as Heavy Armor.
  * 
  Automated Systems: The 
  Rephaim is assisted by 
  numerous 
  automated 
  systems and can make 
  two 
  vehicle-related 
  actions each round with 
  no multi-action penalty. 
  It cannot perform the 
  same action twice in a 
  round (so it can’t ﬁ re 
  the same gun twice).
  * 
  Former 
  Life: 
  Fliegerkopf have the 
  unfortunate tendency 
  to have ﬂ ashbacks to 
  their former life. If 
  the vehicle is dealt a 
  black deuce, the brain 
  has such a ﬂ ashback. 
  It is Shaken and cannot 
  attempt to recover for 1d6 
  rounds. During this time the 
  vehicle continues at its current 
  speed and rolls on the Out Of 
  Control table each round as 
  the brain goes temporarily 
  insane.
  * Size –2: It’s a brain in a 
  tank of liquid.
  * Small: Attackers are –2 to 
  attack rolls due to the head’s size. 
  Roll on d6 if the vehicle takes a Crew 
  Critical Hit. On a 5–6 the ﬂ iegerkopf head is 
  hit. Otherwise treat it as a Chassis hit.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  
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  BESTIARY
  BESTIARY
   GARGOYLE
  GARGOYLE
  Gargoyles, as humans refer to them, are actu-
  ally winged beasts native to the Dark Dimension. 
  Greater Rephaim “domesticated” them for use in 
  hunting and war.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d12, Vigor d10
  Skills: Fighting d10, Intimidation d8, Notice d6
  Pace: 4; Parry: 7; Toughness: 9(2)
  Special Abilities:
  * Armor +2: Stone body.
  * Claws: Str+d6.
  * Flight: Pace 8, Climb 4
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   GHOUL
  GHOUL
  Ghouls are to the Rephaim what rats are to 
  humans– vermin. Small, agile, and surprisingly 
  strong, they present as much danger to Rephaim 
  as much as they do humans. Ghouls are consid-
  ered “independent” Rephaim. Ghouls prefer to 
  scavenge for food, searching out corpses on bat-
  tleﬁ elds or in graves. When forced to hunt mobile 
  prey (and this includes “ﬂ eshy” Rephaim), they 
  act as a pack, attacking en masse, and seeking to 
  paralyze their prey before it can escape.
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Climb d6, Fighting d6, Notice d8, Stealth 
  d8, Survival d4, Swimming d6, Tracking d6
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Burrowing (3”): Ghouls can tunnel through 
  soft mud and soil at a rate of 3” per round.
  * Claws: Str.
  * Easily Startled: Easily startled by bright lights 
  or loud noises, ghouls must make a Spirit 
  roll or ﬂ ee the scene of any such disturbance. 
  Treat them as Panicked. However, their natural 
  curiosity soon overcomes their fear, and they 
  return a d6 rounds later.
  * Paralysis: Victims must make a Vigor roll or be 
  paralyzed and incapable of any action—even 
  speech—for 2d6 rounds.
  * Size–1
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   HELLHOUND
  HELLHOUND
  Hellhounds are the corrupted corpses of 
  canines imbued with necromantic powers. They 
  serve the Rephaim as guard dogs.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d10, Stealth 
  d4, Survival d4, Tracking d8
  Pace: 8; Parry: 6, Toughness: 9(2)
  Special Abilities:
  * Armor +2: A hellhound is covered with 
  bony plates and spines, providing it with +2 
  Armor.
  * Combat Reﬂ exes: Hellhounds get +2 to 
  Spirit rolls to recover from being Shaken.
  * Fear: Anyone who sees a hellhound must 
  make a Guts roll.
  * Fleet Footed: Hellhounds have a d10 running 
  die.
  * Go for the Throat: If a hellhound gets a raise 
  on its attack roll, it strikes its opponent’s least 
  armored location.
  * Hell Bite: The bite of a hellhound is charged 
  with necromantic energy, and inﬂ icts Str+d8 
  damage.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   INQUISITOR MALUS
  INQUISITOR MALUS
  The forces of good aren’t the only powers with 
  an Inquisition. Even mummies and vampires 
  sometimes sway from the teachings of the Dark. 
  It is the task of the Inquisitor Malus, a former 
  human Inquisitor corrupted and broken through 
  necromancy, to root out these heretics and 
  remind them of their calling.
  These unholy Inquisitors wear black robes, 
  hide their faces behind skull masks,, and wield 
  weapons capable of causing terrible wounds. 
  They are usually accompanied on missions by 
  1d4 hellhounds.
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Fighting d10, Intimidation d12, Necro-
  mancy d12, Notice d8, Stealth d10
  161
  161
  BESTIARY
  BESTIARY
   GARGOYLE
  GARGOYLE
  Gargoyles, as humans refer to them, are actu-
  ally winged beasts native to the Dark Dimension. 
  Greater Rephaim “domesticated” them for use in 
  hunting and war.
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d12, Vigor d10
  Skills: Fighting d10, Intimidation d8, Notice d6
  Pace: 4; Parry: 7; Toughness: 9(2)
  Special Abilities:
  * Armor +2: Stone body.
  * Claws: Str+d6.
  * Flight: Pace 8, Climb 4
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   GHOUL
  GHOUL
  Ghouls are to the Rephaim what rats are to 
  humans– vermin. Small, agile, and surprisingly 
  strong, they present as much danger to Rephaim 
  as much as they do humans. Ghouls are consid-
  ered “independent” Rephaim. Ghouls prefer to 
  scavenge for food, searching out corpses on bat-
  tleﬁ elds or in graves. When forced to hunt mobile 
  prey (and this includes “ﬂ eshy” Rephaim), they 
  act as a pack, attacking en masse, and seeking to 
  paralyze their prey before it can escape.
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Climb d6, Fighting d6, Notice d8, Stealth 
  d8, Survival d4, Swimming d6, Tracking d6
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Burrowing (3”): Ghouls can tunnel through 
  soft mud and soil at a rate of 3” per round.
  * Claws: Str.
  * Easily Startled: Easily startled by bright lights 
  or loud noises, ghouls must make a Spirit 
  roll or ﬂ ee the scene of any such disturbance. 
  Treat them as Panicked. However, their natural 
  curiosity soon overcomes their fear, and they 
  return a d6 rounds later.
  * Paralysis: Victims must make a Vigor roll or be 
  paralyzed and incapable of any action—even 
  speech—for 2d6 rounds.
  * Size–1
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   HELLHOUND
  HELLHOUND
  Hellhounds are the corrupted corpses of 
  canines imbued with necromantic powers. They 
  serve the Rephaim as guard dogs.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Guts d8, Notice d10, Stealth 
  d4, Survival d4, Tracking d8
  Pace: 8; Parry: 6, Toughness: 9(2)
  Special Abilities:
  * Armor +2: A hellhound is covered with 
  bony plates and spines, providing it with +2 
  Armor.
  * Combat Reﬂ exes: Hellhounds get +2 to 
  Spirit rolls to recover from being Shaken.
  * Fear: Anyone who sees a hellhound must 
  make a Guts roll.
  * Fleet Footed: Hellhounds have a d10 running 
  die.
  * Go for the Throat: If a hellhound gets a raise 
  on its attack roll, it strikes its opponent’s least 
  armored location.
  * Hell Bite: The bite of a hellhound is charged 
  with necromantic energy, and inﬂ icts Str+d8 
  damage.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   INQUISITOR MALUS
  INQUISITOR MALUS
  The forces of good aren’t the only powers with 
  an Inquisition. Even mummies and vampires 
  sometimes sway from the teachings of the Dark. 
  It is the task of the Inquisitor Malus, a former 
  human Inquisitor corrupted and broken through 
  necromancy, to root out these heretics and 
  remind them of their calling.
  These unholy Inquisitors wear black robes, 
  hide their faces behind skull masks,, and wield 
  weapons capable of causing terrible wounds. 
  They are usually accompanied on missions by 
  1d4 hellhounds.
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Fighting d10, Intimidation d12, Necro-
  mancy d12, Notice d8, Stealth d10
  
