TEXT: Aside from the Sacri Ordines and Corporate 
  forces, there is a third human force on Necropo-
  lis—mercenaries. For as long as there has been 
  war, there have been mercenaries, soldiers who 
  ﬁ ght for money more than political or religious 
  courses. This section looks at playing a mercenary 
  campaign.
  A mercenary campaign differs from a regular 
  Necropolis game in several ways.
  First, the senior ofﬁ cer should always be a 
  player character. Without this, the characters are 
  reduced to simply following orders, which defeats 
  the point of playing a mercenary game, where 
  free choice is the characters’ greatest beneﬁ t.
  Second, the heroes should rarely be forced 
  to undertake a mission. Mercenaries have the 
  luxury of being able to turn down jobs. Again, 
  take this away and it becomes a regular Church 
  or Corporate military game. Related to this is the 
  nature of payment. Mercenaries have no retainer 
  and must purchase their own vehicles, weapons, 
  supplies, and, more importantly, troops.
  Third, the game can switch focus between 
  ﬁ ghting Rephaim to combating the Church or 
  rival Corporations, performing or thwarting espi-
  onage, bodyguard duty, and such like. Whatever 
  missions the WM can think of, mercenaries can 
  usually perform.
  CHARACTER GENERATION
  CHARACTER GENERATION
  Mercenary characters may come from either a 
  Corporate or, more rarely, Church background. 
  While many are former soldiers, a few may be 
  civilians who simply want to be soldiers on their 
  own terms.
  Ex-Corporate soldiers must meet all the 
  requirements for a standard military role, as 
  detailed in the Update. Civilian characters who 
  sign up to ﬁ ght for a mercenary outﬁ t have no 
  minimum requirements.
  A character who was formerly a Knight, a rare 
  but possible background for a mercenary, must 
  meet all the requirements for an Sacer Ordo role, 
  as per the Necropolis setting. He gains the special 
  training as normal, but none of the gear. Unless 
  the WM starts with advanced characters, he may 
  never take Sacer Ordo Edges from the Update, 
  having forsaken his vows and left his Ordo.
  Such characters are automatically shunned 
  by their former colleagues and Church citizens 
  should their identity become known. If their 
  identity is revealed, they automatically gain the 
  Outsider Hindrance. This is worth no points if 
  taken as part of the character’s backstory in char-
  acter generation, nor does it count toward their 
  Hindrance limits.
  Regardless of background, characters begin 
  with no money or gear. This is handled below.
  ARCANE BACKGROUNDS
  ARCANE BACKGROUNDS
  Arcane 
  Backgrounds 
  should 
  be 
  heavily 
  restricted in a mercenary campaign.
  While a character may take the Miracles Edge, 
  he is considered a wanted man by the Inquisition 
  because he has broken Church law by not joining 
  the Inquisition or an Sacer Ordo. He must take a 
  Wanted Hindrance (his choice of which), but this 
  does not give any points during character genera-
  tion—it is the price he must pay.
  Likewise, psions should be rarer than hen’s 
  teeth. The Church has branded them heretics and 
  openly hunts them, and those operating in Cor-
  porate lands who are detected must either ﬂ ee 
  or join a Corporation. Again, the hero must take 
  a Wanted Hindrance and should remain ﬁ rmly 
  in the shadows when dealing with Corporate 
  MERCENARY CAMPAIGNS
  MERCENARY CAMPAIGNS
  
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  paymasters. In essence, the character cannot get 
  involved with contract negotiations, less he face 
  arrest and lobotomy.
  There are no exceptions or loopholes regard-
  ing either Arcane Background.
  OUTFIT GENERATION
  OUTFIT GENERATION
  The most important aspect of a mercenary 
  game is resource management. This section looks 
  at designing a ﬂ edgling mercenary outﬁ t.
  OUTFIT SIZE
  OUTFIT SIZE
  The initial size of the outﬁ t comprises just the 
  player characters. In order to acquire more men, 
  they must pay a Resource cost. This is detailed 
  below.
