TEXT: 30304
  impaler HaNDBOOK
  
  Necropolis 2350: Impaler Handbook
  
  by Paul “WIggy” Wade-WIllIams
  lINe edItor: HaNs botHe 
  graPHIc desIgN: robIN ellIott 
  tyPesettINg: Paul Wade-WIllIams 
  cover Image: daNIel rudNIckI
  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. Pinnacle makes no representation or 
  warranty as to the quality, viability, or suitability for purpose of this product.
  ©2018 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of 
  Triple Ace Games. All Rights Reserved.
  Necropolis 2350
  Impalers Handbook
  WWW.trIPleacegames.com
  
  Necropolis 2350: Impaler Handbook
  2
  Chapter One: OrdO hastae sanCtae........................................................... 3
     histOry...................................................................................................... 3
     reCruitment.............................................................................................. 6
     training..................................................................................................... 7
     Knightly JustiCe....................................................................................... 8
     FinanCial status....................................................................................... 9
     Chapters.................................................................................................. 10
  Chapter twO: FaCilities............................................................................ 13
  Chapter three: hardware........................................................................ 15
     air suppOrt............................................................................................. 17
     military gear......................................................................................... 17
     drugs...................................................................................................... 18
  Chapter FOur: persOnnel Files................................................................. 19
     wild Cards............................................................................................. 19
     Knight extras......................................................................................... 23
     Chaplain extras..................................................................................... 24
     sergeant extras..................................................................................... 25
     FamOus units.......................................................................................... 25
  Chapter Five: CharaCter Knights............................................................ 29
     OrdO speCial training............................................................................ 29
     BranChes & gear............................................................................................. 29
     edges....................................................................................................... 30
        COmBat edges...................................................................................... 30
        leadership edges................................................................................. 31
        OrdO edges.......................................................................................... 32
     hindranCes.............................................................................................. 32
  This supplement is designed to be used by player character Knight Impalers as much as War Masters. 
  As well as providing players with additional background information, it is intended to supply all essen-
  tial game mechanics an Impaler player may need during play, thus cutting down on the need to consult 
  the core rulebook. As such, some material from Necropolis 2350 and the Necropolis 2351-55 Update is 
  repeated for convenience and completeness.
  table of contents
  
  3
  chapter one:
  ordo Hastae sanctae
  The horseman lifteth up both the bright 
  sword and the glittering spear: and there is a 
  multitude of slain, and a great number of car-
  cases; and there is none end of their corpses; 
  they stumble upon their corpses:
  Nahum 3:3
  Formed last among the frontline Ordines, 
  the Impalers have left an indelible mark on the 
  psyche of Salus’ citizens. Where others tread 
  with fire and flechettes, or the grinding of 
  vehicle tracks, Impalers engage in face-to-face 
  combat with the dreaded Rephaim. Some call 
  them fools or reckless for relying on primitive 
  weapons, but all admire them for their stead-
  fast courage.
  For clarity, the use of “he” and “his” is pure-
  ly down to tradition. Save for one Ordo, the 
  Ordines are open to men and women equally.
  HIstory
  While some Knights consider the Impalers 
  to be young pups in the struggle to safeguard 
  Salus, Impalers are quick to remind their peers 
  that not only have they earned their worth a 
  hundred times over, but only they have charge 
  over a sacred relic.
  a Holy cHarge
  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 as the Holy Lance 
  and the Spear of Destiny) the ancient relic was 
  brought to Salus a matter of months before the 
  Earth was destroyed.
  Until the formation of the Ordo, the Spear 
  was kept in the Pope’s private museum, where 
  it was revered as a holy artifact possessing 
  great but unknown powers. Once a year, it was 
  brought out and placed on the high altar of the 
  great cathedral in Vatican City, where the faith-
  ful would come from far and wide to see it.
  Initial protection of the relic fell to the 
  Swiss Guard, the Pope’s bodyguards at the 
  time. According to the Ordo’s preferred origin 
  story, Colonel Ivan Dmitrovich received a vi-
  sion while praying before it. His mind opened 
  to the wisdom of God, Dmitrovich’s chroni-
  clers claim the archangel Michael handed him 
  the Spear (which was bathed in a brilliant 
  radiance) and ordered him to wield it against 
  mankind’s enemies. The story goes that it was 
  Dmitrovich who persuaded the Pope, a close 
  friend, to create a new Ordo and give them 
  possession of the sacred artifact.
  The tale has many critics both in the Or-
  dines and the Church. Most point to the fact 
  that the story only began to circulate a year 
  ago, by which time Dmitrovich’s illness had 
  become public knowledge. Further scorn was 
  poured on because the story is almost identi-
  cal to the story told by Incinerators about their 
  origin. Many suspect the Ordo’s senior officers 
  are trying to have their Grand Master sainted in 
  order to increase their prestige, and by default 
  recruitment numbers and financial status.
  
  
  True or not, the Pope did create a fourth 
  Ordo and he did charge them with the Holy 
  Lance’s protection.
  a sPecIalty cHoseN
  As with their Templar and Incinerator 
  counterparts, the Knights and Sergeants of the 
  Ordo chose a combat specialty. In this case, it 
  was melee combat. 
  For the most part, this stemmed from their 
  guardianship of the Spear of Destiny and their 
  belief it possessed power over evil. However, 
  there are many in the Ordo who believe Vlad 
  the Impaler was the first vampire and it is with 
  a certain irony they impale Rephaim on spears 
  in the manner of this infamous and blood-
  thirsty Romanian warlord.
  Among the other Ordines, the Impalers’ 
  preference was mocked as a gimmick, a mar-
  keting tool to help recruitment. After all, who 
  would voluntarily elect to engage in melee with 
  the Rephaim when they could be dispatched 
  from a safe distance?
  The media, always looking for an interest-
  ing angle, gave the new Ordo—which they 
  dubbed the Lancers—plenty of coverage dur-
  ing its initial recruitment phase.
  FIrst blood
  Keen to show the worth of his new Ordo 
  and silence its critics, Grand Master Dmitro-
  vich sent the fledgling Knights into battle 
  within weeks. As a gray May morning dawned 
  over Dead Zone Alpha, a wave of Angel drop-
  ships descended from the clouds to disgorge 
  the first Impalers. The foray was to be both a 
  disaster and a stunning victory.
  Intelligence reports indicated the se-
  lected target, the remnants of a small mining 
  colony overrun two years ago, contained few 
  Rephaim. Seeking a swift military and public 
  relations victory against minimal opposition, 
  Dmitrovich had multiple reporters embedded 
  with his troops.
  The Knights quickly found themselves 
  vastly outnumbered. Calls for support were de-
  nied due to an approaching storm, leaving the 
  defenders to survive until it cleared. For three 
  days they held out against wave after wave of 
  undead. When the ammunition ran out, the 
  Impalers resorted to swords and spears. 
  Of the 100 Knights sent into battle, 59 were 
  dead or wounded by the time reinforcements 
  arrived. Scores of Sergeants lay dead in the 
  field. Media footage portrayed the attack as a 
  great victory, with images of Knights hacking 
  and stabbing their foes in bloody hand-to-hand 
  combat running almost continually for the 
  next week.
  Seeing the Knights in action, the public 
  quickly began to call them the Impalers, a 
  nickname officially adopted soon afterward.
  tHe deFeNse oF daINome
  The Impalers’ first major battle was the 
  defense of the industrial town of Dainome in 
  Tomaculum (2327). Playing up to their new 
  name and growing reputation, this time the 
  Knights fell back to using melee weapons long 
  before the ammunition ran dry.
  Live feeds ensured record viewing figures 
  at the time as citizens sat in front of their televi-
  sions to watch the carnage unfold. Whether it 
  was bravery or stupidity to resort straight to 
  melee became a moot point—the Impalers saw 
  their financial and manpower assets rise by 2% 
  in a single quarter following their victory.
  oNWard aNd doWNWard
  Bolstered by previous successes, the Ordo 
  was soon able to expand its influence in the 
  Curia and among the civilian population, and 
  fund new Preceptories.
  By 2336, a poll conducted by Church 
  media saw the Ordo exceed any of its peers 
  in terms of available manpower, come a close 
  second to the Templars in return of popularity 
  among the masses, and score a modest fourth 
  for perceived wealth. Arguably the latter was 
  considered a boon, as many citizens saw osten-
  tatious building schemes and the acquisition 
  of vast tracts of land as a waste of resources 
  that should have been funneled directly into 
  the war effort.
  Pride swelled Impaler hearts, but it also 
  brought with it arrogance and overconfidence. 
  Necropolis 2350: Impaler Handbook
  
  ordo Hastae sanctae
  5
  What should have been victories became de-
  feats as the Ordo sent fewer Knights into ac-
  tion than were actually required, believing that 
  nothing could stand against it. As the defeats 
  mounted, so public opinion turned against 
  the Impalers. Recruitment dropped and its 
  finances plummeted. By 2347, the Impalers 
  were at their lowest ebb. Rumors in the Curia 
  suggested the Pope might well disband the 
  Ordo if things didn’t change.
  tHe Fall oF NeW budaPest
  The Fall of New Budapest, although a ma-
  jor blow to the Church and its militant arm, 
  restored the Ordo’s fortunes.
  Although they suffered heavy losses in the 
  process, the Impalers held strong at several 
  key points, thus allowing the other Ordines to 
  evacuate key personnel and the wounded. The 
  last Knights in the city were isolated Lances of 
  Impalers.
  With the various commands in chaos as 
  Banners and Lances lost all cohesion, and 
  many commanders dead, missing, or wound-
  ed, the stragglers had no hope of extraction. 
  The last messages commended their souls to 
  God, reaffirmed their support of the Pope, and 
  declared that every Knight and Sergeant would 
  do their duty to the last.
  rebuIldINg For tHe Future
  Grand Master Dmitrovich made a public 
  announcement three days after the last broad-
  cast was received from New Budapest.
  With tears in his eyes, he spoke of the val-
  iant defense and told how losses could have 
  been higher without the sacrifice of so many 
  Impalers. Furthermore, Dmitrovich admitted 
  that his Ordo was not without its flaws. As an 
  act of contrition, the Grand Master offered his 
  resignation to the Pope and removed all of his 
  senior officers from their posts. The Ordo, he 
  ended, would be reborn stronger and more 
  faithful than ever before.
  It was all intended to show his Ordo in the 
  best light and tug on heartstrings, of course, 
  and it worked exactly as planned. With the 
  Pope vocally supportive of the Grand Master 
  remaining in post as the “best person for the 
  task,” public opinion swung in favor of the 
  Ordo once more and countless citizens flocked 
  to recruitment stations.
  motto
  The Ordo’s official motto is cum fidem et 
  hasta (with faith and spear), an affirmation of 
  their chosen weapons.
  It has a secondary motto—audaces fortuna 
  iuvat (fortune favors the bold). When a Knight 
  receives his sword and spear, the motto is 
  etched into the weapon as a constant reminder 
  of the path the Knight has chosen to follow.
  graNd masters
  Only one Grand Master—Ivan Dmitrovich 
  (2325) has commanded the Ordo.
  Now in his late seventies, Dmitrovich be-
  gan his career as part of the bodyguard retinue 
  of the cardinal who would one day become 
  Pope John XXIV. Enlisting as a second lieuten-
  ant at the start of the Third Reformation War, 
  he retired from active service as a major and 
  returned to his duties with the cardinal.
  When the newly elected pope reestablished 
  the Swiss Guard, he transferred Dmitrovich 
  to Guard at the rank of lieutenant-colonel. 
  Dmitrovich was a full colonel before accepting 
  the post of Grand Master of the new Ordo. 
  He remains a close friend of the Pope, having 
  served him loyally for 20 years before taking 
  his holy vows.
  Since 2344 he has been suffering from a 
  progressive wasting disease. In the last few 
  years especially, he has taken a less active role 
  in Ordo’s running and turned to reading scrip-
  ture. Many suspect he will soon step down 
  from office and retire to a monastery to await 
  his not-too-distant death.
  seNIor oFFIcers
  Like the other Ordines, the Impalers have 
  three senior dignitaries serving the Grand Mas-
  