  162
  162
  NECROPOLIS 2350
  NECROPOLIS 2350
  Pace: 6; Parry: 8; Toughness: 9(2)
  Hindrances: Bloodthirsty
  Edges: Ambidextrous, Arcane Background (Mag-
  ic), Block, Champion, Combat Reﬂ exes, Improved 
  Arcane Resistance, New Power, Power Points, Two 
  Fisted, Unholy Warrior, Wizard.
  Powers: Armor (baleﬁ re), bolt (dark energy), de-
  tect/conceal arcana (chanting), dispel (word of 
  power), fear (threats of eternal damnation), and 
  stun (word of power); 25 Power Points
  Gear: Baleﬁ re robes (+2), sword (See below), 
  whip (See below)
  Special Abilities:
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Fearless: Immune to fear and Intimidation.
  * Sword: Str+d8+2. The sword is swathed in 
  baleﬁ re. Victims have a chance of catching ﬁ re 
  (see Savage Worlds).
  * Whip: Str+d6 damage. Reach 1. Any creature 
  struck by the whip must make a Vigor roll or 
  be Shaken for 1d6 rounds. They may only try 
  to unShake after this time.
  LICHE
  LICHE
  Liches are the most powerful of the Rephaim 
  and form the Dark Conclave. All are formidable 
  necromancers of outstanding intelligence and 
  cruel personality. Rarely found on the battleﬁ eld, 
  they prefer to remain in their Stygian Towers; rais-
  ing more troops for the armies of darkness and 
  working on new Rephaim weapons and soldiers.
  Most prefer to rely on magic, though a new 
  generation has embraced technology as a way of 
  creating more powerful minions. These individu-
  als have both the Magic and Weird Science Arcane 
  Backgrounds.
  Attributes: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Guts d12, Intimidation d12, 
  Knowledge (occult) d12+2, Knowledge (one sci-
  ence) d10, Necromancy d12, Notice d10, Weird 
  Science d12
  Pace: 6; Parry: 6; Toughness: 15(6)
  Edges: Arcane Background (Magic), Arcane Back-
  ground (Weird Science), Champion, Improved 
  Arcane Resistance, Wizard.
  Gear: Stygian armor (+6); rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): Liches have 50 
  Power Points and know every spell available.
  * Arcane Background (Weird Science): Liches 
  have 35 Power Points and 1d4+3 gizmos on 
  their person. The WM should create or assign 
  these items as required.
  * Death Touch: Liches drain the lives of those 
  around them with a touch. Instead of a normal 
  attack, a liche may make a touch attack. Every 
  raise on its Fighting roll automatically inﬂ icts 
  one wound to its target. An Incapacitated 
  victim must make a ﬁ nal Vigor roll or join the 
  ranks of the damned as a zombie 1d4 rounds 
  later.
  * Fear (–2): Anyone who sees a liche must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Zombie: Liches are necromancers ﬁ rst and 
  foremost. The Rephaim they raise through 
  the zombie and improved zombie spells are 
  permanent, so 4d10 skeletons or zombies 
  usually surround them.
  MUMMY, GREATER
  True mummies serve as priests at unholy tem-
  ples and possess spellcasting ability. As with all 
  greater Rephaim they retain their former intelli-
  gence. All mummies have the Arcane Background 
  (Magic) and around a quarter also employ Weird 
  Science.
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d10, 
  Necromancy d10 (or Weird Science d10), Notice 
  d8
  Pace: 4 (d4 running die); Parry: 7; Toughness: 
  15(5)
  Gear: Stygian armor (+5), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): A mummy 
  typically knows barrier (creates a wall 
  of darkness), bolt (swarm of tiny skulls), 
  deﬂ ection (shield of swirling skulls), fear 
  (unearthly cry), obscure (area of darkness), 
  and zombie (ritual preparation) (35 Power 
  Points).
  * Arcane 
  Background 
  (Weird 
  Science): 
  Mummies have 20 Power Points and 1d4 
  162
  162
  NECROPOLIS 2350
  NECROPOLIS 2350
  Pace: 6; Parry: 8; Toughness: 9(2)
  Hindrances: Bloodthirsty
  Edges: Ambidextrous, Arcane Background (Mag-
  ic), Block, Champion, Combat Reﬂ exes, Improved 
  Arcane Resistance, New Power, Power Points, Two 
  Fisted, Unholy Warrior, Wizard.
  Powers: Armor (baleﬁ re), bolt (dark energy), de-
  tect/conceal arcana (chanting), dispel (word of 
  power), fear (threats of eternal damnation), and 
  stun (word of power); 25 Power Points
  Gear: Baleﬁ re robes (+2), sword (See below), 
  whip (See below)
  Special Abilities:
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Fearless: Immune to fear and Intimidation.
  * Sword: Str+d8+2. The sword is swathed in 
  baleﬁ re. Victims have a chance of catching ﬁ re 
  (see Savage Worlds).
  * Whip: Str+d6 damage. Reach 1. Any creature 
  struck by the whip must make a Vigor roll or 
  be Shaken for 1d6 rounds. They may only try 
  to unShake after this time.
  LICHE
  LICHE
  Liches are the most powerful of the Rephaim 
  and form the Dark Conclave. All are formidable 
  necromancers of outstanding intelligence and 
  cruel personality. Rarely found on the battleﬁ eld, 
  they prefer to remain in their Stygian Towers; rais-
  ing more troops for the armies of darkness and 
  working on new Rephaim weapons and soldiers.
  Most prefer to rely on magic, though a new 
  generation has embraced technology as a way of 
  creating more powerful minions. These individu-
  als have both the Magic and Weird Science Arcane 
  Backgrounds.
  Attributes: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Guts d12, Intimidation d12, 
  Knowledge (occult) d12+2, Knowledge (one sci-
  ence) d10, Necromancy d12, Notice d10, Weird 
  Science d12
  Pace: 6; Parry: 6; Toughness: 15(6)
  Edges: Arcane Background (Magic), Arcane Back-
  ground (Weird Science), Champion, Improved 
  Arcane Resistance, Wizard.
  Gear: Stygian armor (+6); rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): Liches have 50 
  Power Points and know every spell available.
  * Arcane Background (Weird Science): Liches 
  have 35 Power Points and 1d4+3 gizmos on 
  their person. The WM should create or assign 
  these items as required.
  * Death Touch: Liches drain the lives of those 
  around them with a touch. Instead of a normal 
  attack, a liche may make a touch attack. Every 
  raise on its Fighting roll automatically inﬂ icts 
  one wound to its target. An Incapacitated 
  victim must make a ﬁ nal Vigor roll or join the 
  ranks of the damned as a zombie 1d4 rounds 
  later.
  * Fear (–2): Anyone who sees a liche must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Zombie: Liches are necromancers ﬁ rst and 
  foremost. The Rephaim they raise through 
  the zombie and improved zombie spells are 
  permanent, so 4d10 skeletons or zombies 
  usually surround them.
  MUMMY, GREATER
  True mummies serve as priests at unholy tem-
  ples and possess spellcasting ability. As with all 
  greater Rephaim they retain their former intelli-
  gence. All mummies have the Arcane Background 
  (Magic) and around a quarter also employ Weird 
  Science.
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d10, 
  Necromancy d10 (or Weird Science d10), Notice 
  d8
  Pace: 4 (d4 running die); Parry: 7; Toughness: 
  15(5)
  Gear: Stygian armor (+5), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): A mummy 
  typically knows barrier (creates a wall 
  of darkness), bolt (swarm of tiny skulls), 
  deﬂ ection (shield of swirling skulls), fear 
  (unearthly cry), obscure (area of darkness), 
  and zombie (ritual preparation) (35 Power 
  Points).
  * Arcane 
  Background 
  (Weird 
  Science): 
  Mummies have 20 Power Points and 1d4 
  
  163
  163
  BESTIARY
  BESTIARY
  gizmos on their person. The WM should create 
  or assign these items as required.
  * Crushing Grasp: Str+d6. On a raise, the 
  mummy automatically grapples its opponent.
  * Fear (–2): Opponents must make a Guts roll 
  at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Improved Arcane Resistance: +4 Armor 
  versus magic, and +4 to rolls made to resist 
  magic effects.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make a 
  Vigor roll. Failure means the character has 
  “mummy rot” and suffers an immediate wound. 
  Victims who die as result of “mummy rot” may 
  be brought back as guardian mummies.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Weakness (Fire): Mummies take +4 damage 
  from ﬁ re.
   MUMMY, GUARDIAN
  MUMMY, GUARDIAN
  A guardian mummy is a form of zombie, created 
  from the corpses of those who died from Mummy 
  Rot. During the ritual, the corpse’s ﬂ esh hardens 
  to a crystalline form, giving them great resistance 
  to weapons but slowing them down due to its 
  inﬂ exibility. Guardian mummies serve true mum-
  mies as temple guardians and elite troops.
  Attributes: Agility d4, Smarts d6, Spirit d10, 
  Strength d12+2, Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d8
  Pace: 4; Parry: 6; Toughness: 12(2)
  Gear: Bone breastplate (+2), molecular sword 
  (Str+d8+2, AP 4)
  Special Abilities:
  * Arcane Resistance: +2 Armor versus magic, 
  and +2 to rolls made to resist magical effects.
  * Fear: Opponents must make a Guts roll.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make 
  a Vigor roll. Failure means the character 
  has “mummy rot” and suffers an immediate 
  wound.
  * Shufﬂ ing Gait: Mummies roll a d4 running 
  die.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half 
  damage from piercing weapons.
  * Weakness (Fire): The chemical used in the 
  preservation process mean mummies take +4 
  damage from ﬁ re.
   ORDO TENEBRAE
  ORDO TENEBRAE
  The Ordo Tenebrae is the Rephaim equivalent 
  of the Sacri Ordines. Its members, known as Dark 
  Knights, are humans ﬁ ghting for the Rephaim.
  Some are devout followers of the Immortalism 
  Heresy, who believe service in the Ordo will lead 
  to vampiric status. Others are Knights and Cor-
  porate soldiers driven mad by the horrors they 
  have witnessed or convinced the Rephaim will 
  be victorious and by selling their souls they will 
  survive the approaching apocalypse. Virtually all 
  are destined to die on the battleﬁ eld, from where 
  their corpses will rise again to ﬁ ght alongside the 
  forces of the Dark.
  163
  163
  BESTIARY
  BESTIARY
  gizmos on their person. The WM should create 
  or assign these items as required.
  * Crushing Grasp: Str+d6. On a raise, the 
  mummy automatically grapples its opponent.
  * Fear (–2): Opponents must make a Guts roll 
  at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores Wound Penalties.
  * Improved Arcane Resistance: +4 Armor 
  versus magic, and +4 to rolls made to resist 
  magic effects.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make a 
  Vigor roll. Failure means the character has 
  “mummy rot” and suffers an immediate wound. 
  Victims who die as result of “mummy rot” may 
  be brought back as guardian mummies.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Weakness (Fire): Mummies take +4 damage 
  from ﬁ re.
   MUMMY, GUARDIAN
  MUMMY, GUARDIAN
  A guardian mummy is a form of zombie, created 
  from the corpses of those who died from Mummy 
  Rot. During the ritual, the corpse’s ﬂ esh hardens 
  to a crystalline form, giving them great resistance 
  to weapons but slowing them down due to its 
  inﬂ exibility. Guardian mummies serve true mum-
  mies as temple guardians and elite troops.
  Attributes: Agility d4, Smarts d6, Spirit d10, 
  Strength d12+2, Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d8
  Pace: 4; Parry: 6; Toughness: 12(2)
  Gear: Bone breastplate (+2), molecular sword 
  (Str+d8+2, AP 4)
  Special Abilities:
  * Arcane Resistance: +2 Armor versus magic, 
  and +2 to rolls made to resist magical effects.
  * Fear: Opponents must make a Guts roll.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make 
  a Vigor roll. Failure means the character 
  has “mummy rot” and suffers an immediate 
  wound.
  * Shufﬂ ing Gait: Mummies roll a d4 running 
  die.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half 
  damage from piercing weapons.
  * Weakness (Fire): The chemical used in the 
  preservation process mean mummies take +4 
  damage from ﬁ re.
   ORDO TENEBRAE
  ORDO TENEBRAE
  The Ordo Tenebrae is the Rephaim equivalent 
  of the Sacri Ordines. Its members, known as Dark 
  Knights, are humans ﬁ ghting for the Rephaim.
  Some are devout followers of the Immortalism 
  Heresy, who believe service in the Ordo will lead 
  to vampiric status. Others are Knights and Cor-
  porate soldiers driven mad by the horrors they 
  have witnessed or convinced the Rephaim will 
  be victorious and by selling their souls they will 
  survive the approaching apocalypse. Virtually all 
  are destined to die on the battleﬁ eld, from where 
  their corpses will rise again to ﬁ ght alongside the 
  forces of the Dark.
  