  If you want to start the game with a larger outﬁ t, 
  then the WM needs to create that outﬁ t. However, 
  unless the heroes are in total command, they 
  lose a lot of freedom, such as picking missions. A 
  mercenary commander could, in theory, split his 
  forces into smaller units and allow each to ﬁ nd 
  their own missions, but why then bother with a 
  bigger outﬁ t in the ﬁ rst place?
  COMMAND STRUCTURE
  COMMAND STRUCTURE
  Unlike formal military outﬁ ts, mercenaries 
  are far more relaxed in their approach to ranks 
  in charge of units within the outﬁ t. Ranks are 
  appointed solely by the overall commander, 
  based on experience and skill when a soldier 
  joins a mercenary outﬁ t. However, a tradition has 
  built up that the commander of a squad take a 
  rank no higher than Lieutenant, a platoon com-
  mander a Captain, a company CO a major, and 
  colonel for a brigade leader. Lower ranks may 
  always be taken.
  The Rank (Senior Knight) Edge can be used 
  for any unit commander, whether he is a sergeant 
  or a colonel. The senior character should have 
  either this Edge or Valhalla Graduate (he need 
  not take both in a mercenary campaign).
  No tables for promotions should be used. 
  Instead, promotion falls squarely to the lead 
  character (and his advisors). If he wants to make 
  every player character a lieutenant or promote 
  one after a mission, then that’s how it works.
  ROLES
  ROLES
  Mercenary outﬁ ts sometimes use similar roles 
  to the Church and Union, in that there are infan-
  trymen, support infantry, assault troops, and so 
  on. How the outﬁ t is organized is left to the play-
  ers, though. Decisions may be based on previous 
  experience (as noted in character generation), 
  based on skill levels, based on necessity, or even 
  an arbitrary choice.
  RESOURCES
  RESOURCES
  No soldier can ﬁ ght without equipment. The 
  Sacri Ordines are self-funding, using taxes levied 
  from tenants and businesses and recruitment 
  drives to keep their military machines rolling. 
  The Corporations fund their in-house troops 
  from their own pockets. Mercenaries, however, 
  do not have either luxury. If they want gear, they 
  must work for it.
  A starting mercenary begins with just the player 
  characters. However, they have the opportunity 
  to increase the unit’s size and gain equipment 
  through spending Resource Points. RPs are an 
  arbitrary game mechanic designed to remove the 
  need to count every Union Dollar in the kitty. 
  The exact value of a Resource Point is completely 
  unimportant—even the Corporations refer to 
  payment just in terms of Resources.
  INITIAL RESOURCES
  INITIAL RESOURCES
  A starting outﬁ t has a base number of resource 
  points equal to 100 per player character. Addi-
  tional resources may be gained by characters 
  possessing certain Edges, coming from a certain 
  background, or if they start more experienced.
  Edges only count at the start of the campaign, 
  when creating the outﬁ t—once the game begins, 
  taking Edges does not grant automatic RPs.
  RP 
  Reason
  +100 Valhalla Graduate in party (single use 
  only)
  +50 
  Per unique Connection Edge in party
  +25 
  Per unique Leadership Edge in party
  +20 
  Per former Knight (must meet mini-
  mum requirements)
  +10 
  Per former Corporate soldier (must 
  meet minimum requirements)
  +5 
  Per advancement (5 XPs) per character 
  if starting with experienced heroes
  
  3
  MERCENARY CAMPAIGNS
  MERCENARY CAMPAIGNS
  SPENDING RESOURCES (GEAR)
  SPENDING RESOURCES (GEAR)
  Resources may be spent on men, gear, weap-
  ons, armor, or vehicles. Costs are detailed on the 
  tables at the end of this chapter. Vehicle costs 
  do not include crew and guns do not come with 
  ammunition—these are separate purchases. 