  Necropolis 2350: Impaler Handbook
  
  ter. The number in parentheses is the date the 
  individual achieved their current station. As is 
  commonplace elsewhere, senior officers may 
  nominate their own successor in life. If the 
  incumbent dies without appointing one, the 
  other senior officers select his replacement.
  dePuty master
  Simon LeNoir (2346) joined the Ordo at its 
  inception in 2325. By 2345 he had risen to the 
  rank of Field Master and been appointed suc-
  cessor for the post of Deputy Master.
  The last few years have seen LeNoir el-
  evated to higher positions. He became Deputy 
  Master following the Fall of New Budapest 
  and de facto head of the Ordo in 2348. The 
  incumbent has yet to officially appoint LeNoir 
  as his successor, but few doubt he will when 
  the time comes.
  LeNoir is popular with the common mem-
  bership, especially those who have served 
  under him. Even today, with 25 years under his 
  belt and numerous promotions and transfers, 
  he recalls almost every person he has previ-
  ously served with. Many Knights are lucky if 
  their current Field Master knows who they are, 
  yet a Deputy Marshal who fought alongside 
  them more than two decades ago.
  seNescHal
  Caitlin Moore (2346), a former Command-
  erie Quartermaster, received her promotion 
  from the Grand Master, although she was 
  nominated by LeNoir, her former Field Master. 
  In her short tenure, she has been responsible 
  for military innovations currently in progress, 
  such as the Sebastian Close Support Aircraft 
  and Heartbreaker II.
  marsHal
  A graduate of the Valhalla Military Academy, 
  Lars Peterssen (2346) was an Asgard Einherjar 
  (elite corporate soldiers) before he found faith 
  and transferred to Church estates.
  Accepted into the Ordo in 2335, he has a 
  remarkable service record. Despite his back-
  ground as an infantryman, he initially trained 
  as a Knight Vehicle (Ground) and saw service 
  as a Flagellant ISV commander. Several years 
  later, he retrained as Knight Vehicle Crew (Air), 
  flying numerous sorties as a fighter pilot. Eight 
  years ago he switched again, this time to Knight 
  Infantry. He was a Preceptor Master when he 
  was promoted to Marshal.
  Peterssen’s experience makes him an ideal 
  Marshal—he has an understanding how each 
  branch functions singularly and collectively.
  recruItmeNt
  Media coverage has swelled the Impalers’ 
  ranks several times, but for the most part they 
  struggle to recruit. The public is quite content 
  to cheer Knights wielding melee weapons 
  against terrible foes on television, but when 
  it comes to becoming that Knight most balk. 
  Only when patriotic fervor is fueled do they 
  flock to recruitment centers.
  comPetItIoNs
  It is not every day that a civilian gets chance 
  to pit themselves against a Knight in combat, 
  but Impalers provide that opportunity.
  From rural fairs to major religious events, 
  recruiting Sergeants and Knights set up a 
  makeshift arena. Big prizes are offered to 
  anyone who can last a minute against a Knight 
  in a staff fight. Much of the spectacle is pure 
  pantomime—few civilians of any hope of de-
  feating even a rookie Knight. However, it is a 
  great means of engaging the crowd and entic-
  ing others to come watch.
  Most times the contender gets their ass 
  whooped, to the delight of their friends and 
  the baying crowd, but sometimes the Knight 
  allows their opponent to strike home a blow. 
  Anyone who shows even modest potential is 
  quickly met with by the Sergeants.
  medIa
  When it comes to the media, the Impal-
  ers can’t rely on columns of tanks or showy 
  pyrotechnics to tempt audiences to enlist. Nor 
  can they espouse the virtues of selfless service 
  
  ordo Hastae sanctae
  
  in the name of the common people. As noted 
  above, people love watching the Impalers at 
  work, but few want to be one.
  Rather than being dedicated to showing he-
  roic, lone Knights being swarmed by Rephaim 
  as the soldier slashes with his sword and stabs 
  with his spear, stock footage depicts groups of 
  Knights working in unison.
  Meanwhile, the voice-over espouses the 
  deep brotherhood shared by Knights and how 
  each man is part of a family that watches his 
  back. A common tactic is to single out orphans 
  (Church orphanages are prime recruiting 
  grounds for all the Ordines) and children from 
  broken homes, with the Ordo offering to be-
  come the loving family they lack.
  Few citizens are aware that a popular televi-
  sion game show, Have-A-Go-Heroes, in which 
  citizens have to complete obstacle courses 
  and batter “gladiators” with padded staffs, is 
  funded by the Impalers. Those who perform 
  well not only earn prizes, they receive a visit 
  from recruiters.
  PublIc aPPearaNces
  Given a choice, most citizens would rather 
  sit on a heavy tank or watch a flamethrower at 
  work than talk about swords and spears. Know-
  ing the odds are stacked against them, Impal-
  ers rarely make public appearances outside of 
  visiting orphanages and staging competitions.
  traININg
  After completing basic training, all Squires 
  are sent to the Arena (see Chapter Two). Here 
  they undergo a grueling four-month course 
  on hand-to-hand combat. The first month is 
  dedicated to basic pugilism, the second month 
  to swordplay, and the remaining months to 
  handling a spear.
  The courses are brutal. Squires begin with 
  blunted weapons, suffering mainly bruises but 
  occasional broken bones. As they progress, 
  so actual weapons are employed. Fatalities 
  are rare, but many Knights can boast of scars 
  inflicted during training.
  A Squire’s proficiency determines what 
  branches are available to him. Honor students 
  are sent to become Knight Assault or Spear-
  man. Merit students are pressed to become 
  Knight Combat Engineers, Infantry, or Infantry 
  Support, though they are given a choice of 
  other branches (other than those listed above) 
  if they really want. Those who merely pass can 
  only become Knight Artillerists, Combat Med-
  ics, Scouts, or Vehicle Crew. The few who fail 
  are reduced down to Sergeant status. Only the 
  most inept are kicked out of the Ordo back to 
  civilian life.
  In game terms, a Knight requires Fighting 
  d8+ to be an honor student, Fighting d6 to 
  earn a merit, and Fighting d4 to score a pass. If 
  you’re using the optional Ordo Requirements 
  rule from the Preachers’ Handbook note that 
  only Knight Vehicle Crew may enter play with 
  Fighting d4.
  Physical courage is not only the choice to 
  accept agony, danger, pain, and uncertainty, 
  tHe stereotyPIcal  
  ImPaler
  The stereotypical Impaler is seen as a 
  mix of brutal thug, brave warrior, and de-
  ranged lunatic.
  No matter their opinion of the Ordo, fel-
  low Knights can be confident an Impaler 
  will not panic and desert them in battle. 
  This doesn’t mean they are suicidal, by 
  any means—there is a time to stand your 
  ground and hope for the best and a time 
  to retreat to live and fight another day.
  On the other hand, many Knights have a 
  natural reluctance to draw their swords 
  and start slashing when there are other 
  options. This is hardly cowardice—many 
  Rephaim are naturally stronger, faster, 
  and tougher than humans. In mixed 
  Lances, non-Impaler Senior Knights 
  need to keep their subordinates on a 
  tight leash.
  Recent attempts to change attitudes 
  within the Ordo means that many older 
  Knights are still arrogant and overconfi-
  dent in their abilities. These were once 
  prized traits, but now they are a sign of 
  the old guard, a relic of an early age.
  
  Necropolis 2350: Impaler Handbook
  
  but the willingness to do so knowing the 
  possible outcome. The sight of Rephaim can 
  Knights running from a hundred years, but Im-
  palers have to be able to stand toe-to-toe with 
  the God-cursed creatures.
  Whether they are Assault or Vehicle Crew, 
  Impalers are taught to ignore their fears 
  through aversion therapy, the inflicting of beat-
  ings, and accept their ultimate fate so they can 
  focus on the job at hand.
  graduatIoN ceremoNy
  Graduating Squires are always knighted at 
  the Ordo’s headquarters in Vatican City in a 
  two-part ceremony. They awarded their sword 
  in the first part and given the title Knight.
  They are then handed their first spear 
  (known as a primus pilus, which literally 
  means “first spear”). No ordinary weapon of 
  war, the spear tip is plated with silver and 
  engraved with the Knight’s name and date of 
  knighthood. (As one earns additional ranks or 
  titles, so new data is added.)
  The Knight is taken to stand before the 
  Spear of Destiny. After touching their spear tip 
  on the relic and swearing additional holy vows, 
  the Knight is proclaimed a “brother/sister-in-
  arms in the eyes of his peers, the Pope, and 
  God.” Only now is the Knight considered to 
  be an Impaler.
  The spears are not imbued with any special 
  powers from contact with the Holy Lance, but 
  they are considered blessed. Few Knights ever 
  take their spear into battle—to lose it results 
  in eternal shame, not to mention a loss of all 
  rank and, in many cases, a short tour with the 
  Penitents. A Knight is never granted a second 
  primus pilus under any circumstances.
  kNIgHtly JustIce
  The Impalers can be somewhat lax when it 
  comes to enforcing justice on Knights.
  Brawling, a flogging offense, is considered 
  acceptable so long as no one is seriously hurt, 
  it involves a member of another Ordo, or it is 
  witnessed by a member of a different Ordo. 
  In most instances, brawling is a means of set-
  tling personal minor grievances and letting off 
  steam. Gambling on brawls is considered a 
  serious offense (100+ lashes).
  A Knight expelled from the Ordo for any 
  reason has his primus pilus ritually broken 
  and the tip melted down.
  INterNal PeNaNce
  Reluctant to send wayward Knights guilty 
  of major sins straight to the meat-grinder that 
  is the Ordo Penitentia, and with hundreds of 
  lashes likely to put the perpetrator out of ac-
  tion for several days, if not weeks, Knights may 
  be sentenced to a punishment tour within the 
  Ordo. Stripped not only of his armor but also 
  his sword, the Knight must enter combat only 
  with a single spear. The Ordo refers to this as 
  “internal penance.”
  Given that he has now weakened the Lance 
  and endangered his comrades by his lack of 
  armor and armaments, he is also likely to re-
  ceive a few beatings from his comrades. This 
  is especially true for Knights reassigned to the 
  Lance to serve out their punishment.
  That said, older Impalers accept that they 
  bear some responsibility for their comrade’s 
  sins. Murder of a fellow Knight could have 
  been prevented (even if that means injuring or 
  killing the aggressor) in many instances. Early 
  signs of heresy should have been detected and 
  reported to superiors before the taint grew 
  deeper roots. Disobedience in the face of the 
  enemy should have been prevented with mo-
  rale raising cries or a hefty slap across the face. 
  Younger Knights, however, tend to hold to the 
  opinion that every Knight is responsible for his 
  own actions and that to punish others as well 
  serves no purpose.
  Whereas Penitents serve tours measured in 
  time, Impalers undergoing internal penance 
  are required to kill a set number of Rephaim 
  before their soul is consider cleansed. No 
  distinction is made between lower order 
  Rephaim, such as skeletons and zombies, and 
  greater order fiends, such as vampires and li-
  ches. Every kill must be verified by at least two 
  witnesses if common Knights or by a single 
  Senior Knight or higher.
  There are no penal Lances within the 
  