  164
  164
  NECROPOLIS 2350
  NECROPOLIS 2350
  TYPICAL 
  TYPICAL  DARK KNIGHT
  DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimidation d6, 
  Notice d6, Shooting d8, Stealth d6
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 mag-
  azines (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 monoﬁ lament grenades (Range: 
  20/40/80, Damage: 3d8, AP 4, MBT), molecular 
  sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
   DARK KNIGHT OFFICER
  Ofﬁ cers of the Ordo Tenebrae who prove their 
  loyalty are sometimes raised to vampiric status 
  to serve as eternal commanders of the Rephaim 
  legions.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Battle) 
  d6, Notice d8, Riding d8, Shooting d8
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  magazines (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
   PUPPET
  PUPPET
  Puppet is the name given a vampire’s thrall. 
  Alone they are ineffective against the superior 
  forces of the Sacri Ordines, but in large groups 
  they can overwhelm small groups of Knights or 
  Sergeants.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6
  Pace: 6; Parry: 5; Toughness: 5
  Edges & Hindrances: —
  Gear: Assorted hand weapons (Str+d4)
  RAT SWARM
  RAT SWARM
  Though normal rats rarely attack people, those 
  under the control of a greater Rephaim form 
  vicious, ﬂ esh-eating swarms. Rat swarms ﬁ ll a 
  Medium Burst Template.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, 
  Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  * Bite: Rat swarms inﬂ ict hundreds of tiny 
  bites every round to their victims, hitting 
  automatically and causing 2d4 damage to 
  everyone in the template (victims in completely 
  sealed suits are immune).
  * Infection: Any one Shaken or wounded by a 
  rat swarm must make a Vigor roll or suffer a 
  level of Fatigue from infected bites. Cumulative 
  bites can lead to Incapacitation, but never to 
  Death. One Fatigue level is recovered every 24 
  hours or with a successful healing roll.
  * Split: Rat swarms are clever enough to split into 
  two smaller swarms (Small Burst Templates) 
  should their foes split up. The Toughness of 
  these smaller swarms is lowered by –2 (to 5 
  each).
  * Swarm: Parry +2; Because the swarm is 
  composed of scores, hundreds, or thousands 
  of creatures, cutting and piercing weapons 
  do no real damage. Area-effect weapons work 
  164
  164
  NECROPOLIS 2350
  NECROPOLIS 2350
  TYPICAL 
  TYPICAL  DARK KNIGHT
  DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimidation d6, 
  Notice d6, Shooting d8, Stealth d6
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 mag-
  azines (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 monoﬁ lament grenades (Range: 
  20/40/80, Damage: 3d8, AP 4, MBT), molecular 
  sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
   DARK KNIGHT OFFICER
  Ofﬁ cers of the Ordo Tenebrae who prove their 
  loyalty are sometimes raised to vampiric status 
  to serve as eternal commanders of the Rephaim 
  legions.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Battle) 
  d6, Notice d8, Riding d8, Shooting d8
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  magazines (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
   PUPPET
  PUPPET
  Puppet is the name given a vampire’s thrall. 
  Alone they are ineffective against the superior 
  forces of the Sacri Ordines, but in large groups 
  they can overwhelm small groups of Knights or 
  Sergeants.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6
  Pace: 6; Parry: 5; Toughness: 5
  Edges & Hindrances: —
  Gear: Assorted hand weapons (Str+d4)
  RAT SWARM
  RAT SWARM
  Though normal rats rarely attack people, those 
  under the control of a greater Rephaim form 
  vicious, ﬂ esh-eating swarms. Rat swarms ﬁ ll a 
  Medium Burst Template.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, 
  Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  * Bite: Rat swarms inﬂ ict hundreds of tiny 
  bites every round to their victims, hitting 
  automatically and causing 2d4 damage to 
  everyone in the template (victims in completely 
  sealed suits are immune).
  * Infection: Any one Shaken or wounded by a 
  rat swarm must make a Vigor roll or suffer a 
  level of Fatigue from infected bites. Cumulative 
  bites can lead to Incapacitation, but never to 
  Death. One Fatigue level is recovered every 24 
  hours or with a successful healing roll.
  * Split: Rat swarms are clever enough to split into 
  two smaller swarms (Small Burst Templates) 
  should their foes split up. The Toughness of 
  these smaller swarms is lowered by –2 (to 5 
  each).
  * Swarm: Parry +2; Because the swarm is 
  composed of scores, hundreds, or thousands 
  of creatures, cutting and piercing weapons 
  do no real damage. Area-effect weapons work 
  