  Resource costs do not represent the purely 
  monetary value of items, but also their rarity and 
  Union restrictions. Grav tanks are rare beasts, so 
  the RP cost is artiﬁ cially inﬂ ated to reﬂ ect this.
  Whether a piece of gear is available is up to 
  the WM. If he doesn’t want the group to use 
  heavy tanks, then they simply can’t ﬁ nd a seller, 
  no matter how hard they look. The Corporations 
  deliberately keep mercenary companies at a man-
  ageable level, just in case they need to “remove 
  them from play.”
  If there are certain restrictions the WM wishes 
  to impose because of the nature of his campaign, 
  it is far better to inform the players early on. 
  Having them save for a heavy tank only to be told 
  when they have the Resource Points they’ll never 
  get one isn’t fair.
  MAINTENANCE COSTS
  MAINTENANCE COSTS
  As well as new gear, mercenaries must also pay 
  to maintain their men and vehicles. A monthly 
  fee is required to cover all food, accommodation, 
  clothes, personal stipends, transport to and from 
  Corporate ofﬁ ces, advertising, fuel, minor repairs 
  and spares, nights out at a bar to celebrate a suc-
  cessful mission, and other basic necessities. It 
  does not cover anything with an RP cost, such as 
  ammo or repairing wounds inﬂ icted to vehicles.
  The basic cost per man in the outﬁ t is 2 RP per 
  month. Vehicles cost 2 RP per month per 100 RP 
  cost or part thereof. For instance, a Sinai cots just 
  2 points, whereas maintaining a Golgotha costs 
  10 points. For ease, the players should record 
  their monthly expenditure after creating their 
  outﬁ t and update it when permanent changes to 
  the outﬁ t occur.
  Unpaid maintenance costs for Extras result in 
  those mercenary being unavailable until all their 
  “back pay” is coughed up. Likewise, vehicles 
  cannot run efﬁ ciently unless all unpaid mainte-
  nance is balanced. In some cases, this may mean 
  an outﬁ t has to undertake a mission without valu-
  able men or materiel so it can earn enough to 
  bring them back into the fold.
  MISSIONS
  MISSIONS
  Resources are earned by undertaking mis-
  sions. The vast majority of missions come from 
  the Corporations, but criminal gangs, private 
  citizens, and even undercover Church agents may 
  employ mercenaries from time to time. Missions 
  are referred to in the trade as “tickets.”
  Mercenaries have many ways of advertising 
  their services. As well as the direct approach of 
  contacting a Corporation’s Mercenary Liaison 
  Ofﬁ cer (every major ofﬁ ce has one), outﬁ ts also 
  frequent certain bars, take out ads in trade maga-
  zines, and operate web sites. Word of mouth is 
  also important.
  When designing adventures, use the standard 
  Mission Generator or the alternate tables from 
  the Update, but ignore the Allies table and any 
  references to Ordo modiﬁ ers—the only help the 
  heroes get is their mercenary outﬁ t.
  FINDING WORK
  FINDING WORK
  Ideally, the WM should create multiple mis-
  sions in advance, to give the heroes an idea of 
  what available tickets involve and because merce-
  naries can request speciﬁ c jobs.
  General: Each month, one character, typically 
  the commander or his liaison ofﬁ cer, may make 
  a Streetwise roll. This can be a Cooperative roll. 
  With success, he learns of a ticket. On a raise, 
  the outﬁ t strikes lucky and receives word of two 
  tickets, giving them a choice of which to take (or 
  possibly doing both if time or manpower allow). 
  A failure means no work. Maintenance costs must 
  still be met, however.
  Speciﬁ c: If the outﬁ t is searching for a par-
  ticular type of ticket, such as a rescue operation, 
  or wants to work for a speciﬁ c Corporation, say 
  Asgard, the Streetwise roll is made at –2. Should 
  it seek both, a rescue mission offered by Asgard, 
  for instance, there is a –4 penalty. A hero with 
  a Connection to the Corporation receives a +2 
  bonus thanks to his many contacts. Individual 
  Corporate ofﬁ ces are licensed to hire mercenar-
  ies, so it is still possible for a raise to result in two 
  missions of the exact type being sought.