  ordo Hastae sanctae
  
  Ordo—the Knight continues to serve with his 
  regular comrades wherever possible. Knights 
  Artillerist, Scout, Vehicle Crew, and the like may 
  request a transfer to a frontline Infantry Lance 
  to serve their penance. To be retained in their 
  original Lance is an additional punishment, 
  given the requirements for ending penance.
  FINaNcIal status
  Money makes the war go round. Despite 
  having few armored vehicles to maintain and 
  replace, using the Templars for much of their 
  air support needs, and limited heavy weapons, 
  the Impalers still need vast sums to prosecute 
  the war against the Rephaim.
  Preceptories don’t maintain themselves, 
  soldiers need sustenance and personal equip-
  ment, and the Ordo’s heavy reliance on support 
  weapons means it burns through flechettes 
  in truly astronomical quantities. Spears and 
  heartbreakers are hardly the most expensive 
  armaments, but many Impalers require several 
  replacements after every engagement.
  INvestmeNts
  Instead of squandering money when times 
  were good, the senior officers had the pru-
  dence to invest the Ordo’s wealth.
  Some of that was in land, on which were 
  developed agriculture and industry. Having 
  no taxes to pay on their profits and no share-
  holders to appease with dividends, the profits 
  could be funneled back to the center coffers for 
  distribution as necessary. Being a late addition 
  to the Church Militant, the various estates are 
  smaller than their rivals (save perhaps those of 
  the Preachers) and thus bring in less income.
  Acting through middle-men extraneous to 
  the Ordo, much of the initial wealth was in-
  vested in shares in the various Corporations. 
  Preferring not to place all their nest-eggs in 
  one basket, resources were shared between 
  every major Corporation and scores of minor 
  ones. 
  One should note that this practice is not 
  proscribed by the Church, which also makes 
  investments with Corporations.
  mercHaNdIsINg
  In terms of merchandising, the Impalers 
  sit between the mighty branding machines of 
  the Incinerators and Templars and the weaker 
  brands of the Lazarites and Preachers.
  Attempts were made to sell replica spears 
  and heartbreakers to civilians, with a focus on 
  children, but there were few takers—a spear 
  is pretty much the same another, and children 
  were content to “play Knights” using sticks 
  they could pick up off the ground.
  Aside from shouting “bang!” there is 
  little way of a child replicating a heartbreaker, 
  though. A range of impact-detonated firecrack-
  ers marketed at children allows rudimen-
  tary stick spears to become rudimentary heart-
  breakers. The detonation is loud but harmless, 
  resulting in a minor burn at the very worst.
  Many Knights have adopted the firecrack-
  ers for use in the field. Scattered around a 
  perimeter, their distinctive crack provides an 
  early warning that someone or something is 
  approaching.
  PIlgrIms
  Possession of the Holy Lance gives the 
  oPtIoNal rule 
  cHaPlaINs & startINg 
  mIracles
  Chaplains with Arcane Background (Mira-
  cles) receive two miracles of their choice. 
  Given that the Ordines’ specialties make 
  certain miracles some more useful than 
  others, the War Master may rule that a 
  Chaplain receives a fixed miracle based 
  on his Ordo. The second miracle is left 
  to the plater to pick as normal.
  Impalers: Smite
  Incinerators: Burst
  Lazarite: Detect/conceal arcana
  Praetorians: Deflection
  Preachers: Healing
  Templars: Armor
  Teutonics: Stun
  
  Necropolis 2350: Impaler Handbook
  0
  Impales immense prestige. It also gives them 
  something they can exploit for financial pur-
  poses. Every Prayday, the public is permitted to 
  enter the Cathedral and pray before the Holy 
  Lance. There is no admission fee—such a crass 
  act would be met with cries of blasphemy. 
  Instead, worshippers are pressured to make a 
  donation to help maintain the Cathedral.
  Numbers are strictly controlled for security 
  purposes, with no more than ten worshippers 
  permitted into the Great Chapel at any one 
  time. Given the length of the queues, pilgrims 
  are allowed just two minutes to perform their 
  acts of worship before a bell rings and they are 
  escorted out.
  Wealthier citizens may schedule an ap-
  pointment to attend a private viewing (private 
  except for ever-present Lancers, of course), 
  but this requires both influence with the Cu-
  ria, the Ordo’s senior officers, or the Lord High 
  Chaplain’s office, and a sizeable donation.
  cHaPters
  No Ordo is obliged to have more than 
  the two default Chapters—the administrative 
  Chapter Clerical and fighting Chapter Militant.
  cHaPter clerIcal
  Even in a military organization, adminis-
  trators are a necessary evil—someone has to 
  manage the estates, arrange logistics, and fill 
  out the paperwork.
  The Chapter Clerical has a serious problem 
  recruiting Knights. Recruits who want to be-
  come an Impaler do so because they want to 
  fight the Rephaim, not sit behind a desk and 
  wield letter openers. As a result, most posts 
  are filled with Knights considered too old or 
  too physically or mentally infirm (the latter 
  usually post-traumatic stress) from frontline 
  duty. In most cases, the appointees are vocifer-
  ous in making their feelings about the transfer 
  known.
  These unfortunates are pitied by their 
  brethren, for most would rather die in battle, 
  spear in hand, than die of boredom in an office. 
  Those few healthy Knights who actually volun-
  teer for administrative duties are frequently 
  mocked as moral cowards, lacking spiritual 
  fortitude, or both, regardless of their actual 
  duties or equivalent rank. Of course, to mock 
  them to their faces is the mark of a fool—it is 
  never wise to get on the wrong side of one’s 
  Preceptor Hospitaller, Intelligence Officer, or 
  Quartermaster.
  Outside of senior positions, which are al-
  ways occupied by Knights, most administrative 
  posts are held by Sergeants, with the lowest 
  grades filled by civilians.
  oPtIoNal rule 
  cHaPlaINs & saINts
  All Chaplains answer to a higher author-
  ity but, at the War Master’s discretion, 
  those with Arcane Background (Miracles) 
  can also call upon a saint for aid. 
  A Chaplain may only ever honor one 
  saint, who must be chosen during char-
  acter generation. Should the Chaplain 
  decide to abandon his patron saint dur-
  ing play, he cannot select another.
  Having a patron saint does not require 
  the Chaplain to use up an Edge. Instead, 
  he gains additional branch require-
  ments.
  The two saints most favored by the Im-
  palers are listed below.
      st. loNgINus
  Patron Saint of Spearmen
  Additional 
  Requirements: 
  Fighting 
  d6+, smite
  Benefit: When casting smite on a spear 
  or heartbreaker, the damage modifier is 
  +4, or +6 with a raise.
      st. mIcHael tHe arcHaNgel
  Patron Saint of the Ordo Hastae Sanc-
  tae
  Additional Requirements: Agility d6+
  Benefit: +2 bonus to cast bolt and smite. 
  Bolt always takes the form of spears with 
  a light trapping.
  
  ordo Hastae sanctae
  
  cHaPter mIlItaNt
  In terms of Knights, the Chapter Militant 
  outnumbers the Chapter Clerical by over six-
  to-one, a ratio that impresses even the most 
  conservative members of the combat-centric 
  Incinerators.
  The Chapter Militant has adopted a three-
  tier system similar to that of Roman Republic. 
  The highest division, the principes (sing. prin-
  ceps), contains only Knights Assault and HARD. 
  Knights Infantry, Infantry Support, Spearmen, 
  and Vehicle Crew form the hastati (sing. 
  hastatus). Finally, there are the triarii (sing. 
  triarius), which consists of Knights Artillerist, 
  Combat Engineer, Combat Medic, and Scout.
  The divisions are not an indication of worth 
  or superiority. The principes are the Ordo’s 
  shock troops and are usually sent in first. The 
  hastati form the bulk of the Ordo’s fighting 
  force. The triarii are technical specialists or 
  serve in unique capacities.
  For all its available manpower, the Chapter 
  Militant is sorely lacking in heavy firepower. 
  Its vehicle fleet consists only of personnel 
  transports and lightly armored infantry sup-
  port tanks, while its aerial Lances are primarily 
  fighters and the ubiquitous Angel Dropship. 
  Likewise, while it employs man-portable artil-
  lery such as mortars and SBACs in an infantry 
  support role, it has very few heavy guns or self-
  propelled artillery pieces.
  Unable to launch attacks against heavily 
  armored targets without aid from the Incinera-
  tors or Templars, the Chapter Militant prides 
  itself in urban warfare, where its Knights and 
  Sergeants do not suffer from a lack of heavy 
  tanks, and in holding defensive objectives.
  kNIgHts sPearmaN
  While every Knight is expected to possess 
  some skill with melee weapons, Knights Spear-
  man disdain ranged weapons entirely. That 
  said, they are expected to have a basic grasp of 
  firearms in case they are called upon to man a 
  machine gun or take over a vehicular weapon 
  in an emergency.
  Among their brothers and sisters, Knights 
  Spearman are accorded more respect than 
  any other branch. This is not because of their 
  martial prowess, although only honor students 
  from the Arena can elect to join their ranks 
  and they are definitely among the cream of 
  the crop, but because voluntarily fighting the 
  Rephaim solely with melee weapons is regard-
  ed as a sign of strong faith and true devotion to 
  the Impaler creed.
  cHaPlaINs
  Impalers place no requirements on their 
  Chaplains to be proficient with weapons, but 
  at the same time, they expect every man or 
  woman to do their part in the fighting. To be 
  fair, most Impaler Chaplains insist on under-
  going the same martial training as Sergeants 
  before entering the field.
  Impalers distinguish between Faithful 
  Chaplains based on their miracles. Chaplains 
  Militum wield offensive miracles (such as bolt 
  and burst). This includes powers that enhance 
  weapons (smite) as well as ones intended to 
  enhance Knights’ combat efficiency (boost/
  lower trait). Chaplains Auxilia wield defensive 
  spells (armor and deflection) as well as restor-
  ative ones (healing).
  Regardless of what miracles they possess 
  and their martial proficiency, Chaplains are 
  accorded the same respect.
  sergeaNts
  As an infantry Ordo, the Impalers make 
  great use of Sergeants to bolster their combat 
  strength. Although they lack the special train-
  ing of Knights, Sergeants are expected to en-
  gage in melee when called upon.
  Most Ordines have strict rules concerning 
  Sergeants and weapons. The Impalers permit 
  theirs to carry at least one heartbreaker. Ser-
  geants assigned to Infantry and Spear Lances 
  carry multiple spears and heartbreakers, both 
  to wield in battle and to rearm Knights who 
  have used theirs up.
  Within the Ordo, Sergeants are known as 
  velites (sing. veles), after the Roman Republic’s 
  light skirmishers.
  