  165
  165
  BESTIARY
  BESTIARY
  normally, and a character can stomp to inﬂ ict 
  his damage in Strength each round. Swarms 
  are usually foiled by jumping in water.
   SKELETON
  SKELETON
  The skin has already rotted from these risen 
  dead, leaving them slightly quicker than their 
  ﬂ esh–laden zombie counterparts. Preferred over 
  zombies because of their faster reﬂ exes, skeletons 
  are nonetheless less numerous, since it takes time 
  for the ﬂ esh to rot from their bones.
  Skeletons, like zombies, possess enough 
  “brains” to follow orders and separate friend 
  from foe. Tactical decisions above the level of 
  “Charge!” are beyond them.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 7; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette riﬂ e with 3 magazines 
  (Range: 24/48/96, Damage: 2d8+1, AP 2, Auto, 
  3RB), 1d3 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT); 50% have light armor (+4)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are immune to Fear and 
  Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   VAMPIRE, ANCIENT
  Ancient vampires have been Rephaim for at 
  least three centuries and are formidable foes, 
  both as tacticians and combatants. They serve 
  their liche masters as senior ofﬁ cers, command-
  ing hundreds of lesser Rephaim warriors, and as 
  special agents. Each rules a domain, acting as sen-
  eschal and answering only to the liche they serve. 
  Most ancient vampires are necromancers—only a 
  few have even embraced Weird Science.
  Attributes: Agility d10, Smarts d12, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d12, Guts d12, Intimidation d12, 
  Knowledge (Battle) d12, Persuasion d10, Necro-
  mancy d10 (or Weird Science d6), Stealth d10, 
  Streetwise d10
  Pace: 6; Parry: 8; Toughness: 14(4)
  Gear: Stygian armor (+4), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane 
  Background 
  (Magic): 
  Ancient 
  vampires have 40 Power Points and know 3d4 
  powers.
  * Arcane Background (Weird Science): Few 
  ancient vampires have taken to Weird Science. 
  They have 10 Power Points and carry 1d2 
  gizmos. The WM should create or assign these 
  items as required.
  * Bite: Str+d8.
  * Charm: Ancient vampires can use the puppet 
  power using their Smarts as their arcane 
  skill. They can cast and maintain the power 
  indeﬁ nitely, but may only affect one target at a 
  time.
  * Fear (–2): Opponents must make a Guts roll 
  at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Improved Frenzy: Ancient vampires may 
  make two attacks per round without penalty.
  * Improved Level-Headed: Ancient vampires 
  act on the best of three cards.
  * Leadership: Vampires have the Command, 
  Fervor, Hold the Line, and Natural Leader 
  Edges.
  * Sire: Anyone incapacitated but not killed by 
  an ancient vampire must make a Spirit roll 
  or die and return from the dead as a vampire 
  after 1d4 days.
  * Thermal Vision: Ancient Vampires halve 
  all penalties for bad lighting when attacking 
  a living target or vehicles with their engine 
  running.
   VAMPIRE, YOUNG
  Young vampires are the most common of the 
  greater Rephaim.
  They are less than a few centuries old and serve 
  as junior ofﬁ cers in the armies of vampire lords. 
  Those trusted by their masters may be given con-
  trol of a small settlement, acting as mayor. Many 
  have taken to studying Weird Science as a way of 
  advancing in power. 
  165
  165
  BESTIARY
  BESTIARY
  normally, and a character can stomp to inﬂ ict 
  his damage in Strength each round. Swarms 
  are usually foiled by jumping in water.
   SKELETON
  SKELETON
  The skin has already rotted from these risen 
  dead, leaving them slightly quicker than their 
  ﬂ esh–laden zombie counterparts. Preferred over 
  zombies because of their faster reﬂ exes, skeletons 
  are nonetheless less numerous, since it takes time 
  for the ﬂ esh to rot from their bones.
  Skeletons, like zombies, possess enough 
  “brains” to follow orders and separate friend 
  from foe. Tactical decisions above the level of 
  “Charge!” are beyond them.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 7; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette riﬂ e with 3 magazines 
  (Range: 24/48/96, Damage: 2d8+1, AP 2, Auto, 
  3RB), 1d3 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT); 50% have light armor (+4)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are immune to Fear and 
  Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   VAMPIRE, ANCIENT
  Ancient vampires have been Rephaim for at 
  least three centuries and are formidable foes, 
  both as tacticians and combatants. They serve 
  their liche masters as senior ofﬁ cers, command-
  ing hundreds of lesser Rephaim warriors, and as 
  special agents. Each rules a domain, acting as sen-
  eschal and answering only to the liche they serve. 
  Most ancient vampires are necromancers—only a 
  few have even embraced Weird Science.
  Attributes: Agility d10, Smarts d12, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d12, Guts d12, Intimidation d12, 
  Knowledge (Battle) d12, Persuasion d10, Necro-
  mancy d10 (or Weird Science d6), Stealth d10, 
  Streetwise d10
  Pace: 6; Parry: 8; Toughness: 14(4)
  Gear: Stygian armor (+4), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane 
  Background 
  (Magic): 
  Ancient 
  vampires have 40 Power Points and know 3d4 
  powers.
  * Arcane Background (Weird Science): Few 
  ancient vampires have taken to Weird Science. 
  They have 10 Power Points and carry 1d2 
  gizmos. The WM should create or assign these 
  items as required.
  * Bite: Str+d8.
  * Charm: Ancient vampires can use the puppet 
  power using their Smarts as their arcane 
  skill. They can cast and maintain the power 
  indeﬁ nitely, but may only affect one target at a 
  time.
  * Fear (–2): Opponents must make a Guts roll 
  at –2.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Improved Frenzy: Ancient vampires may 
  make two attacks per round without penalty.
  * Improved Level-Headed: Ancient vampires 
  act on the best of three cards.
  * Leadership: Vampires have the Command, 
  Fervor, Hold the Line, and Natural Leader 
  Edges.
  * Sire: Anyone incapacitated but not killed by 
  an ancient vampire must make a Spirit roll 
  or die and return from the dead as a vampire 
  after 1d4 days.
  * Thermal Vision: Ancient Vampires halve 
  all penalties for bad lighting when attacking 
  a living target or vehicles with their engine 
  running.
   VAMPIRE, YOUNG
  Young vampires are the most common of the 
  greater Rephaim.
  They are less than a few centuries old and serve 
  as junior ofﬁ cers in the armies of vampire lords. 
  Those trusted by their masters may be given con-
  trol of a small settlement, acting as mayor. Many 
  have taken to studying Weird Science as a way of 
  advancing in power. 
  
  166
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  NECROPOLIS 2350
  NECROPOLIS 2350
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d12, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Knowledge (Battle) d6, Persuasion d6, Stealth 
  d6, Streetwise d6, Weird Science d8
  Pace: 6; Parry: 6; Toughness: 11(2)
  Gear: Stygian armor (+2), Hades pistol, rune 
  dagger (Str+d6+2. AP 2)
  Special Abilities:
  * Arcane 
  Background 
  (Weird 
  Science): 
  Young vampires have 15 Power Points and 
  carry 1d2+1 gizmos. The WM should create 
  or assign these items as required.
  * Bite: Str+d6.
  * Frenzy: Vampires may make two attacks per 
  round at –2 penalty.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Leadership: Vampires have the Command, 
  Fervor, and Hold the Line Edges.
  * Sire: Anyone incapacitated but not killed by a 
  vampire must make a Spirit roll or die and return 
  from the dead as a Vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   WAR DEMON
  WAR DEMON
  The term “demon” is one invented by the Church 
  media, as no actual demons are believed to exist. 
  These beasts do not come from the ﬂ aming depths 
  of Hell, but rather are special Rephaim created by 
  liches. Before the advent of Weird Science, these 
  foul creatures served the same role as tanks.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d12+6, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6
  Pace: 8; Parry: 6; Toughness: 17(4)
  Special Abilities:
  * Armor +4: A War demon is covered with a 
  tough exoskeleton. This counts as Heavy 
  Armor.
  * Berserk: War demons can go berserk at will. 
  This adds +2 to Fighting and Strength rolls 
  and increases Toughness by +2. However, 
  the creature is –2 Parry, and if no enemies are 
  visible, it attacks its nearest ally. The Berserk 
  state may be canceled by making a Smarts 
  roll at –2 at the beginning of its action (a free 
  action). If a greater Rephaim commands the 
  beast to cease its berserk state, it makes a 
  Smarts roll at +2.
  * Claws: Str+d8. AP 10. These count as Heavy 
  Weapons for what the creature may damage.
  * Combat Reﬂ exes: War demons add +2 to their 
  Spirit rolls to recover from being Shaken.
  * Fear (–2): Anyone who sees a War demon 
  must make a Guts roll at –2.
  * Fearless: War demons are immune to Fear 
  and Intimidation.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Large: Attackers are +2 to attack rolls because 
  of the beast’s size.
  * Size +4: War demons stand 20’ tall and weigh 
  800 pounds.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  166
  166
  NECROPOLIS 2350
  NECROPOLIS 2350
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d12, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Knowledge (Battle) d6, Persuasion d6, Stealth 
  d6, Streetwise d6, Weird Science d8
  Pace: 6; Parry: 6; Toughness: 11(2)
  Gear: Stygian armor (+2), Hades pistol, rune 
  dagger (Str+d6+2. AP 2)
  Special Abilities:
  * Arcane 
  Background 
  (Weird 
  Science): 
  Young vampires have 15 Power Points and 
  carry 1d2+1 gizmos. The WM should create 
  or assign these items as required.
  * Bite: Str+d6.
  * Frenzy: Vampires may make two attacks per 
  round at –2 penalty.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Leadership: Vampires have the Command, 
  Fervor, and Hold the Line Edges.
  * Sire: Anyone incapacitated but not killed by a 
  vampire must make a Spirit roll or die and return 
  from the dead as a Vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
   WAR DEMON
  WAR DEMON
  The term “demon” is one invented by the Church 
  media, as no actual demons are believed to exist. 
  These beasts do not come from the ﬂ aming depths 
  of Hell, but rather are special Rephaim created by 
  liches. Before the advent of Weird Science, these 
  foul creatures served the same role as tanks.
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d12+6, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6
  Pace: 8; Parry: 6; Toughness: 17(4)
  Special Abilities:
  * Armor +4: A War demon is covered with a 
  tough exoskeleton. This counts as Heavy 
  Armor.
  * Berserk: War demons can go berserk at will. 
  This adds +2 to Fighting and Strength rolls 
  and increases Toughness by +2. However, 
  the creature is –2 Parry, and if no enemies are 
  visible, it attacks its nearest ally. The Berserk 
  state may be canceled by making a Smarts 
  roll at –2 at the beginning of its action (a free 
  action). If a greater Rephaim commands the 
  beast to cease its berserk state, it makes a 
  Smarts roll at +2.
  * Claws: Str+d8. AP 10. These count as Heavy 
  Weapons for what the creature may damage.
  * Combat Reﬂ exes: War demons add +2 to their 
  Spirit rolls to recover from being Shaken.
  * Fear (–2): Anyone who sees a War demon 
  must make a Guts roll at –2.
  * Fearless: War demons are immune to Fear 
  and Intimidation.
  * Greater Undead: +2 Toughness. +2 to 
  recover from being Shaken. Immune to poison 
  and disease. No additional damage from called 
  shots. Half-damage from piercing weapons. 
  Ignores wound penalties.
  * Large: Attackers are +2 to attack rolls because 
  of the beast’s size.
  * Size +4: War demons stand 20’ tall and weigh 
  800 pounds.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  
  167
  167
  BESTIARY
  BESTIARY
   WIGHT
  WIGHT
  At a distance, wights resemble humans. Closer 
  inspection reveals them for what they are, gaunt, 
  withered Rephaim with red eyes and sharp claws. 
  Wights serve the greater Rephaim as assassins, 
  using their natural stealth to inﬁ ltrate human areas 
  and kill targeted individuals with a single, poisoned 
  claw swipe. Whilst not possessed of stimulating 
  intellects, they are extremely cunning.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d8, 
  Stealth d10
  Pace: 6; Parry: 5; Toughness: 9(1)
  Special Abilities:
  * Armor +1: Leathery skin and rags.
  * Bony Claws: Str+d4.
  * Fear –1: Anyone who sees a wight must make 
  a Guts check at –1.
  * Poison: Wights’ claws deliver a powerful 
  neurotoxin. A character clawed by a wight 
  must make a Vigor roll at –2. With success, the 
  character gets the “shakes,” suffering –1 to all 
  trait rolls for 24 hours. On a failure, the victim 
  becomes immediately Incapacitated and dies 
  in 2d6 rounds unless treated (Healing roll at 
  –2).
  * Quick: Wights redraw cards less than 5.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   WINGED ZOMBIE
  WINGED ZOMBIE
  Winged zombies are the result of liches’ experi-
  ments with grafting the wings of creatures from 
  the Dark Dimension onto zombies to create an 
  “airmobile” soldier. Very few exist on Necropolis.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d4, Stealth d6, Throwing d6
  Pace: 6; Parry: 5; Toughness: 7
  Gear: Typically 2d6 grenades (Range: 5/10/20, 
  Damage: 3d8, AP 4, MBT), for dropping on foes
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Zombies are immune to Fear and 
  Intimidation.
  * Flight: Pace 6.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   REPHAIM CHARACTERS
  REPHAIM CHARACTERS
  Do you want to give your characters some-
  thing to be scared of? Well, how about using 
  their dead characters against them.
  Given the nature of the war in Necropo-
  lis, there’s a good chance that sooner or 
  later a character will end up as dinner for 
  a vampire. When he does, there’s a good 
  chance he’ll pop back from the dead as a 
  bloodsucker, unless he’s been burned by 
  a trigger happy Incinerator or topped and 
  tailed, of course.
  Rather than use the standard young vam-
  pire template, you can use the character’s 
  base abilities with a template on top. After 
  all, if the new vampire is based on the char-
  acter rather than being some stock extra, 
  it makes it more personal when he leads 
  a unit of zombies against his former com-
  rades. A player character based vampire 
  will be much tougher than a vampire based 
  on an “average” character, but that’s okay. 
  It’s called a “challenge.”
  Traits except Strength are limited to a d12, 
  unless the hero already has an appropriate 
  Edge, like Professional in that trait.
  * Increase Agility by one die.
  * Increase Smarts and Spirit by two dice.
  * Increase Strength by ﬁ ve dice.
  * Increase Vigor by three dice.
  * Increase Fighting and Guts by two dice.
  * Increase Intimidation by three dice.
  * All other skills remain at the same level 
  the character had when he died.
  * Retain all Edges and Hindrances. Add 
  the Bite, Frenzy, Leadership, Sire, 
  Thermal Vision, and Undead Special 
  Abilities from page 166.
  * Wild Card characters retain their Wild 
  Card status.
  167
  167
  BESTIARY
  BESTIARY
   WIGHT
  WIGHT
  At a distance, wights resemble humans. Closer 
  inspection reveals them for what they are, gaunt, 
  withered Rephaim with red eyes and sharp claws. 
  Wights serve the greater Rephaim as assassins, 
  using their natural stealth to inﬁ ltrate human areas 
  and kill targeted individuals with a single, poisoned 
  claw swipe. Whilst not possessed of stimulating 
  intellects, they are extremely cunning.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d8, 
  Stealth d10
  Pace: 6; Parry: 5; Toughness: 9(1)
  Special Abilities:
  * Armor +1: Leathery skin and rags.
  * Bony Claws: Str+d4.
  * Fear –1: Anyone who sees a wight must make 
  a Guts check at –1.
  * Poison: Wights’ claws deliver a powerful 
  neurotoxin. A character clawed by a wight 
  must make a Vigor roll at –2. With success, the 
  character gets the “shakes,” suffering –1 to all 
  trait rolls for 24 hours. On a failure, the victim 
  becomes immediately Incapacitated and dies 
  in 2d6 rounds unless treated (Healing roll at 
  –2).
  * Quick: Wights redraw cards less than 5.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   WINGED ZOMBIE
  WINGED ZOMBIE
  Winged zombies are the result of liches’ experi-
  ments with grafting the wings of creatures from 
  the Dark Dimension onto zombies to create an 
  “airmobile” soldier. Very few exist on Necropolis.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d4, Stealth d6, Throwing d6
  Pace: 6; Parry: 5; Toughness: 7
  Gear: Typically 2d6 grenades (Range: 5/10/20, 
  Damage: 3d8, AP 4, MBT), for dropping on foes
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Zombies are immune to Fear and 
  Intimidation.
  * Flight: Pace 6.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   REPHAIM CHARACTERS
  REPHAIM CHARACTERS
  Do you want to give your characters some-
  thing to be scared of? Well, how about using 
  their dead characters against them.
  Given the nature of the war in Necropo-
  lis, there’s a good chance that sooner or 
  later a character will end up as dinner for 
  a vampire. When he does, there’s a good 
  chance he’ll pop back from the dead as a 
  bloodsucker, unless he’s been burned by 
  a trigger happy Incinerator or topped and 
  tailed, of course.
  Rather than use the standard young vam-
  pire template, you can use the character’s 
  base abilities with a template on top. After 
  all, if the new vampire is based on the char-
  acter rather than being some stock extra, 
  it makes it more personal when he leads 
  a unit of zombies against his former com-
  rades. A player character based vampire 
  will be much tougher than a vampire based 
  on an “average” character, but that’s okay. 
  It’s called a “challenge.”
  Traits except Strength are limited to a d12, 
  unless the hero already has an appropriate 
  Edge, like Professional in that trait.
  * Increase Agility by one die.
  * Increase Smarts and Spirit by two dice.
  * Increase Strength by ﬁ ve dice.
  * Increase Vigor by three dice.
  * Increase Fighting and Guts by two dice.
  * Increase Intimidation by three dice.
  * All other skills remain at the same level 
  the character had when he died.
  * Retain all Edges and Hindrances. Add 
  the Bite, Frenzy, Leadership, Sire, 
  Thermal Vision, and Undead Special 
  Abilities from page 166.
  * Wild Card characters retain their Wild 
  Card status.
  