  The WM is always free to offer a ticket, regard-
  less of the Streetwise rolls. Such tickets are called 
  “rejects,” because chances are the mission is so 
  dangerous it has been turned down by other 
  outﬁ ts already.
  
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  TICKET DETAILS
  TICKET DETAILS
  A ticket should contain all the pertinent infor-
  mation, in the same way as a mission brieﬁ ng for 
  Knights does. The nature of the mission, location 
  of objectives, timescales involved, and enemy 
  troop numbers and type (as known to the hirer) 
  are all standard bits of information the heroes can 
  expect to be briefed on during contract negotia-
  tions.
  Remember, though, that sometimes the hirer 
  doesn’t want to give everything away in advance. 
  For instance, a Corporation who wants a very val-
  uable object stolen is likely to downplay its value. 
  In this way, the mercenaries have no chance to 
  plan a double cross and ﬁ nd an alternate buyer in 
  advance. Paranoia is a healthy trait when dealing 
  with men whose overriding motive is cash.
  Tickets should also detail rewards in terms 
  of Resource Points. Most rewards are on a dual 
  scale, with a value for success and a lower value 
  (typically just 25%) for failure. Some tickets offer 
  bonuses for speedy execution, though these 
  should put the characters under pressure to 
  achieve the bonus.
  The exact value of the reward is left to the WM 
  to determine. When picking a reward level, he 
  should bare in mind the outﬁ t’s monthly main-
  tenance bill (constantly depriving the heroes 
  of gear they’ve bought will ruin the game), the 
  importance of the mission, the location, likely 
  difﬁ culties, the nature and size of the enemy, the 
  size of the outﬁ t (tickets are never paid by the 
  person, so taking along 50 Extras on a simple 
  bodyguard job won’t earn them more money), 
  and so on.
  A quick, simple, and relatively safe mission in 
  friendly territory might be worth just 50 RPs. A 
  small outﬁ t would likely proﬁ t from such a mis-
  sion and at minimal risk. A lengthy (multiple 
  adventure) engagement requiring a company of 
  men battling against overpowering Church or 
  Rephaim forces could earn as much as 2000 RPs, 
  but the adventure should be very difﬁ cult to war-
  rant such a reward.
  It is far better to be tight with rewards for the 
  ﬁ rst few missions until you get a feel for things. A 
  mercenary outﬁ t which wants a heavy tank should 
  feel like it earned the vehicle when it ﬁ nally gath-
  ers enough RPs together to buy one. Handing out 
  enough rewards to buy a heavy tank every mis-
  sion will likely lead to the end of the campaign as 
  the heroes crush everything in their path.
  CONTRACT NEGOTIATIONS
  CONTRACT NEGOTIATIONS
  Once the details of the ticket are known, the 
  negotiations begin. These should be roleplayed, 
  as they are a core part of mercenary life. The hirer 
  lays out the mission parameters as deﬁ ned on 
  the ticket and then states the reward. Of course, 
  haggling over details is important, as most hirers 
  always give a low starting reward in order to save 
  money.
  WM’s should start their reward at around 75% 
  of the true value they were thinking of offering 
  and let the heroes haggle up. When the heroes 
  name price close to the true reward, the hirer 
  accepts the terms. Haggling can involve not just 
  upping the ﬁ nal reward, but also getting money 
  in advance to hire more men or buy more gear.
  When both sides are happy, the deal is con-
  cluded. Criminals may simply shake on the deal, 
  but Corporations, unless conducting a mission 
  they wish to deny was their doing, present the 
  mercenaries with complex legal papers. The vast 
  majority of these are standard forms, with no 
  hidden clauses or nasty surprises. Only rarely, 
  possibly just once during an entire campaign, 
  should a Corporation shaft the mercenaries over 
  with a hidden clause.