  Necropolis 2350: Impaler Handbook
  2
  tabards & emblems
  Regardless of their Chapter or branch, 
  Knights and Sergeants wear white tabards with 
  a square cross in the center as a symbol of their 
  spiritual purity.
  When in armor, the cross is placed on the 
  shoulder plates. Camouflaged armor is donned 
  for battlefield duties.
  Chapter Clerical: A black cross.
  Chapter Militant: A black cross. Unlike 
  those of the Chapter Clerical, the top of the 
  cross is pointed, resembling the spear they 
  wield in combat (see the front cover).
  Sergeants: A red cross with a pointed top.
  tyPIcal mIssIoNs
  Every Ordo is expected to be able to carry 
  out a wide variety of mission types, but there 
  are some specific Ordines favor over others. 
  PoINt deFeNse
  Point defense missions come in two varieties. 
  In the first, a safe zone must be established in ad-
  vance of further operations. A standard example 
  of this is securing a landing zone. The second 
  mission involves protecting an already estab-
  lished but temporary location, such as a field 
  hospital. In either case, establishing a perimeter 
  is essential, and the modular Palisade system (see 
  p. 18) allows Knights to do this with ease.
  Two lines of defense are formed. The outer 
  line is intended to keep the enemy at a distance 
  from the safe zone. Infantry support vehicles 
  and machine guns stationed along the perimeter 
  allow the defenders to create withering fields of 
  fire against massed infantry, while mortars pro-
  vide additional support from within the inner 
  defenses. The second line of defenses is estab-
  lished close to the objective being defended. In 
  the event the first line is overrun, the defenders 
  can regroup and continue their defense. To lose 
  the inner perimeter spells doom, for nothing 
  now stands between the enemy and his objec-
  tive. It is usually at this time that firearms are 
  discarded in favor of melee.
  Holy relIcs
  From fragments of bone to complete 
  skulls and scraps of cloth to entire items 
  of clothing, almost every church and ca-
  thedral claim to possess a relic brought 
  from Earth.
  As far back as the Council of Trent (1563), 
  the Church declared that veneration of 
  relics bestowed benefits from God to 
  men. Thus, relics attract pilgrims seeking 
  the saint’s blessing or protection. In tem-
  poral terms, pilgrims bring donations be-
  yond their regular tithes.
  Few citizens doubt that relics are holy 
  objects that once belonged to saints and 
  martyrs. Even skeptics acknowledge that 
  belief is far more important than prove-
  nience.
  The selling or purchase of holy relics, or 
  fraudulently selling items as holy relics, is 
  considered a major sin by the Third Ref-
  ormation Church and is punishable by 
  3-12 years hard labor, plus confiscation 
  of any relics in the perpetrator’s posses-
  sion. Selling holy relics to a heretic (or 
  even just giving them away) carries a sen-
  tence of death by burning. When Inquisi-
  tors are involved, a trial is considered 
  optional and pleas of, “I didn’t know he 
  was a heretic” carry no weight.
  Citizens who discover a relic, or an item 
  which could be classified a relic, are re-
  warded by the Church, but only with ab-
  solution of past temporal sins (it doesn’t 
  grant the citizen a guaranteed place in 
  Heaven). Relics fall under the jurisdic-
  tion of the Office of Relics, a sub-office 
  of the Office of Antiquities (see The Long 
  Sleep in the Necropolis 2350 Adventure 
  Compendium) for details).
  Shrines are allowed to sell replicas of rel-
  ics to raise income, but must clearly state 
  their mundane nature.
  Relics have no game mechanics—they 
  are not tools to be wielded by player 
  characters. They can be a source of ad-
  venture, though. Knights may be ordered 
  to recover a relic lost when the Rephaim 
  overran a town, retrieve one stolen from 
  a shrine, or provide protection for one. 
  The adventure The Last Word (see Ne-
  cropolis 2350 Adventure Compendium) 
  involves the head of Saint Malachy.
  
  Necropolis 2350: Impaler Handbook
  3
  So we laboured in the work: and half of 
  them held the spears from the rising of the 
  morning till the stars appeared.
  Nehemiah 4:21
  catHedral oF st. loNgINus
  At the heart of the Holy Lance Precep-
  tory, the Ordo’s headquarters in Vatican City, 
  stands the Cathedral of St. Longinus, a truly 
  monumental edifice intended to showcase the 
  Impalers’ piety. Its many lofty spires are tipped 
  with huge spears from which hang white ban-
  ners marked with the Chapters’ crosses.
  It is the seat of the Lord High Chaplain of 
  the Ordo Hastae Sanctae, the highest-ranking 
  cleric in the Ordo and spiritual advisor to the 
  four senior officers.
  tHe great cHaPel
  One of the many side chapels (the Great 
  Chapel) holds the Church’s most sacred 
  relic—the Spear of Destiny.
  For all its importance, the Spear is not 
  housed behind armored glass or kept stocked 
  away inside an ornately carved case. It sits on 
  plain view, resting on a plain altar cloth em-
  broidered with the Ordo’s spear-tipped cross.
  This is not to say it is unguarded—an entire 
  Banner of Knights, the Lancers, is charged with 
  maintaining a constant vigil over the precious 
  relic. A line of gold engraved into the granite 
  flagstones delineates the closest point a sup-
  plicant may stand to the Spear. Any attempts 
  to cross the line are met with swift and brutal 
  action.
  Any Knight or Chaplain may enter the Great 
  Chapel at any time, but must do so without ar-
  mor or weapons. Only the Pope, Grand Master 
  of the Ordo Hastae Sanctae, and the Lord High 
  Chaplain are permitted to touch the Spear, and 
  even they are kept under close watch by the 
  Lancers.
  Hall oF tHe FalleN
  Separate to the cathedral but still within 
  its precincts, the building is dedicated to the 
  memory of fallen Knights. 
  When an Impaler dies of natural causes, 
  his primus pilus is placed here as a mark of 
  respect for his years of service. The first spears 
  of those who fall in battle are coated in gold 
  before being deposited here. No distinction 
  is made between ranks or branches—all were 
  servants of the Ordo in life and all are equal in 
  the eyes of God in death.
  close Quarters combat traININg 
  scHool
  Better known as the Arena, this training 
  Preceptory is located 80 miles southwest of 
  Vatican City. Whether he wants to be a Knight 
  or a Sergeant, a frontline soldier or an admin-
  istrator, a ground soldier or vehicle crew, every 
  3
  chapter two: 
  Facilities
  
  Necropolis 2350: Impaler Handbook
  
  Necropolis 2350: Impaler Handbook
  member of the Ordo spends at least a month 
  here undergoing basic hand-to-hand training.
  Unless stationed here as an instructor or 
  garrison duty, most Impalers never return after 
  graduating—what skills they have learned here 
  are honed on the battlefield. A select few are 
  picked for more advanced training in the use 
  of spears and heartbreakers.
  Knights from other Ordines may apply to 
  take courses here. Every Knight will be re-
  quired to use his sword at some point during 
  his career and most would like to be comfort-
  able wielding it in anger.
  tHe HardWare store
  An open secret, the existence of the Hard-
  ware Store is common knowledge, but its loca-
  tion is known to only a small few individuals. 
  Given that the Corporations are just in the dark 
  as to its location, it is probably a subterranean 
  facility with concealed surface landing pads.
  More properly entitled Research Facility 
  Alpha, it is the site of the Ordo’s research and 
  development center. Here, scientists and tech-
  nicians develop and test new weapons. It was 
  here that the bolt rifle and heartbreaker were 
  developed.
  In order that any new weapons are effec-
  tive against the Rephaim, the facility holds a 
  number of skeleton and zombie test subjects. 
  Were the Lazarites to discover this they would 
  not hesitate to ask the Pope to close the facility 
  down immediately and transfer all research to 
  one of their facilities.
  Even with test subjects to hand, at some 
  point new weapons must be tested in the field. 
  Few Knights look forward to being awarded 
  this “honor”—weapons still in the prototype 
  phase are prone to numerous faults. (The first 
  heartbreakers, for instance, had a nasty habit 
  of detonating if dropped.)
  tHe sWeat box
  The northern tip of the Augustine Territo-
  ries sits 17° south of the equator. Temperatures 
  average 37 °C (100 °F) in summer, with heights 
  touching 50 °C (122 °F) for months on end. 
  Add in the humidity, not to mention the biting, 
  disease-laden insects, and it’s a tropical hell. 
  A season-long tour here might be bearable 
  on Earth, but seasons on Salus last for 384 
  days. It has long been said that a man ages four 
  years for every calendar year spent living in the 
  northern Territories.
  Saint Lucia of Syracuse Preceptory (aka 
  The Sweat Box) sits a mere six miles from the 
  accepted border between the Territories and 
  Dead Zone Gamma. The Preceptory buildings 
  have air-conditioning, but that’s little comfort 
  to the Knights and Sergeants forced to undergo 
  regular foot patrols through the vehicle-imped-
  ing jungle for weeks at a time.
  It’s about a bad posting as one can get with 
  the Impalers (only the Incinerators seem com-
  fortable here). Someone has to be stationed 
  here, of course, but many Knights consider it a 
  form of punishment for basic transgressions.
  
  tHe Holy laNce  
  oN tour
  The Spear leaves the Great Chapel only 
  twice a year. On the anniversary of the 
  Pope’s ascension, the relic is taken from 
  the Cathedral and carried through the 
  streets to the Papal Palace, where the 
  pontiff blesses it. Thousands throng the 
  streets in the hope of catching a glimpse 
  of the Spear.
  Once a year, an Impaler Preceptory is 
  chosen to house the Spear for one week. 
  This allows not only the Knights an op-
  portunity to pray before it, but also ci-
  vilians unable to travel to Vatican City. 
  When the Spear moves, the entire Lancer 
  Banner goes with it.
  Rumors abound that the Spear on dis-
  play or sent to other Preceptories is ac-
  tually a replica, and that the original is 
  housed in a secret vault protected by 
  advanced electronics, as well as Lancers, 
  somewhere deep beneath the cathedral. 
  Those who profess such beliefs in front 
  of an Impaler may be cautioned for their 
  blasphemy.
  