  168
  168
  NECROPOLIS 2350
  NECROPOLIS 2350
   ZOMBIE
  ZOMBIE
  Fresh corpses can be found on any battleﬁ eld 
  and many Knights have found themselves having 
  to destroy a former colleague whose corpse was 
  animated by the powers of darkness.
  Zombies lack the ability to make tactical deci-
  sions, but they possess enough intelligence to 
  follow moderately complex orders and under-
  stand who their enemies are.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   ZOMBIE, GAS
  ZOMBIE, GAS
  Gas zombies are another attempt by liches to 
  create a new form of Rephaim weapon and are 
  based loosely on exploding corpses. They are 
  bloated with pockets of highly toxic gas, and 
  more resemble drowning victims than regular 
  zombies.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1, AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str.
  * Fearless: Immune to Fear and Intimidation.
  * Gas: A gas zombie that is Shaken or wounded 
  releases a cloud of toxic gas. This ﬁ lls a Medium 
  Burst Template. Any one caught in the cloud must 
  make a Vigor roll at –2 or suffer a wound. Victims 
  in fully sealed suits are immune to this effect.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   ZOMBIE, SPORE
  ZOMBIE, SPORE
  Spores zombies are another form of Rephaim 
  weapon, and are thankfully in short supply. At 
  ﬁ rst glance, a spore zombie looks like a standard 
  walking corpse at a distance. However, a cursory 
  examination shows marked differences. For a 
  start, their ﬂ esh is a sickly shade of yellow and 
  looks wet, they smell of disease rather than rot-
  ting ﬂ esh, and fresh zombies show no visible 
  death wounds.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1, AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str.
  * Fearless: Immune to Fear and Intimidation.
  * Spores: A cloud of invisible spores surround 
  a spore zombie. Each round a foe is adjacent, 
  he must make a Vigor roll (+2 if he covers his 
  168
  168
  NECROPOLIS 2350
  NECROPOLIS 2350
   ZOMBIE
  ZOMBIE
  Fresh corpses can be found on any battleﬁ eld 
  and many Knights have found themselves having 
  to destroy a former colleague whose corpse was 
  animated by the powers of darkness.
  Zombies lack the ability to make tactical deci-
  sions, but they possess enough intelligence to 
  follow moderately complex orders and under-
  stand who their enemies are.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   ZOMBIE, GAS
  ZOMBIE, GAS
  Gas zombies are another attempt by liches to 
  create a new form of Rephaim weapon and are 
  based loosely on exploding corpses. They are 
  bloated with pockets of highly toxic gas, and 
  more resemble drowning victims than regular 
  zombies.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1, AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str.
  * Fearless: Immune to Fear and Intimidation.
  * Gas: A gas zombie that is Shaken or wounded 
  releases a cloud of toxic gas. This ﬁ lls a Medium 
  Burst Template. Any one caught in the cloud must 
  make a Vigor roll at –2 or suffer a wound. Victims 
  in fully sealed suits are immune to this effect.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   ZOMBIE, SPORE
  ZOMBIE, SPORE
  Spores zombies are another form of Rephaim 
  weapon, and are thankfully in short supply. At 
  ﬁ rst glance, a spore zombie looks like a standard 
  walking corpse at a distance. However, a cursory 
  examination shows marked differences. For a 
  start, their ﬂ esh is a sickly shade of yellow and 
  looks wet, they smell of disease rather than rot-
  ting ﬂ esh, and fresh zombies show no visible 
  death wounds.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1, AP 2, Auto), 
  50% have light armor (+4)
  Special Abilities:
  * Claws: Str.
  * Fearless: Immune to Fear and Intimidation.
  * Spores: A cloud of invisible spores surround 
  a spore zombie. Each round a foe is adjacent, 
  he must make a Vigor roll (+2 if he covers his 
  