  Tickets are legally binding agreements, even 
  if there isn’t a paperwork trail. Hirers look very 
  badly on mercenaries who renege on deals or 
  screw up missions through their own actions or 
  inactions. As well as simply blacklisting repeat 
  offenders, many have their own troops (and 
  assassins) with which to punish mercenaries who 
  screw them over.
  Punishments should ﬁ t the nature of the organ-
  ization and the degree to which the mercenaries 
  have offended them. A Corporation may blacklist 
  the outﬁ t for a deﬁ ned period, such as a year (or 
  maybe for life if the mission is totally boned), 
  but a criminal gang may elect to strike back at 
  the mercenaries. The Corporations can also take 
  legal action against mercenaries, demanding 
  reparations for loss of status, payment up front, 
  and so on.
  RESOURCES
  RESOURCES
  Gear, weapons, and vehicles presented in this 
  section which do not appear in the Necropolis 
  2350 setting will be detailed in the Necropolis 
  2351-55 Update.
  
  5
  MERCENARY CAMPAIGNS
  MERCENARY CAMPAIGNS
  MEN
  MEN
  A raw recruit has a d4 in every attribute, no 
  skills or Edges, and no gear. He costs 5 RP and 
  counts as a Novice. Improving the Extra costs RPs 
  as shown below.
  Using this system allows the characters to 
  create Extras for a given role, without paying for 
  “unnecessary” skills or Edges. On Salus, it repre-
  sents the hiring process and picking the right man 
  for the job. Remember, though, that Necropolis 
  is, despite its military bent, a roleplaying game. 
  There is no reason why an Extra cannot have 
  skills like Intimidation, Investigation, or Persua-
  sion—even mercenary groups need intelligence 
  ofﬁ cers.
  Item 
  RP
  Per Rank above Novice 
  10
  Attributes (above d4) 
  2 per die
  Skills (up to linked attribute) 
  2 per die
  Skills (over linked attribute) 
  3 per die
  Edges 
  2 per Edge
  Attributes and skills are per die step for each 
  individual attribute or skill. Buying Fighting d4 
  and Shooting d6 would cost 6 points (assuming 
  the Extra had Agility d6).
  With Edges, all requirements must be met as 
  normal, including paying for other Edges. For 
  instance, buying Improved Frenzy requires Frenzy 
  be purchased ﬁ rst.
  Extras generally don’t have Hindrances, but a 
  roll should be made on the Personality table for 
  each recruit.
  ARMOR
  ARMOR
  Item 
  RP
  Ablative vest 
  20
  HARD armor 
  36
  Infantry battle suit 
  17
  Light armor 
  8
  Light armor, advanced 
  10
  Medium armor 
  12
  Medium armor, advanced 
  15
  Paladin helm, light 
  4
  Paladin helm, medium 
  6
  Paladin helm, heavy 
  8
  Shield 
  3
  Tabernacle 
  75
  WEAPONS, MELEE
  WEAPONS, MELEE
  Item 
  RP
  Baton 
  1
  Corpse catcher 
  2
  Heartbreaker 
  10
  Molecular knife 
  4
  Molecular sword 
  10
  Sledgehammer 
  4
  Spear 
  4
  WEAPONS, RANGED
  WEAPONS, RANGED
  CHURCH DESIGN
  CHURCH DESIGN
  Item 
  RP
  Regular
  Bolt riﬂ e 
  13
  Disc thrower 
  24
  MG, ﬂ echette 
  29
  MG, laser 
  40
  Pistol, ﬂ echette 
  11
  Pistol, laser 
  16
  Riﬂ e, ﬂ echette 
  26
  Riﬂ e, laser 
  30
  Riﬂ e, laser, advanced 