  Necropolis 2350: Impaler Handbook
  5
  Beat your plowshares into swords, and 
  your pruninghooks into spears: let the weak 
  say, I am strong.
  Joel 3:10
  Created as an infantry Ordo, the Impalers 
  have never bothered investing in a wide range 
  of armored vehicles. When troops head into 
  battle, they are typically carried by Angel drop-
  ships and Prophet APCs, thus enabling them 
  to reach the battlefield quickly and without 
  expending energy on lengthy marches. Pro-
  tecting the troops once they disembark falls to 
  light vehicles capable of serving in an infantry 
  support and suppression role. When heavy 
  armored support is required, they call upon 
  the Templars.
  aNgel droPsHIP
  The Angel is the airborne equivalent of the 
  Prophet. Capable of carrying three Knight Lanc-
  es (or one Lance plus supporting Sergeants) 
  straight into the heart of battle, providing fire 
  support, and then airlifting the troops to safety, 
  the Angel is deserving of its name. Its armor is 
  capable of deflecting autocannon rounds, but is 
  no match for railguns or Dove–2 rockets.
  Acc/Top Speed: 30/300; Toughness: 40 (24); 
  Handling: +1; Crew: 2+18
  Notes: AMCM x 6, Fixed Gun, Heavy Armor, 
  Improved Stabilizer, Night Vision
  Weapons:
  * Flechette chain gun, nose (2,000 rounds)
  * 2 x Passover 9cm missiles (no reloads)
  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 
  flechette chain guns mounted on an extend-
  able 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 fired at the same general area. 
  Place four adjacent Medium Burst Templates 
  (forming a square) on the battlefield 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 flechette chain guns (2,000 
  rounds each)
  NaZaretH III Heavy aPc
  Although based on the existing Nazareth 
  chassis, the Nazareth III (to be renamed the 
  “Dominion Heavy APC” when it goes into full 
  production) trades weaponry and armor for a 
  small, very cramped passenger bay. Whereas the 
  Prophet APC is designed to deliver troops into 
  relatively quiet areas, the Nazareth III is intended 
  to drop Knights straight into the heart of a raging 
  battle and then remain with them to provide fire 
  support and a quick means of escape.
  Unfortunately, the rear ramp has a ten-
  5
  chapter three:
  Hardware
  
  Necropolis 2350: Impaler Handbook
  dency to jam, which has resulted in troops 
  being unable to enter or exit the vehicle. The 
  designers claim the bug will be fixed before it 
  enters active service.
  The Nazareth IIIC Command APC has an 
  onboard mobile command center.
  Issued: 2354; Acc/Top Speed: 6/30; Tough-
  ness: 42/37/32 (30/25/20); Handling: +0; 
  Crew: 3+6
  Notes: Heavy Armor, Improved Stabilizer, 
  Night Vision, Sloped Armor (–2), Tracked
  Weapons:
  * 40mm autocannon (35 rounds)
  * Twin Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  ProPHet aPc
  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).
  Out of all the Ordines, the Impalers main-
  tain the greatest number of standard Prophets, 
  their fleet exceeding even the vehicle-depen-
  dent Templars. In comparison, they operate 
  the fewest number of Ezekiel repair trucks.
  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 re-
  loads)
  xeNoPHoN mcsav
  The Crusader SBACs and Jericho cannon 
  have proven reliable close support weapons, 
  but they are hampered by their inability to 
  move and fire simultaneously.
  In order to provide continuing support for 
  advancing troops and allow soldiers to shift 
  heavy support weapons quickly during defen-
  sive operations, Church designers mounted 
  these weapons on a small tracked vehicle. The 
  result was the Xenophon Mobile Close Sup-
  port Artillery Vehicle. 
  Just about fast enough to keep pace with 
  troops moving at a run over flat ground, the 
  Xenophon carries two crew—a driver/gunner 
  and the loader/target spotter. It lacks any frills, 
  including heavy armor for the operators.
  In the event the vehicle breaks down or 
  is damaged, the gun can be dismantled from 
  the chassis in a matter of seconds (two rounds 
  with two persons or four rounds with a single 
  person) and set up as a static weapon with a 
  collapsible tripod mounted on the chassis.
  Given their lack of armored vehicles, the 
  Impalers make frequent use of Xenophons. 
  Not only are the guns capable of taking out 
  lightly armored vehicles and emplacements, 
  they are ideal for blasting chunks from large 
  varieties of Rephaim.
  Plans are afoot to mount a Megiddo on the 
  
  ImPaler aIr 
  suPPort tables
  These tables replace the ones in the Ne-
  cropolis 2350 setting book. They should 
  be used only when the player character 
  Senior Knight is an Impaler or when the 
  heroes are assigned to support an Impal-
  er-led assault.
      aIr suPPort (2350-2352)
  d10 
  Type 
  Delay Bingo
  1 
  Archangel 
  d6 
  d10
  2-4 
  Angel 
  d6 
  d8
  5 
  Deliverance 
  d6 
  d6
  6 
  Scourge 
  d4 
  d6
  7-10 
  Crown 
  d8 
  d8
      aIr suPPort (2353+)
  d10 
  Type 
  Delay Bingo
  1 
  Archangel 
  d6 
  d10
  2-3 
  Angel 
  d6 
  d8
  4 
  Deliverance 
  d6 
  d6
  5 
  Scourge 
  d4 
  d6
  6-7 
  Crown 
  d8 
  d8
  8-10 
  Sebastian 
  d4 
  d10
  
  Hardware
  
  same chassis to provide mobile indirect fire 
  support.
  Issued: 2352; Acc/Top Speed: 5/10; Tough-
  ness: 10 (2); Handling: +0; Crew: 2
  Notes: Fixed Weapon (Front), Improved Sta-
  bilizer, Tracked
  Weapons:
  * Crusader 25mm SBAC (40 rounds) or
  * Crusader 50mm SBAC (30 rounds) or
  * Jericho cannon (20 rounds)
  aIr suPPort
  While there is a time and place for satura-
  tion bombing of enemy positions and blasting 
  massed ranks of advancing Rephaim apart with 
  salvoes of rockets, Impalers much prefer preci-
  sion strikes when calling in tactical air support. 
  Much of their fleet consists of the ubiquitous 
  Angel dropship and Crown fights fitted with 
  missiles.
  sebastIaN close suPPort aIrcraFt (2353)
  Named after the patron saint of archers, 
  the Sebastian entered development shortly 
  after the fall of New Budapest. During the 
  bloody battle, the Ordo suffered heavy casual-
  ties when a flight of Scourges unleashed their 
  napalm on the wrong target. In order to pro-
  vide his troops with the accurate support their 
  tactics demanded, the Grand Master ordered 
  the construction of a new aircraft.
  The resultant fighter, the Sebastian, is un-
  usual in that it is fitted only with guns. More 
  unusually, the guns are movable in flight and 
  can be configured in two attack modes.
  The first is a wide dispersal pattern. This al-
  lows the Sebastian to pepper a wider area with 
  shells. If this configuration is selected, place 
  two Strafe Templates side by side. Aside from 
  the extra template, the guns function as per 
  Necropolis 2350.
  The second configuration allows for con-
  centrated fire along a narrow path. Only a 
  single Strafe Template is used, but anything 
  caught in the template suffers a –2 penalty to 
  their Spirit roll to avoid being hit due to the 
  high volume of shells.
  The commander on the ground selects 
  the gun configuration each round the aircraft 
  makes a firing run.
  mIlItary gear
  bolt rIFle
  An experimental weapon designed for 
  fighting vampires before anyone realized vam-
  pires do not need to be “staked”, the bolt rifle 
  fires 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. Tele-
  scopic sights do not help with accuracy.
  Despite its drawbacks, the bolt rifle remains 
  popular with Impalers. The Ordo has requested 
  a heavier version fitted with an armored shield 
  for static defense purposes, though it will be at 
  least 2356 before the model enters full service.
  Range: 8/16/32, Damage: 2d10, Weight: 14 
  lbs, Shots: 10, ROF: 1, Minimum Strength d8, 
  AP 4
  cestus
  Hand-to-hand combat is commonplace on 
  the battlefields of Necropolis, and sometimes a 
  Knight doesn’t have a melee weapon to hand. 
  To help deliver a better punch, from 2351 all 
  combat gloves for Knights are modified to 
  include rows of metal studs and a more solid 
  knuckle plate.
  Issued: 2351; Damage: Str+d4, Weight: 
  — lbs, Cannot be Disarmed
  Heartbreaker
  Favored by the Impalers, the heartbreaker 
  is a spear with an explosive charge fitted at 
  the base of the point. If the spear successfully 
  strikes a target the wielder may activate the 
  explosive as a free action. The small explosive 
  charge drives the spear point through the tar-
  
  Necropolis 2350: Impaler Handbook
  
  get, inflicting 2d6 damage and ignoring Armor. 
  Detonation ruins the weapon. The Church has 
  outlawed their use against living targets.
  Damage: Str+d6/2d6, Weight: 1 lb, Reach 1
  Heartbreaker II
  The heartbreaker has served the Impalers 
  well since its inception, but the Ordo has al-
  ways sought to improve its effectiveness. 
  The new heartbreaker, known in the Ordo 
  as the “heartburner,” replaces the standard 
  spear tip with a molecularly sharpened one 
  and the explosive head with a small incendiary 
  device. As with the original weapon, detonat-
  ing the warhead ruins the weapon.
  Issued: 
  2353; 
  Damage: 
  Str+d6/2d10, 
  Weight: 1.5 lbs, AP 2, Reach 1
  PalIsade Portable FortIFIcatIoN system
  Designed to allow the rapid construction of 
  redoubts and fortified lines, the Palisade is made 
  up of large, heavily armored plates designed to 
  lock together. Each part is 1” (2 yards) in width. 
  Four persons can carry a single Palisade at their 
  full Pace, though they cannot run. Two or three 
  persons can move a Palisade at half their normal 
  Pace and again cannot run.
  Standing behind a Palisade and firing grants 
  Medium Cover (–2). A lockable slit allows for 
  firing from a kneeling position. The defender 
  gains the advantage of Near Total Cover (–6) 
  when firing in this stance.
  Weight: 200 lbs, +20 Heavy Armor
  sPear, advaNced
  This weapon benefits from a molecularly 
  sharp edge identical to those on the Ordines’ 
  knives and swords.
  Issued: 2351; Damage: Str+d6, Weight: 5 lbs, 
  AP 2, Parry +1, Reach 1, requires two hands
  toWer sHIeld
  With their bias toward melee combat, 
  Impalers are more likely to carry shields into 
  battle than any other Knights. Units that favor 
  hand-to-hand combat have ditched their stan-
  dard shields in favor of a larger and heavier 
  shield that offers greater protection.
  Weight: 20 lbs, +2 Parry, +2 Armor vs. 
  ranged shots that hit (see Savage Worlds De-
  luxe)
  drugs
  The rules for using drugs and the dangers 
  therein, along with a variety of other narcotics, 
  are presented in the Preacher Handbook.
  red mIst
  Knights often have to resort to their swords 
  to win the day, either because the Rephaim they 
  face is resistant to their weapons, ammunition 
  supplies are exhausted, or because an ambush 
  prohibits using firearms. Melee combat is a 
  bloody affair, and to help tip the balance, the 
  Church designed Red Mist.
  Not without its side-effects, it has nonethe-
  less proven its worth time and time again. Of 
  all the Sacri Ordines, the Impalers, famed for 
  the use of melee weapons, are most likely to 
  issue it on a regular basis.
  Effects: The user automatically goes ber-
  serk, as per the Edge of that name. He remains 
  in this state for 10 minutes, during which time 
  he cannot try to calm down. The drug can 
  cause psychotic episodes. Psychotic characters 
  attack the nearest creature, whether friend or 
  foe (roll randomly to determine the target if 
  multiple foes are equally close).
  Deal a card to every user, one at a time. 
  Shuffle the deck after each user is dealt his 
  card. A black deuce indicates the character is 
  uncontrollably berserk.
  Taking multiple doses without allowing pre-
  vious doses to vacate the body greatly increases 
  the risk of the red mist truly descending. The 
  hero draws a number of cards equal to the num-
  ber doses he has taken. For instance, a Knight 
  taking a second dose receives two cards, a third 
  dose means he must draw three cards, and so 
  on. Only by not using the drug for a whole 24 
  hours after the last injection wears off does the 
  user go back to drawing a single card.
  