  169
  169
  BESTIARY
  BESTIARY
  nose and mouth). On a failure, the character 
  suffers a level of Fatigue. A character who 
  reaches Death expires, only to return as a 
  spore zombie in 1d4 hours.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   GLOSSARY OF TERMS
  GLOSSARY OF TERMS
  The following glossary presents terms used by 
  members of the Sacri Ordines. Both military parlance 
  and slang terms are included.
  Archdiocese: Area of land controlled by an 
  archbishop, and broken down into dioceses.
  Baker, The: Slang term for a ﬂ amethrower 
  operator.
  Bangstick: Slang for a heartbreaker.
  Banner: Unit of ﬁ ve to ten Lances commanded by a 
  Knight Commander.
  Battle: The entire military force of a Commanderie, 
  commanded by a Field Master.
  Brainbox: Slang term for a scientist.
  Candle: Slang term for a mummy.
  Cargo: Slang term for a noncombatant sent to 
  accompany the unit, most commonly refers to 
  journalists.
  Chaplain: A priest within the Sacri Ordines.
  Choir: Slang term for aircraft performing a ﬁ re 
  support mission.
  Cleanse: Act of removing Rephaim from a given 
  objective. The term “hot cleanse” speciﬁ cally 
  refers to the use of ﬂ amethrowers.
  Commanderie: A geographic area controlled by a 
  Field Master and subdivided into Preceptories.
  Corpse Lovers: Derogatory term for Lazarites.
  Curia: The Church civil service.
  Dead Zone: Geographical area held by the 
  Rephaim.
  Diocese: Area of land controlled by a bishop; part of 
  an archdiocese.
  Faithful: Any person displaying miraculous powers 
  who works for the Church. Those who who don’t 
  serve the Church are heretics.
  Fang: Slang term for a vampire.
  Field Master: The Knight in charge of a 
  Commanderie.
  Fleshy: Slang for a zombie, but can refer to any 
  Rephaim with ﬂ esh.
  Going Nightside: Entering an area covered by a 
  darkness generator. “Going dayside” refers to 
  leaving such an area.
  Goon: Slang for a Corporate soldier.
  Grand Master: The highest ranking Knight within a 
  Sacer Ordo, answerable only to the Pope.
  Graveyard: Slang term for a Rephaim stronghold.
  Knight Commander: Knight serving as a senior unit 
  commander; commands a Banner.
  Lance: Smallest combat unit of Knight or Sergeants, 
  commanded by a Senior Knight.
  LEAP: Light Explosive Armor Piercing. Type of bullet 
  used by Corporate forces.
  Litany: A short prayer or petition to invoke 
  miraculous powers, often called a “spell” around 
  Inquisitors to taunt them.
  Mausoleum: Any Rephaim stronghold protected by 
  a darkness generator.
  Needles: Slang term for ﬂ echette ammo.
  Papa John: Affectionate nickname for the Pope.
  Padre: Correct term of address for a Chaplain.
  Preceptor Master: Knight in charge of a Preceptory.
  Preceptory: (1) A military base belonging to one of 
  the Sacri Ordines; (2) any building from which 
  the Sacri Ordines operate; (3) an area of land 
  controlled by the local Preceptor Master.
  Prophets: Slang term for the Church media.
  Recruitment Drive: Slang term for a Hearts & 
  Minds operation.
  Sacer Ordo: Holy Order, referring to an order of 
  Knights. Plural: Sacri Ordines.
  SBAC: Short Barreled Auto Cannon. 
  Senior Knight: Lowest ranking ofﬁ cer within a Sacer 
  Ordo. Usually commands a Lance, but in practice 
  he may command several Lances.
  Sergeant: Common soldier of the Sacri Ordines 
  who has not taken holy vows and may not carry 
  a sword.
  Sermon: Slang term for an artillery barrage or 
  air strike as in, “Delivering a sermon to the 
  Rephaim.”
  Squadron: The entire military strength of a 
  Preceptory, commanded by a Preceptor Master.
  Squire: A Knight in training.
  Stick: Slang term for a skeleton.
  Suit: Slang term for a Corporate executive. Also 
  called a slick or bean counter.
  Thumper: Slang term for a mortar.
  Top ‘n’ Tail: Ritual removal of a corpse’s head and 
  feet to prevent it being used as a Rephaim.
  Witchﬁ nder: Derogatory term for an Inquisitor.
  169
  169
  BESTIARY
  BESTIARY
  nose and mouth). On a failure, the character 
  suffers a level of Fatigue. A character who 
  reaches Death expires, only to return as a 
  spore zombie in 1d4 hours.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
   GLOSSARY OF TERMS
  GLOSSARY OF TERMS
  The following glossary presents terms used by 
  members of the Sacri Ordines. Both military parlance 
  and slang terms are included.
  Archdiocese: Area of land controlled by an 
  archbishop, and broken down into dioceses.
  Baker, The: Slang term for a ﬂ amethrower 
  operator.
  Bangstick: Slang for a heartbreaker.
  Banner: Unit of ﬁ ve to ten Lances commanded by a 
  Knight Commander.
  Battle: The entire military force of a Commanderie, 
  commanded by a Field Master.
  Brainbox: Slang term for a scientist.
  Candle: Slang term for a mummy.
  Cargo: Slang term for a noncombatant sent to 
  accompany the unit, most commonly refers to 
  journalists.
  Chaplain: A priest within the Sacri Ordines.
  Choir: Slang term for aircraft performing a ﬁ re 
  support mission.
  Cleanse: Act of removing Rephaim from a given 
  objective. The term “hot cleanse” speciﬁ cally 
  refers to the use of ﬂ amethrowers.
  Commanderie: A geographic area controlled by a 
  Field Master and subdivided into Preceptories.
  Corpse Lovers: Derogatory term for Lazarites.
  Curia: The Church civil service.
  Dead Zone: Geographical area held by the 
  Rephaim.
  Diocese: Area of land controlled by a bishop; part of 
  an archdiocese.
  Faithful: Any person displaying miraculous powers 
  who works for the Church. Those who who don’t 
  serve the Church are heretics.
  Fang: Slang term for a vampire.
  Field Master: The Knight in charge of a 
  Commanderie.
  Fleshy: Slang for a zombie, but can refer to any 
  Rephaim with ﬂ esh.
  Going Nightside: Entering an area covered by a 
  darkness generator. “Going dayside” refers to 
  leaving such an area.
  Goon: Slang for a Corporate soldier.
  Grand Master: The highest ranking Knight within a 
  Sacer Ordo, answerable only to the Pope.
  Graveyard: Slang term for a Rephaim stronghold.
  Knight Commander: Knight serving as a senior unit 
  commander; commands a Banner.
  Lance: Smallest combat unit of Knight or Sergeants, 
  commanded by a Senior Knight.
  LEAP: Light Explosive Armor Piercing. Type of bullet 
  used by Corporate forces.
  Litany: A short prayer or petition to invoke 
  miraculous powers, often called a “spell” around 
  Inquisitors to taunt them.
  Mausoleum: Any Rephaim stronghold protected by 
  a darkness generator.
  Needles: Slang term for ﬂ echette ammo.
  Papa John: Affectionate nickname for the Pope.
  Padre: Correct term of address for a Chaplain.
  Preceptor Master: Knight in charge of a Preceptory.
  Preceptory: (1) A military base belonging to one of 
  the Sacri Ordines; (2) any building from which 
  the Sacri Ordines operate; (3) an area of land 
  controlled by the local Preceptor Master.
  Prophets: Slang term for the Church media.
  Recruitment Drive: Slang term for a Hearts & 
  Minds operation.
  Sacer Ordo: Holy Order, referring to an order of 
  Knights. Plural: Sacri Ordines.
  SBAC: Short Barreled Auto Cannon. 
  Senior Knight: Lowest ranking ofﬁ cer within a Sacer 
  Ordo. Usually commands a Lance, but in practice 
  he may command several Lances.
  Sergeant: Common soldier of the Sacri Ordines 
  who has not taken holy vows and may not carry 
  a sword.
  Sermon: Slang term for an artillery barrage or 
  air strike as in, “Delivering a sermon to the 
  Rephaim.”
  Squadron: The entire military strength of a 
  Preceptory, commanded by a Preceptor Master.
  Squire: A Knight in training.
  Stick: Slang term for a skeleton.
  Suit: Slang term for a Corporate executive. Also 
  called a slick or bean counter.
  Thumper: Slang term for a mortar.
  Top ‘n’ Tail: Ritual removal of a corpse’s head and 
  feet to prevent it being used as a Rephaim.
  Witchﬁ nder: Derogatory term for an Inquisitor.
  
  TEMPLATES
  TEMPLATES
  CONE BLAST
  CONE BLAST
  TEMPLATE
  TEMPLATE
  MEDIUM BURST TEMPLATE
  MEDIUM BURST TEMPLATE
  TURNING TEMPLATE
  TURNING TEMPLATE
  Permission is granted to photocopy these 
  templates for personal use or you can download 
  them from our website at:
   WWW.TRIPLEACEGAMES.COM
   WWW.TRIPLEACEGAMES.COM
  
  LARGE BURST TEMPLATE
  LARGE BURST TEMPLATE
  SMALL BURST TEMPLATES
  SMALL BURST TEMPLATES
  
  Permission is granted to photocopy this sheet for personal use or you can download it from our website at www.tripleacegames.com.
  
  Permission is granted to photocopy this sheet for personal use or you can download it from our website at www.tripleacegames.com.
  
  Permission is granted to photocopy this sheet for personal use or you can download it from our website at www.tripleacegames.com.
  