  45
  Shotgun 
  13
  SMG, ﬂ echette 
  15
  SMG, microﬂ are 
  10
  Sniper riﬂ e, ﬂ echette 
  21
  Stunner 
  8
  Tangle gun 
  4
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Item 
  RP
   Demolition charge 
  2
  Dove AT/A–2 
  125
  Dove AT–1 
  80
  Flamethrower 
  25
  Grenade launcher (Brimstone) 
  4
  Hand ﬂ amer 
  30
  LAW 66mm 
  50
  Levant ﬁ eld mortar 
  20
  Maximus RGL 
  9
  Mine, AP 
  16 per 10
  Mine, AT 
  70 per 10
  Mine, ﬁ lament 
  60 per 10
  SUPPORT ARTILLERY
  SUPPORT ARTILLERY
  Item 
  RP
   Jericho cannon 
  70
  Maximus HGL 
  20
  Megiddo mortar 
  25
  SBAC 25mm 
  25
  SBAC 50mm 
  45
  
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  CORPORATE DESIGN
  CORPORATE DESIGN
  Item 
  RP
  ACR, 12mm 
  25
  ACR, 6mm 
  20
  MG, 12mm 
  24
  MG, 6mm 
  20
  MG, laser 
  44*
  Pistol, 12mm 
  10
  Pistol, 6mm 
  10
  Pistol, laser 
  20*
  Riﬂ e, laser 
  36*
  SMG, 12mm 
  15
  SMG, 6mm 
  14
  Sniper riﬂ e, 12mm 
  24
  Sniper riﬂ e, laser 
  36*
  Stun pistol 
  7
  * –3 discount if a character has a Connection 
  (Ravendell) Edge
  AMMUNITION
  AMMUNITION
  Unless ammo is listed below, it is assumed to 
  be free. With only three basic types of ﬁ rearm 
  ammo available (ﬂ echette, 6mm, and 12mm con-
  ventional), mercenary units can easily scavenge 
  ammunition from fallen foes. The same applies 
  to common vehicular ammo such as autocannon 
  rounds and railgun shells.
  Item 
  RP
  12mm AP 
  5 per 200 rounds
  12mm gel rounds 
  3 per 200 rounds
  12mm HE 
  2 per 200 rounds
  12mm LEAP 
  7 per 200 rounds
  AP pack (vehicular) 
  11 each
  Dove AA/AT-2 rocket 
  25 each
  Dove AT-1 rocket 
  15 each
  Passover missile, 6cm 
  35 each
  Passover missile, 9cm 
  50 each
  GRENADES
  GRENADES
  Item 
  RP 
  Baton 
  2 per 5 grenades
  Canister 
  3 per 5 grenades
  Filament 
  5 per 5 grenades
  HEAP 
  5 per 2 grenades
  Incendiary 
  4 per 5 grenades
  Smoke 
  1 per 5 grenades
  Starshell 
  1 per 5 grenades
  Stun 
  2 per 5 grenades
  GEAR
  GEAR
  Unless listed below, mundane gear costs 1 RP 
  per item.
  Item 
  RP
  Binocular 
  2
  Cold weather clothing 
  2
  Comm Relay 
  6
  Cutter/welder 
  18
  Electronic lockpicks 
  6
  Field surgery kit 
  10
  Ghillie suit 
  3
  HARD air tanks 
  5
  ID scanner 
  25
  Jammer 
  5
  Medical supplies 
  1 per 5 units
  Medikit 
  5
  Mine detector 
  6
  Mobile Command Center 
  15
  MRE 
  2 per 45 units
  Mineﬁ eld, AP 
  72
  Mineﬁ eld, AT 
  148
  Mineﬁ eld, ﬁ lament 
  112
  Portable aide 
  14
  Rations 
  Covered in mainte-
  nance costs
  Remote detonator 
  Free with mines or 
  explosives
  Satellite radio 
  40
  Shelter 
  10
  Shelter, HARD 
  40
  Thermal suit 
  9
  Toolkit 
  4
  TRANSPORT ACROSS SALUS*
  TRANSPORT ACROSS SALUS*
  Men 
  1 RP per 8-man squad (anywhere in 
  world)
  Vehicles 
  1 RP per 100 points or part thereof 
  (anywhere in world)
  * This includes transportation by ship, air, 
  or driving (the latter only for more than a few 
  hundred miles)
  VEHICLES
  VEHICLES
  REPAIRS
  REPAIRS
  Repairing a vehicle costs one-quarter of the 
  vehicles’ RP cost per wound (rounded down). 