  Necropolis 2350: Impaler Handbook
  
  And there was war in heaven: Michael and 
  his angels fought against the dragon; and the 
  dragon fought and his angels,
  Revelation 12:7
  WIld cards
  The entries below are not generic Wild 
  Cards. Each is a unique individual the War Mas-
  ter can add to his campaign as a senior officer, 
  ally, or friend to the player character Knights. 
  Unlike generic Wild Cards, once killed, they 
  are out of the game.
  abIsoye olaJumoke, kNIgHt INFaNtry 
  suPPort
  Born in Nigeria, Olajumoke arrived on Sa-
  lus on the last colonist ship to reach Salus from 
  Earth (2318) as a child. Having spent every-
  thing they had securing a berth to Salus, they 
  survived the first years only with help from the 
  local church and civilian aid charities.
  Olajumoke’s parents were delighted when 
  he was awarded a scholarship to university for 
  academic excellence. Although staunch sup-
  porters of the Third Reformation Church, 
  they were appalled when, a few months later, 
  Olajumoke announced he was quitting school 
  and enlisting in the Ordines.
  His parents hoped he might become a doc-
  tor or join the Church in some capacity, any 
  role that would allow him to repay the kind-
  ness shown to his family when they arrived on 
  Salus. When they could not persuade him oth-
  erwise, they disowned their only child. They 
  never had the opportunity to see him graduate 
  as a Knight—they died in an automobile acci-
  dent the week before.
  Olajumoke has used only one flechette MG 
  since joining the Impalers. He has christened it 
  Ebunoluwa (“God’s gift”) because it has never 
  failed him and, while using it, has never been 
  injured in the line of duty. 
  His peers don’t have any problem with 
  that—it’s not unusual for Knights to name 
  their weapons in memory of loved ones, lost 
  comrades, for good luck, or as a form of boast. 
  Very few of them talk to their weapon, though, 
  and even fewer hold conversations with them.
  Olajumoke has undergone several psy-
  chological examinations and his Knight Com-
  mander even demanded Chaplains check the 
  gun in case it was possessed. Olajumoke has 
  passed every test with flying colors and his 
  weapon has been deemed. So far as the psy-
  chiatrists are concerned, the Knight is simply 
  an oddball, but a sane one.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6+2, Notice d6, Re-
  pair d4, Shooting d8, Stealth d8, Survival d4
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Habit (Minor; talks to his ma-
  chine gun), Loyal, Vow (Major: sacred vows)
  Edges: Clipping the Grass, Dig In, Hose ‘Em 
  
  chapter Four: 
  Personnel Files
  
  Down, Improved Trademark Weapon (flech-
  ette MG), Rock and Roll!
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette MG (Range: 
  30/60/120, Damage: 2d8+1, ROF 4, AP 2 3RB), 
  3 magazines, 3 grenades, 3 heartbreakers 
  (Str+d6/2d6, Reach 1), medpac, ID tag
  atHeNa WoodruFF, seNIor kNIgHt
  Standing a fraction under five feet, Wood-
  ruff takes jokes about her height in her stride. 
  Initially turned down due to her short stature, 
  Woodruff challenged the recruiting Knight vis-
  iting her village to a duel with spears. Should 
  she win, the Impalers would accept her for 
  training and judge her on her merits. Lose, and 
  she would never bother the Ordo again.
  Exactly 25 seconds later, the Knight was ly-
  ing on his back, Woodruff’s spear tip an inch 
  from his throat. With a hearty roar of laughter, 
  the Knight regained his footing and signed 
  Woodruff up to become a Squire without delay. 
  Now retired, he proudly boasts that it was the 
  best decision he ever made.
  A determined warrior and the top spear fight-
  er in her Preceptory, Woodruff earned promotion 
  within a year of joining the Ordo. Her reckless 
  behavior and arrogance mean she is unlikely to 
  climb much higher through the ranks.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d12, Guts d8+2, Intimidation 
  d8, Knowledge (Battle) d6, Notice d6, Persua-
  sion d6, Shooting d6, Stealth d6, Survival d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Arrogant, Loyal, Small, Vow (Ma-
  jor: sacred vows)
  Edges: Command, Counterattack, Fervor, 
  Mighty Blow, Quick, Rank: Senior Knight, 
  Spear Lord, Spear Mastery
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), tower shield (+2 
  Parry), molecular sword (Str+d8+2, AP 4), 
  flechette SMG (Range: 12/24/48, Damage: 
  2d6, ROF 3, AP 2, Auto), 3 magazines, spear 
  (Str+d6, Reach 1, +1 Parry), 3 heartbreakers 
  (Str+d6/2d6, Reach 1), medpac, ID tag
  FelIx vey, kNIgHt sPearmaN
  Until six months ago, Vey was a Templar 
  Knight Infantry, at least on paper. A man with a 
  short temper and iron fists, Vey has spent over 
  half his career serving with the Penitents. 
  As his sixth tour came to an end, he was 
  approached by recruiting Knights from the Im-
  palers. Impressed by the number of Rephaim 
  kills with his bare hands, they offered the 
  troubled Knight a transfer. Vey, who was never 
  quite right in the head, accepted, but only 
  on the condition he could continue crushing 
  Rephaim with his hands.
  Vey became a Knight Spearman, retaining his 
  molecular blade but refusing to wield spears or 
  heartbreakers. Despite his reduced weaponry, 
  he has proven himself a worthy Impaler, never 
  shirking from entering melee against superior 
  odds and proving as deadly with his fists as 
  many of his peers were with spears.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Driving d6+1, Fighting d10, Guts d10, 
  Notice d8, Repair d4+1, Shooting d6, Stealth 
  d6, Survival d4, Throwing d4
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 
  13 (6)
  Hindrances: Loyal, Mean, Vow (Major: sacred 
  vows)
  Edges: Brawler, Brawny, Bruiser, Combat Re-
  flexes, First Strike, Frenzy, Wall of Steel
  Special Training: +1 Driving, +1 Shooting 
  with vehicular weapons on the same vehicle 
  type, +1 Repair with the same caveat
  Gear: Medium armor (+6), cestus (Str+d4+2), 
  molecular sword (Str+d8+2, AP 4), medpac, 
  ID tag
  may kaPlINskI, kNIgHt sPearmaN
  As a young Knight Infantry, Kaplinski was 
  on only her second operation when she was 
  captured by Rephaim. She was their prisoner 
  Necropolis 2350: Impaler Handbook
  20
  
  Personnel Files
  2
  for just two hours before being rescued, but in 
  that time they had performed horrible acts of 
  torture. Long slivers of flesh had been sloughed 
  away and her hands were badly mangled. Her 
  body had been broken, but her spirit remained 
  strong. Indeed, her rescuers reported that 
  she managed to crack jokes with them before 
  she passed out while they were administered 
  emergency first aid.
  The surgeons did their best, but Kaplinski 
  was left with vivid scars on almost every inch of 
  her body and her fingers could only be partial-
  ly rebuilt. With only limited manual dexterity, 
  Kaplinski was in danger of being transferred to 
  the Chapter Clerical.
  Fortunately, her Knight Commander ac-
  cepted her argument that she could still wield 
  a sword and spear without hindrance. Sent to 
  the Arena for assessment, she returned to her 
  Preceptory and became a Knight Spearman.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Guts d10+2, Intimidation 
  d6, Notice d6, Shooting d6, Stealth d6, Survival 
  d4, Throwing d4
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 
  11 (6)
  Hindrances: All Thumbs, Anemic, Loyal, Ugly, 
  Vow (Major: sacred vows)
  Edges: Block, Dodge
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), tower shield 
  (Str+d8, +2 Parry, +2 Armor vs. ranged shots 
  that hit), molecular sword (Str+d8+2, AP 4), 
  spear (Str+d6, Reach 1, +1 Parry), 5 heartbreak-
  ers (Str+d6/2d6, Reach 1), medpac, ID tag
  steFaNIe HaWke, cHaPlaIN mIlItum
  Even at a young age, Hawke knew she was 
  destined to become a priest. A member of her 
  local church choir as a child and an altar girl 
  in her teens, she studied theology at a Church 
  university before entering a seminary.
  Returning home a month before taking her 
  Rite of Ordination to attend a cousin’s funeral, 
  Hawke found herself caught up in events when 
  the Rephaim attacked. It was a small force, but 
  it was more than enough to overpower the lo-
  cal militia. Frozen in terror at the sight of the 
  hellish fiends, she watched helplessly as her 
  friends and family were cruelly butchered in 
  front of her eyes. Then something inside of her 
  snapped. 
  She remembers a brilliant light, glorious but 
  errata: raNk edges
  In the core setting book, Senior Knights 
  or Knight Commanders gain no benefit 
  from taking those Edges. This sidebar ad-
  dresses that issue. Note that the require-
  ments have also been altered.
  This errata should be added to all Senior 
  Knight and Knight Commander statistics 
  in the following books: Necropolis 2350, 
  Necropolis Update 2351-55, Necropolis 
  Adventure Compendium, Incinerator 
  Handbook, Preacher Handbook, and 
  Templar Handbook.
  Future books will automatically include 
  the necessary modifiers in the statistics.
      raNk: seNIor kNIgHt
  Requirements: Novice, Knight, Smarts 
  d6+, Guts d8+, Intimidation d6+, 
  Knowledge (Battle) 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 be-
  gins the game as a Senior Knight.
  Having survived numerous engagements 
  before achieving their promotion, a Se-
  nior Knight has +2 Toughness.
      raNk: kNIgHt commaNder
  Requirements: Novice, Guts d8+, Intim-
  idation d8+, Knowledge (Battle) d8+, 
  Senior Knight, War Master approval
  The highest regular service rank is re-
  served for the cream of the Ordines’ 
  soldiers. The character is promoted to 
  Knight Commander.
  Knight Commanders ignore one level of 
  wound penalties. For clarification, this 
  stacks with Nerves of Steel.
  