  175
  175
  Adventure Generator ..101–106
  Agrimax .................................69
  Aircraft .............................41–42
  Ammunition ..........................48
  Armor ....................................33
  Artillerist ..................................8
  Asgard ........................69, 97, 98
  Assault .....................................8
  Atlantis Industries .................71
  BioGen ............................70, 97
  Blood Mist ...........................157
  Buildings ...............................99
  Calvary Heavy Tank ...............39
  Changeling ..........................158
  Chaplain ................5, 8, 26, 154
  Chaplain, Faithful ................154
  Church
  Melee Weapons...................33
  Ranged Weapons ................34
  Church, The ....................57–66
  Calendar .............................62
  Curia ...................................58
  Law ...............................62–65
  Media ..................................61
  Papal Elections ...................60
  Structure .............................57
  Citizen .................................153
  Close Support Artillery ..........36
  Combat Engineer ....................8
  Combat Medic .........................8
  Common Knowledge ............47
  Complications .....................105
  Corporate Executive............156
  Corporate Vehicle Crew ......157
  Corporate Wars ...............46, 70
  Corporations .................65, 156
  Corporate Opposition ......104
  Currency .............................68
  Lifestyle ...............................68
  Media ..................................68
  Military ................................68
  Vehicles .........................74–76
  Corpse Catcher .....................33
  Corpse Mine ................100, 158
  Corpse Wall .........................158
  Corrupt Priest ......................159
  Crimes ...................................63
  Sentencing ..........................63
  Cultist ..................................159
  Curia ................................58, 70
  Dark Conclave .......................80
  Dark Knight .........................164
  Dark Knight Ofﬁ cer .............164
  Darkness Generator 82–84, 128
  Edges
  Art of War ............................22
  Assault ................................20
  Band of Brothers ................24
  Blood and Guts ..................20
  Born Leader ........................22
  Clipping the Grass ..............20
  Command Presence ...........22
  Courage Under Fire ............24
  Cry Havoc! ..........................22
  Death Before Dishonor ......23
  Defensive Driver .................20
  Demo Expert ......................23
  Dig In! .................................20
  Élan .....................................21
  Eye For Terrain ...................21
  Fanaticism ...........................23
  Grenade Launcher God ......21
  Grenade Launcher King .....21
  Holy Fire .............................19
  Hose ’Em Down .................21
  Improved Defensive Driver 20
  Improved Dig In .................21
  Improved Hose ‘Em Down 21
  Incoming ............................21
  Media Star ...........................24
  Medic ..................................23
  Nepotism ............................19
  Rank (Knight Commander) 23
  Rank (Senior Knight)..........23
  Scrounger ...........................24
  Spotter ................................23
  Tactician ..............................23
  Tank Buster .........................22
  Tank Hunter .......................22
  Technically Inclined............24
  Valhalla Graduate ...............20
  Wall of Flame ......................22
  Encounters ..........................106
  Exploding Corpse ...............159
  Fire Support
  Air Support ...................49–50
  Artillery ...............................48
  Flamethrower ........................36
  Flechette Assault Riﬂ e ...........34
  Flechette MG .........................34
  Flechette Sniper Riﬂ e ............34
  Fliegerkopf ..........................160
  Forsakers ...............................94
  Gargoyle ..............................161
  Gear .......................................37
  Ghoul ..................................161
  Glossary ...............................169
  Grenades ...............................47
  Heartbreaker .........................34
  Hell Beast ............................131
  Hellhound ...........................161
  Helvetia .................................98
  Helvetia Telekom ...................71
  Heresies .................................94
  Hindrances
  All Thumbs .........................18
  Bullet Magnet .....................18
  F-ing New Guy ....................18
  Penitent ..............................19
  Slow ....................................19
  Weak Willed ........................19
  History ...................................46
  Immortalism ..........................95
  Impalers ................................12
  Inami Corporation ................71
  Incinerators ...........................14
  Infantry ....................................8
  Infantry Support ..................156
  Inquisition .............................60
  INDEX
  INDEX
  175
  175
  Adventure Generator ..101–106
  Agrimax .................................69
  Aircraft .............................41–42
  Ammunition ..........................48
  Armor ....................................33
  Artillerist ..................................8
  Asgard ........................69, 97, 98
  Assault .....................................8
  Atlantis Industries .................71
  BioGen ............................70, 97
  Blood Mist ...........................157
  Buildings ...............................99
  Calvary Heavy Tank ...............39
  Changeling ..........................158
  Chaplain ................5, 8, 26, 154
  Chaplain, Faithful ................154
  Church
  Melee Weapons...................33
  Ranged Weapons ................34
  Church, The ....................57–66
  Calendar .............................62
  Curia ...................................58
  Law ...............................62–65
  Media ..................................61
  Papal Elections ...................60
  Structure .............................57
  Citizen .................................153
  Close Support Artillery ..........36
  Combat Engineer ....................8
  Combat Medic .........................8
  Common Knowledge ............47
  Complications .....................105
  Corporate Executive............156
  Corporate Vehicle Crew ......157
  Corporate Wars ...............46, 70
  Corporations .................65, 156
  Corporate Opposition ......104
  Currency .............................68
  Lifestyle ...............................68
  Media ..................................68
  Military ................................68
  Vehicles .........................74–76
  Corpse Catcher .....................33
  Corpse Mine ................100, 158
  Corpse Wall .........................158
  Corrupt Priest ......................159
  Crimes ...................................63
  Sentencing ..........................63
  Cultist ..................................159
  Curia ................................58, 70
  Dark Conclave .......................80
  Dark Knight .........................164
  Dark Knight Ofﬁ cer .............164
  Darkness Generator 82–84, 128
  Edges
  Art of War ............................22
  Assault ................................20
  Band of Brothers ................24
  Blood and Guts ..................20
  Born Leader ........................22
  Clipping the Grass ..............20
  Command Presence ...........22
  Courage Under Fire ............24
  Cry Havoc! ..........................22
  Death Before Dishonor ......23
  Defensive Driver .................20
  Demo Expert ......................23
  Dig In! .................................20
  Élan .....................................21
  Eye For Terrain ...................21
  Fanaticism ...........................23
  Grenade Launcher God ......21
  Grenade Launcher King .....21
  Holy Fire .............................19
  Hose ’Em Down .................21
  Improved Defensive Driver 20
  Improved Dig In .................21
  Improved Hose ‘Em Down 21
  Incoming ............................21
  Media Star ...........................24
  Medic ..................................23
  Nepotism ............................19
  Rank (Knight Commander) 23
  Rank (Senior Knight)..........23
  Scrounger ...........................24
  Spotter ................................23
  Tactician ..............................23
  Tank Buster .........................22
  Tank Hunter .......................22
  Technically Inclined............24
  Valhalla Graduate ...............20
  Wall of Flame ......................22
  Encounters ..........................106
  Exploding Corpse ...............159
  Fire Support
  Air Support ...................49–50
  Artillery ...............................48
  Flamethrower ........................36
  Flechette Assault Riﬂ e ...........34
  Flechette MG .........................34
  Flechette Sniper Riﬂ e ............34
  Fliegerkopf ..........................160
  Forsakers ...............................94
  Gargoyle ..............................161
  Gear .......................................37
  Ghoul ..................................161
  Glossary ...............................169
  Grenades ...............................47
  Heartbreaker .........................34
  Hell Beast ............................131
  Hellhound ...........................161
  Helvetia .................................98
  Helvetia Telekom ...................71
  Heresies .................................94
  Hindrances
  All Thumbs .........................18
  Bullet Magnet .....................18
  F-ing New Guy ....................18
  Penitent ..............................19
  Slow ....................................19
  Weak Willed ........................19
  History ...................................46
  Immortalism ..........................95
  Impalers ................................12
  Inami Corporation ................71
  Incinerators ...........................14
  Infantry ....................................8
  Infantry Support ..................156
  Inquisition .............................60
  INDEX
  INDEX
  