  This includes the repair of any associated Criti-
  cal Hits.
  
  1
  1
  1
  2
  2
  2 
  3
  7
  MERCENARY CAMPAIGNS
  MERCENARY CAMPAIGNS
  HEAVY TANKS
  HEAVY TANKS
  Item 
  RP
  Cavalry 
  605
  Golgotha 
  535
  Lucifer 
  540
  Mjolnir 
  625
  Thor 
  490
  MEDIUM TANKS
  MEDIUM TANKS
  Item 
  RP
  Brigand 
  315
  Judea 
  300
  Scorcher 
  250
  Striker Tank Destroyer 
  525
  LIGHT TANKS
  LIGHT TANKS
  Item 
  RP
  Assassinator 
  290
  Equalizer 
  240
  Morningstar 
  225
  Nazareth 
  265
  Nazareth II 
  366
  Proverb 
  190
  Puriﬁ er 
  325
  Shredder 
  130
  Walrus 
  210
  APCS AND VARIANTS
  APCS AND VARIANTS
  Item 
  RP
  Eloi 
  165
  Ezekiel 
  165
  Flagellant ISV 
  215
  HARD Prophet 
  80
  Job 
  160
  Kutiel 
  75
  Nazareth III 
  300
  Peacemaker 
  110
  Prophet APC 
  170
  Roadrunner APC 
  160
  Samaritan 
  120
  LIGHT VEHICLES
  LIGHT VEHICLES
  Item 
  RP
  Armored limo 
  40
  Daniel with ﬂ echette MG 
  65
  Equalizer 
  90
  Gethsemane 
  55
  Sinai 
  100
  Sinai w/Church laser  MG 
  110
  Sinai w/Union laser  MG 
  130
  Sinai w/Maximus HGL 
  90
  AIRCRAFT
  AIRCRAFT
  Item 
  RP
  Angel 
  260
  Cherub 
  500
  Nightwing 
  300
  WATERCRAFT
  WATERCRAFT
  Item 
  RP
  Freighter 
  700
  Galilee 
  310
  Skipper Hydrofoil 
  175
  NEW RULE: CREATING MINEFIELDS
  NEW RULE: CREATING MINEFIELDS
  A group of 10 mines (called a “set”) can create 
  either a Large Burst Template mineﬁ eld of light 
  density or a Medium Burst Template of medium 
  density. Each additional set placed in the same 
  locale increases the density one step, to a maxi-
  mum of very heavy.
  Where mineﬁ elds overlap, the density of 
  shared areas automatically increases one level, 
  to a maximum of very heavy. For instance, three 
  Large Burst Templates could be arranged as 
  shown, creating three levels of mineﬁ eld. Level 1 
  is a light ﬁ eld, level 2 medium, and level 3 creates 
  a heavy density.
  For mixed mineﬁ elds incorporating two differ-
  ent mines, half a set of each is required to achieve 
  the base density. For a three-mine mineﬁ eld, use 
  three mines from each set (the leftover mine is 
  kept in stores for later use). When a mine in a 
  mixed mineﬁ eld is triggered, determine the type 
  randomly using a d6.
  In a dual ﬁ eld, a 1–3 indicates one type of mine 
  and a 4–6 the other. For three mines, rolls of 1–2, 
  3–4, and 5–6 differentiate the mines.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/Necropolis 2350 Mercenary Campaigns.pdf