  Necropolis 2350: Impaler Handbook
  22
  terrifying, a comforting voice in her head, and 
  a sudden surge of energy coursing through her 
  body. The thing she knew, she was surrounded 
  by a half-dozen Rephaim and holding a wood 
  axe in her hand. The Lance that responded to 
  the mayday could add nothing to aid her—they 
  had arrived to find the battle already over.
  Hawke returned to the seminary, but the 
  memory of the recent massacre constantly 
  plagued her dreams. Each morning, she awoke 
  at the instant that strange light flared her vision. 
  Hawke spoke to the senior priest. After hearing 
  her tale, he smiled warmly and informed her that 
  the evidence pointed to only one thing—she 
  was one of the Faithful, those blessed with the 
  ability to wield divine power in God’s name.
  The priest suggested that her recalling of 
  the terrible events was not some form of mental 
  torture, but her soul struggling to understand 
  the divine touch that had graced it. Embrace it, 
  he added, rather than shy away, and the light 
  will fall away to reveal the truth behind it.
  At first reticent, Hawke eventually came 
  to understand God’s plan for her—she was 
  to serve God not through the Church, but 
  through the Militia Dei!
  Enlisting with the Ordo Hastae Sanctae was 
  a major test of her faith. Had she misunder-
  stood the signs? Was she truly worthy? Hawke 
  had little to fear—she proved an adept student 
  in matters theological and martial.
  In her six years of service, Hawke has em-
  braced her calling with both hands. Softly-spo-
  ken, non-judgemental, and with an easy-going 
  nature, she has succored countless comrades 
  with their spiritual problems. Hawke may not 
  be a Knight, but the divine power she wields 
  has sent a goodly number of Rephaim to the 
  next world.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Faith d10, Fighting d8, Guts d8, Heal-
  ing d6, Notice d6, Persuasion d8, Shooting d6, 
  Streetwise d6
  Charisma: +0; Pace: 5 (d4); Parry: 6; Tough-
  ness: 10 (4)
  Hindrances: Loyal, Obese, Vow (Major: sacred 
  vows)
  Edges: Arcane Background (Miracles), Cham-
  pion, Combat Reflexes, Frenzy
  Powers: Deflection, entangle, light/obscure, 
  smite (25 Power Points)
  Special Training: Blessed, Church Knowledge 
  (+2 to Common Knowledge rolls involving 
  Church or Ordines), Healers
  Gear: Light armor (+4), flechette pistol (Range 
  12/24/48, Damage 2d6, AP 2, Semi-Auto) with 3 
  magazines, spear (Str+d6, Reach 1, +1 Parry), 
  medikit, Book of Common Prayer, ID tag
  WedNesday “tHe bull” smItHsoN, 
  kNIgHt sPearmaN
  When Smithson’s parents ran out of names 
  for their ever-growing brood of children, they 
  started christening them after the day of the 
  week on which they were born.
  A gentle (for the most part, anyway) giant 
  of a man standing close to 7’ tall, with biceps 
  that make most people’s thighs look like sticks 
  and a chest like an oil drum, Smithson has a 
  wry sense of humor and a sharp wit. He can 
  a joke with the best of them, even one at his 
  expense, but it’s best not to mention his name 
  in a derogatory fashion or insult his parents. 
  Those topics are like a red rag to a bull to 
  Smithson and he becomes a raging force of 
  nature he’s riled.
  Smithson’s brute strength and ferocious 
  rages have served him well in battle. His favored 
  tactic is to charge an opponent, deliver a bone-
  breaking shield bash with his tower shield, 
  and then follow up with repeated shield blows 
  until his enemy is a bloody mess of crushed 
  bone and pulped flesh.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d12, Vigor d8
  Skills: Fighting d10, Guts d8+2, Intimidation 
  d8, Notice d6, Shooting d4, Stealth d6, Taunt 
  d8
  Charisma: +0; Pace: 8; Parry: 9; Toughness: 
  13 (6)
  Hindrances: Loyal, Phobia (Minor; spiders), 
  Vow (Major: sacred vows)
  Edges: Berserk, Brawny, Charge, Fleet-Footed, 
  Forced March, Shield Strike
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  
  Personnel Files
  23
  Gear: Medium armor (+6), tower shield 
  (Str+d8, +2 Parry, +2 Armor vs. ranged shots 
  that hit), molecular sword (Str+d8+2, AP 4), 
  spear (Str+d6, Reach 1, +1 Parry), 5 heart-
  breakers (Str+d6/2d6, Reach 1), medpac, ID 
  tag
  kNIgHt extras
  The following statistics are for generic 
  Knights Infantry, Infantry Support, Penitents, 
  and Spearman. Given the focus of this supple-
  ment, all the Extras below are members of the 
  Impalers. All have their special training modifi-
  ers listed as a separate entry in the stat block as 
  a reminder and for easy reference during play.
  kNIgHt INFaNtry
  Forming the bulk of the Ordo’s Knights, 
  Knight Infantry are renowned for their general 
  bravery, martial prowess, and willingness to 
  enter melee with terrors that would induce 
  heart attacks in lesser men. 
  While most Knights of any of the Sacri Or-
  dines quickly learn how to make themselves a 
  smaller target and weave when moving in the 
  open to keep an enemy from keeping them in 
  his sights, most Impalers soon become profi-
  cient in how best to use their melee weapons 
  (and shields, of course) to defend themselves.
  By the time they are veterans, even Knight 
  Infantry Impalers are experts with spears.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, Shoot-
  ing d6, Stealth d4, Survival d4, Throwing d6
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Dodge
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette rifle (Range: 24/48/98, 
  Damage: 2d8, AP 2, Auto, 3RB), 3 mags, integral 
  grenade launcher (Range: 20/40/80), 5 grenades, 
  3 heartbreakers (Str+d6/2d6, Reach 1), spear 
  (Str+d6, Reach 1, +1 Parry), medpac, ID tag
  kNIgHt INFaNtry, veteraN
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Guts d8, Notice d6, Shoot-
  ing d8, Stealth d6, Survival d6, Throwing d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 
  13 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Combat Reflexes, Dodge, Spear 
  Mastery
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette rifle (Range: 24/48/98, 
  Damage: 2d8, AP 2, Auto, 3RB), 3 mags, integral 
  grenade launcher (Range: 20/40/80), 5 grenades, 
  3 heartbreakers (Str+d6/2d6, Reach 1), spear 
  (Str+d6, Reach 1, +1 Parry), medpac, ID tag
  kNIgHt INFaNtry suPPort
  Most every Impaler Infantry Lance includes 
  a Knight Infantry Support equipped with a 
  flechette machine gun. Although rarely as pro-
  ficient in melee combat as their Knight Infantry 
  comrades, each carries three heartbreakers, 
  either for personal use or as spares for the 
  regular infantry.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shoot-
  ing d8, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Clipping the Grass, Dodge, Rock and 
  Roll!
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette MG (Range: 
  30/60/120, Damage: 2d8+1, ROF 4, AP 2 3RB), 
  3 magazines, 3 grenades, 3 heartbreakers 
  (Str+d6/2d6, Reach 1), medpac, ID tag
  kNIgHt INFaNtry suPPort, veteraN
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d10
  
  Necropolis 2350: Impaler Handbook
  2
  Skills: Fighting d6, Guts d8, Notice d6, Shoot-
  ing d8, Stealth d6, Survival d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Clipping the Grass, Hose ‘Em Down, 
  Rock and Roll!
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette MG (Range: 
  30/60/120, Damage: 2d8+1, ROF 4, AP 2 3RB), 
  3 magazines, 3 grenades, 3 heartbreakers 
  (Str+d6/2d6, Reach 1), medpac, ID tag
  kNIgHt PeNIteNt
  Penitents are fallen Knights. Though al-
  lowed to retain their sword, they are stripped 
  of armor and other weapons until they have 
  cleansed their sins from their soul. Whereas ci-
  vilian criminals always carry the stigma of their 
  crimes. Penitents who survive their tour are 
  welcomed back into the fold with open arms, 
  their sins purged. 
  In the eyes of many commanders, Penitents 
  are disposable assets, sinners whose lives were 
  forfeit the instant they were sentenced to the 
  Ordo. Impalers, though, know when best to 
  unleash troops into hand-to-hand combat, and 
  thus prefer to keep them in reserve rather than 
  waste lives on foolish heroics.
  Such “kindness” has resulted in Penitents 
  serving with Impaler units having the highest 
  rehabilitation rate among the Sacri Ordines.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shoot-
  ing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal, Penitent, Vow (Major: 
  sacred vows)
  Edges: Combat Reflexes, Dodge
  Gear: Molecular sword (Str+d8+2, AP 4), ID
  kNIgHt sPearmaN
  Most Knights find the idea of forsaking fire-
  arms in favor of their sword an act of despera-
  tion, something to be done only when all their 
  ammunition is expended or their position has 
  been overrun. For Knights Spearman, it is an 
  act of faith. These elite warriors invariably use 
  heartbreakers until their stores are depleted 
  and then swap to their spear. Even raw recruits 
  are expected to be able to wield a spear in one 
  hand.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, Shoot-
  ing d4, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 9; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Spear Mastery
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), tower shield (+2 
  Parry, +2 Armor vs. ranged shots), molecular 
  sword (Str+d8+2, AP 4), spear (Str+d6, Reach 
  1, +1 Parry), 5 heartbreakers (Str+d6/2d6, 
  Reach 1), medpac, ID tag
  kNIgHt sPearmaN, veteraN
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Guts d10, Notice d6, 
  Shooting d6, Stealth d6, Survival d6
  Charisma: +0; Pace: 6; Parry: 11; Tough-
  ness: 13 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reflexes, First Strike, Frenzy, 
  Improved Block, Spear Mastery
  Special Training: +2 Guts; +2 to Fighting 
  rolls when using spears and heartbreakers
  Gear: Medium armor (+6), tower shield (+2 
  Parry, +2 Armor vs. ranged shots), molecular 
  sword (Str+d8+2, AP 4), spear (Str+d6, Reach 
  1, +1 Parry), 5 heartbreakers (Str+d6/2d6, 
  Reach 1), medpac, ID tag
  cHaPlaIN extras
  Impaler Chaplains have always taken pride 
  in marching into battle alongside Knights. 
  Most elect to carry a single spear, either to use 
  against the Rephaim or hand to a Knight who 
  has lost or broken theirs.
  
  Personnel Files
  25
  cHaPlaIN
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Healing d8, No-
  tice d4, Persuasion d4, Shooting d4, Stealth d4, 
  Streetwise d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Block, Dodge
  Special Training: Blessed, Church Knowledge 
  (+2 to Common Knowledge rolls involving 
  Church or Ordines), Healers
  Gear: Light armor (+4), flechette pistol (Range 
  12/24/48, Damage 2d6, AP 2, Semi-Auto) with 3 
  magazines, spear (Str+d6, Reach 1, +1 Parry), 
  medikit, Book of Common Prayer, ID tag
  cHaPlaIN, FaItHFul
  A Faithful Chaplain’s available miracles 
  depend on whether he is a Chaplain Auxilia or 
  Chaplain Militum. His is choice becomes his 
  primary aspect and the other defaults to his 
  secondary aspect.
  The statistics below are for relatively inex-
  perienced Chaplains, who tend to focus en-
  tirely on their primary aspect. As they mature, 
  so they learn that it is wise to pick a few from 
  their secondary aspect. As a rule of thumb, we 
  suggest that an experienced Chaplain has one 
  miracle based on their secondary aspect for 
  each three in their primary aspect.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Faith d8, Fighting d6, Guts d6, Healing 
  d6, Notice d4, Persuasion d4, Shooting d4, 
  Stealth d4, Streetwise d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Arcane Background (Miracles), Block, 
  Dodge
  Powers (Auxilia): Pick two from bolt, boost/
  lower trait, pummel, quickness, smite (Power 
  Points 15)
  Powers (Militum): Pick two from armor, bar-
  rier, deflection, healing, light/obscure (Power 
  Points 15)
  Special Training: Blessed, Church Knowledge 
  (+2 to Common Knowledge rolls involving 
  Church or Ordines), Healers
  Gear: Light armor (+4), flechette pistol (Range 
  12/24/48, Damage 2d6, AP 2, Semi-Auto) with 3 
  magazines, spear (Str+d6, Reach 1, +1 Parry), 
  medikit, Book of Common Prayer, ID tag
  sergeaNt extras
  INFaNtry sergeaNt, ImPaler
  When the Impalers go to war, they march 
  and fight side-by-side with Sergeants. Neither 
  as brave nor as martially aware as the Knights, 
  they are nevertheless an important part of the 
  Ordo’s Chapter Militant.
  Infantry Sergeants are permitted to carry 
  and use heartbreakers as a sign of their mem-
  bership of the Ordo. Most carry just a single 
  spear, though those who have proven their 
  mettle in combat are permitted more. When 
  supporting Lance Spear, Sergeants are often 
  deployed solely with melee weapons. 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shoot-
  ing d6, Throwing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), flechette SMG, 
  2 magazines (Ranged: 12/24/48, Damage: 
  2d6+1, ROF 3, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2), spear (Str+d6, Reach 1, +1 
  Parry), heartbreaker (Str+d6/2d6, Reach 1) 
  medpac, ID tag
  Famous uNIts
  Below are a number of famous Impaler 
  units player characters may cross paths with 
  during missions. Although each has an official 
  designation (their Preceptories’ locations are 
  not given), War Masters should alter these to 
  fit their campaigns.
  