  176
  176
  NECROPOLIS 2350
  NECROPOLIS 2350
  Inquisitor .............................153
  Inquisitor-Captain ...............153
  Inquisitor-General ...............154
  Inquisitor Malus ..................161
  Knight Assault ......................154
  Knight Combat Medic .........155
  Knight Infantryman .............155
  Knight Infantry Support ......155
  Knights
  Justice ...................................7
  Requirements .......................9
  Standard Gear ....................11
  Training ................................3
  Knight Vehicle Crew ............155
  Languages ..............................10
  Lansing Media .................72, 98
  Lazarites.................................13
  Leadership .............................10
  Liche ....................................162
  Liches ....................................80
  Litanies
  Blessing ..............................25
  Concentrate ........................25
  Consecrate ..........................25
  Succor .................................25
  Mass Battles .........................100
  Media .....................................61
  Military Ofﬁ cer ....................156
  Militia ..................................153
  Militia Dei ................................3
  Mineﬁ elds ............................100
  Missions
  A Bridge Too Far .......120–122
  A Clash of Cultures ...138–139
  Advance ....................108–109
  Airborne Assault .......122–123
  Ambush .....................110–111
  Artillery .....................124–125
  Back to the River ......123–124
  Bad Gas ....................145–146
  Church Wardens ...............148
  Counterattack ...................115
  Death in the Fog .......149–150
  Fliegerkopf ...............139–140
  Gateway to Hell ........130–131
  Gathering Intelligence 112–113
  Hold the Bridge ........136–138
  No Picnic ..........................146
  Recruitment Drive ....135–136
  Red Dog Six is Down 142–144
  Rescue the Wounded 115–116
  Riot Duty ..................133–135
  Storm the Suburbs ...113–114
  Street by Street .........119–120
  Surrounded ..............125–126
  Survivors ...................116–117
  Take the Cathedral ...126–127
  Terror Tactics ............141–142
  Testing, Testing .........144–145
  The Circle of Flesh ...........152
  The Dark Temple ......118–119
  Wall of Death ............150–152
  Molecular Sword ...................34
  Mummies ...............................80
  Mummy, Greater..................162
  Mummy, Guardian ...............163
  Necromancy ....................80, 84
  Trappings ............................84
  New Budapest .........46, 55, 107
  New Powers
  Grave Speak ........................84
  Improved Zombie ..............85
  Intangibility ........................85
  Life Drain ............................85
  Mind Riding ........................85
  Sacriﬁ ce ..............................86
  New Sol .................................51
  Operational Orders .............101
  Ordo Tenebrae ....................163
  OSI.........................................96
  Outremer Engineering ..........73
  Penitents ................................17
  Pharmacom ...........................70
  Poenaism ...............................95
  Pope John XXIV .....................57
  Populace ................................65
  Preachers ...............................16
  Preceptories ............................6
  Promotions ............................47
  Puppet .................................164
  Putrimental ..........................152
  Rat Swarm ...........................164
  Ravendell Enterprises .....71, 98
  Razor Wire .............................99
  Rephaim ................3, 7, 46, 157
  Armor .................................87
  Characters .........................167
  Gizmos
  Adrenal Bracelet .................89
  Control Collar ....................90
  Fliegerkopf .........................91
  Flying Pack ..........................90
  Nightmare Helmet ..............90
  Shadow Cloak .....................91
  Translator ...........................91
  Organization .......................79
  Origin .................................79
  Ranged Weapons ..........87–88
  Rephaim Opposition ........105
  Special Weapons ...........88–89
  Sacri Ordines .........4, 11–18, 66
  Command Structure .............4
  Military Structure .................5
  Ordo Hastae Sanctae .12, 27, 46
  Ordo Lazari Sancti ..13, 31, 46
  Ordo Penitentia ......17, 32, 46
  Ordo Sacrae Flamulae 14, 28, 46
  Ordo Templi Novi ...15, 29, 46
  Ordo Verbi Baenedicti 16, 30, 46
  Term of Service .....................6
  Transfers .............................47
  Salus ......................................52
  Scientist ...............................156
  Scout ...............................8, 156
  Senior Knight ..........................8
  Sergeant ..........................9, 155
  Sergeants ...........................5, 18
  Sins ........................................24
  Skeleton ..............................165
  Sniper ..................................156
  Soldier .................................157
  Soldier, Veteran ...................157
  Stygian Tower ..................80, 82
  Swiss Guard ...........................66
  Templars ................................15
  Third Reformation Church. 
  See Church
  Vampire, Ancient .................165
  Vampire, Young ...................165
  Vampires ................................81
  Vehicle Crew ............................9
  Vehicles ............................38–40
  Vehicular Weapons ................37
  War Demon .........................166
  West Star Mining .............73, 98
  Wight ...................................167
  World War III .........................46
  Zombie ................................168
  Zombie, Gas ........................168
  Zombie, Spore .....................168
  Zombie, Winged ..................167
  176
  176
  NECROPOLIS 2350
  NECROPOLIS 2350
  Inquisitor .............................153
  Inquisitor-Captain ...............153
  Inquisitor-General ...............154
  Inquisitor Malus ..................161
  Knight Assault ......................154
  Knight Combat Medic .........155
  Knight Infantryman .............155
  Knight Infantry Support ......155
  Knights
  Justice ...................................7
  Requirements .......................9
  Standard Gear ....................11
  Training ................................3
  Knight Vehicle Crew ............155
  Languages ..............................10
  Lansing Media .................72, 98
  Lazarites.................................13
  Leadership .............................10
  Liche ....................................162
  Liches ....................................80
  Litanies
  Blessing ..............................25
  Concentrate ........................25
  Consecrate ..........................25
  Succor .................................25
  Mass Battles .........................100
  Media .....................................61
  Military Ofﬁ cer ....................156
  Militia ..................................153
  Militia Dei ................................3
  Mineﬁ elds ............................100
  Missions
  A Bridge Too Far .......120–122
  A Clash of Cultures ...138–139
  Advance ....................108–109
  Airborne Assault .......122–123
  Ambush .....................110–111
  Artillery .....................124–125
  Back to the River ......123–124
  Bad Gas ....................145–146
  Church Wardens ...............148
  Counterattack ...................115
  Death in the Fog .......149–150
  Fliegerkopf ...............139–140
  Gateway to Hell ........130–131
  Gathering Intelligence 112–113
  Hold the Bridge ........136–138
  No Picnic ..........................146
  Recruitment Drive ....135–136
  Red Dog Six is Down 142–144
  Rescue the Wounded 115–116
  Riot Duty ..................133–135
  Storm the Suburbs ...113–114
  Street by Street .........119–120
  Surrounded ..............125–126
  Survivors ...................116–117
  Take the Cathedral ...126–127
  Terror Tactics ............141–142
  Testing, Testing .........144–145
  The Circle of Flesh ...........152
  The Dark Temple ......118–119
  Wall of Death ............150–152
  Molecular Sword ...................34
  Mummies ...............................80
  Mummy, Greater..................162
  Mummy, Guardian ...............163
  Necromancy ....................80, 84
  Trappings ............................84
  New Budapest .........46, 55, 107
  New Powers
  Grave Speak ........................84
  Improved Zombie ..............85
  Intangibility ........................85
  Life Drain ............................85
  Mind Riding ........................85
  Sacriﬁ ce ..............................86
  New Sol .................................51
  Operational Orders .............101
  Ordo Tenebrae ....................163
  OSI.........................................96
  Outremer Engineering ..........73
  Penitents ................................17
  Pharmacom ...........................70
  Poenaism ...............................95
  Pope John XXIV .....................57
  Populace ................................65
  Preachers ...............................16
  Preceptories ............................6
  Promotions ............................47
  Puppet .................................164
  Putrimental ..........................152
  Rat Swarm ...........................164
  Ravendell Enterprises .....71, 98
  Razor Wire .............................99
  Rephaim ................3, 7, 46, 157
  Armor .................................87
  Characters .........................167
  Gizmos
  Adrenal Bracelet .................89
  Control Collar ....................90
  Fliegerkopf .........................91
  Flying Pack ..........................90
  Nightmare Helmet ..............90
  Shadow Cloak .....................91
  Translator ...........................91
  Organization .......................79
  Origin .................................79
  Ranged Weapons ..........87–88
  Rephaim Opposition ........105
  Special Weapons ...........88–89
  Sacri Ordines .........4, 11–18, 66
  Command Structure .............4
  Military Structure .................5
  Ordo Hastae Sanctae .12, 27, 46
  Ordo Lazari Sancti ..13, 31, 46
  Ordo Penitentia ......17, 32, 46
  Ordo Sacrae Flamulae 14, 28, 46
  Ordo Templi Novi ...15, 29, 46
  Ordo Verbi Baenedicti 16, 30, 46
  Term of Service .....................6
  Transfers .............................47
  Salus ......................................52
  Scientist ...............................156
  Scout ...............................8, 156
  Senior Knight ..........................8
  Sergeant ..........................9, 155
  Sergeants ...........................5, 18
  Sins ........................................24
  Skeleton ..............................165
  Sniper ..................................156
  Soldier .................................157
  Soldier, Veteran ...................157
  Stygian Tower ..................80, 82
  Swiss Guard ...........................66
  Templars ................................15
  Third Reformation Church. 
  See Church
  Vampire, Ancient .................165
  Vampire, Young ...................165
  Vampires ................................81
  Vehicle Crew ............................9
  Vehicles ............................38–40
  Vehicular Weapons ................37
  War Demon .........................166
  West Star Mining .............73, 98
  Wight ...................................167
  World War III .........................46
  Zombie ................................168
  Zombie, Gas ........................168
  Zombie, Spore .....................168
  Zombie, Winged ..................167
  
  www.tripleacegames.com
  www.tripleacegames.com
  © 2008 Triple Ace Games. Necropolis, Necropolis 2350 and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle
  © 2008 Triple Ace Games. Necropolis, Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle 
  Entertainment Group.All rights reserved. Used with permission. Produced under license by Studio 2 Publishing, Inc.The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. © 2008.All Rights Reserved.
  Entertainment Group. All rights reserved. Used with permission. Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. © 2008. All Rights Reserved.
  30000
  All that stands between oblivion and salvation are courage and faith.
  Welcome to Necropolis 2350…
  The year is 2350.
  The year is 2350. 
  The place is Salus—more popularly called Necropolis—the only habitable world left
  The place is Salus—more popularly called Necropolis—the only habitable world left 
  to mankind. Knights of the militant Sacri Ordines of the Third Reformation Church are
  to mankind. Knights of the militant Sacri Ordines of the Third Reformation Church are 
  locked in a bitter crusade against the Rephaim (“the dead ones”), a race of evil beings
  locked in a bitter crusade against the Rephaim (“the dead ones”), a race of evil beings 
  who wield necromantic powers with the desire to exterminate all life.
  who wield necromantic powers with the desire to exterminate all life.
  Yet even when faced with extinction, mankind cannot work together. While the
  Yet even when faced with extinction, mankind cannot work together. While the 
  Rephaim batter at humanity’s door, the Church and Union of Corporations continue
  Rephaim batter at humanity’s door, the Church and Union of Corporations continue 
  their cold-war struggle for dominance over the lives of millions.
  their cold-war struggle for dominance over the lives of millions.
  Necropolis 2350
  Necropolis 2350™ is a dark futuristic setting for the award-winningt
  ™ is a dark futuristic setting for the award-winningt Savage Worlds
  Savage Worlds RPG™
   RPG™
  $24.99
  
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