  Necropolis 2350: Impaler Handbook
  2
  tHe ForlorN HoPe
  Commanding Officer: Knight Commander 
  Wilhemina Schmidt
  Official Designation: Banner D, Tharbata 
  Squadron
  Lances: Six Assault, four Infantry, six Infan-
  try Support, four Spear
  Special Rule: All Knights have minimum 
  Guts d8.
  Notes: Church media works hard to por-
  tray the Rephaim as mindless fiends, superior 
  to mankind only in weight of numbers. Those 
  tasked with combating them know full well 
  their commanders are as tactically and strategi-
  cally astute as their mortal peers. The Forlorn 
  Hope is tasked with tracking down and elimi-
  nating Rephaim commanders. These fiends are 
  always well protected and the Forlorn Hope 
  suffers greater casualties than most units.
  Using the Unit: Sometimes the Forlorn 
  Hope lacks the strength to commit to a new 
  mission because of current operations. When 
  that occurs, it has little option to but to tem-
  porarily draft in Lances from other Banners or 
  even other Preceptories.
  tHe HedgeHogs
  Commanding Officer: Knight Commander 
  Charles Whateley
  Official Designation: Banner B, Crociato-
  num Squadron
  Lances: Seventeen Spear
  Special Rule: The Knight Commander 
  and all Senior Knights have the Hold the Line! 
  Edge. All Knights have the Fighting Withdrawal 
  and Shield Strike Edges. Every other Sergeant 
  Lance is equipped with tower shields.
  Notes: Armed only with spears, heartbreak-
  ers, and tower shields, the Hedgehogs are an 
  elite rapid reaction force.
  Whether acting offensively or defensively, 
  Knights form up in two ranks in an attempt to 
  block the enemy’s route or protect valuable 
  assets. While the front rank locks shields to 
  form a wall and wields molecular swords in 
  their right hand, the second rank thrusts their 
  spears over the shield wall.
  Regularly deployed as a rearguard to cover 
  retreats, they are not expected to stand their 
  ground. Once their objectives have been met, 
  the Knights begin a staged withdrawal while 
  maintaining their wall.
  Using the Unit: Knights forced to retreat 
  or being treated at a makeshift medical station 
  in the field may find the Hedgehogs providing 
  a living shield to support them. Alternatively, 
  the heroes might be ordered to help rescue a 
  stranded group of Hedgehogs sheltering be-
  hind a square formed from their shields.
  tHe laNcers
  Commanding Officer: Knight Commander 
  Iphigenia Anastasopoulos
  Official Designation: Banner A, Holy 
  Lance Squadron
  Lances: Twenty Spear
  Special Rule: All Knights have the Spear 
  Lord and Spear Mastery Edges.
  Notes: Ceremonial guard duty is rarely a 
  favored mission. While it means a break from 
  the horrors and dangers of the battlefield, 
  standing at attention all day in ceremonial 
  uniform is extremely dull. For some, though, 
  it is a sacred calling.
  Garrisoned at the Impaler’s headquarters 
  in Vatican City, the Lancers are the trusted 
  guardians of the Spear of Destiny, maintaining 
  a round-the-clock vigil. Only those with strong 
  faith and who possess mastery of spear fighting 
  are permitted into their hallowed ranks.
  For much of the time, the Knights on duty 
  stand watch in the chapel where the Spear is 
  housed, silent sentinels of the holy relic ever 
  alert for attempts to steal or destroy it.
  Whenever the Spear is transferred to anoth-
  er Preceptory or paraded through the streets of 
  the capital, the entire Banner accompanies it. 
  Religious fervor leads many citizens to try and 
  touch the sacred object, a mistake few make 
  twice—the Lancers have standing orders per-
  mitting them to use whatever force is deemed 
  necessary to protect the relic.
  Using the Unit: The Lancers never take to 
  the battlefield. Knights who visit the Ordo’s 
  headquarters, undertake a pilgrimage to see 
  
  Personnel Files
  2
  the Spear, or who are fortunate enough to 
  have the relic visit their Preceptory may have a 
  chance to interact with the Spear’s guardians.
  tHe last IN lINe
  Commanding Officer: Knight Commander 
  Germania Dragusha
  Official Designation: Banner F, Mountain 
  Ash Squadron
  Lances: Three Artillerist, four Assault, 
  seven Infantry, four Knight Support
  Special Rule: All Knights have the Rock 
  and Roll! Edge.
  Notes: Whenever any Squadron or Battle 
  musters for battle, at least one Banner is always 
  kept in reserve. One or more Lances may be 
  sent to the frontline to replace fallen Knights 
  or bolster a section of the line. Unleashed en 
  masse, their sudden presence and added fire-
  power can turn the tide of battle.
  Commonly known as the Rorarii (taken 
  from the Roman army), these Knights are not 
  the weakest or least inexperienced—they are 
  usually hardened veterans.
  The Last in Line has a formidable reputa-
  tion for throwing itself into the thickest part of 
  the action at the optimum time. Born in blood 
  at the Battle of Dainome, they have served in 
  every major Impaler campaign since. Although 
  not present at New Budapest when it fell, and 
  stationed too far away to come to their broth-
  ers’ aid, they took place in the first attempt to 
  liberate the city. Despite the Last in Line’s best 
  efforts, the Ordines were forced to retreat.
  The Banner considers its inability to break 
  the Rephaim at New Budapest a major stain on 
  its honor. The bitter taste of failure remains, 
  even after glorious victories during the Iron 
  Belt campaign in 2348.
  Using the Unit: Knights in dangers of be-
  ing overrun during a major battle may find ele-
  ments of the Banner coming to their support.
  tHe Needle
  Commanding Officer: Knight Commander 
  Ulysses Alamieyeseigha
  Official Designation: Banner G, Malaeus 
  Squadron
  Lances: (2350-52) Sixteen Air Support: 
  Crown; (2353+) Ten Air Support: Crown and 
  six Air Support: Sebastian
  Special Rule: Place two Strafe Templates 
  touching each other in a straight line.
  Notes: The Fall of New Budapest was a cha-
  otic and bloody street battle on an epic scale, 
  the front lines ebbing and flowing in a state of 
  constant flux and key positions changing hands 
  almost hourly. By the time air support arrived, 
  the Rephaim had typically moved on, leaving 
  the bombers to waste their payloads. Mistakes 
  resulted in thousands of friendly casualties.
  Amid the carnage, one unit distinguished 
  itself. Flying low through narrow streets at ve-
  locities barely above stall speed, Banner G, Ma-
  laeus Squadron quickly learned how to make 
  extended attack runs. It was this ability that 
  earned the unit its nickname, “The Eye of the 
  Needle” (usually shortened to “The Needle”).
  Since then, the Banner has worked tire-
  lessly to master its specialty. Time after time, 
  they have weaved through streets to unleash 
  deadly accurate volleys of gunfire.
  Using the Unit: At the War Master’s discre-
  tion, The Needle answers a call for air support 
  when the table results in Crown or Sebastian 
  aircraft.
  tyPIcal laNces
  The structure of various Lances was intro-
  duced in the Necropolis 2351-55 Update. The 
  Incinerators operate every type of Lance, but 
  there are a few in which they specialize. Not 
  every Lance type is intended for player charac-
  ters, and only those best suited to Knights or 
  encountered as NPCs are detailed below.
  INFaNtry
  The most common Lance found in the 
  Ordo, Infantry Lances always include a Knight 
  Infantry Support for added firepower.
  Personnel: 5 (four Infantry, one of whom 
  is a Senior Knight, and one Infantry Support)
  Vehicles: None
  
  Necropolis 2350: Impaler Handbook
  2
  INFaNtry suPPort
  Impaler Infantry Support Lances are as-
  signed to groups of other Lances to provide 
  withering fire. Knight Infantry provide protec-
  tion for the gunners and lend extra support 
  with their grenade launchers.
  Personnel: 5 (three Infantry Support, one 
  of whom is a Senior Knight, and two Infantry)
  Vehicles: None
  sPear
  Fielded only by the Impalers, Spear Lances 
  comprise only Knights Spearman. They are 
  commonly deployed on battlefields in which 
  friendly units are already being overrun, when 
  opening fire with guns risks friendly fire casu-
  alties. Equipped with heavy tower shields, they 
  are sometimes used to clear buildings.
  Personnel: 5 (five Spearmen, one of whom 
  is a Senior Knight)
  Vehicles: None
  raNdom commaNders
  Except in rare circumstances, the Knights 
  will ultimately be under the authority of a 
  more senior officer, but he is likely to be else-
  where on the battlefield. In most campaigns, 
  player character Lances will be led by a player 
  character Senior Knight. Thus, the Knights are 
  most commonly bolstered only by their Senior 
  Knight’s Leadership Edges.
  When the Senior Knight is an NPC, a more 
  senior officer is present on the tabletop, or a 
  commander is required for a mass battle, the 
  War Master can either assign Leadership Edges 
  and Knowledge (Battle) die ratings himself or 
  draw a card to randomly determine the com-
  manders’ important abilities.
  For Senior Knights, draw a single card and 
  consult the table below. For Knight Command-
  ers, draw two cards and take the best. Precep-
  tor Masters and Field Masters draw three cards 
  and use the best.
  raNdom commaNder abIlItIes
  Card 
  Personality 
  Spirit 
  Battle 
  Edges
  Deuce 
  Inexperienced 
  d6 
  d4 
  Command
  Three 
  Disciplinarian 
  d6 
  d6 
  Command, Born Leader, Forced March
  Four 
  Fanatical 
  d8 
  d6 
  Command, Death Before Dishonor*, Fanaticism
  Five 
  No Retreat! 
  d10 
  d8 
  Command, Death Before Dishonor*, Hold the Line
  Six 
  Defensive 
  d10 
  d8 
  Command, Defensive Tactician**
  Seven 
  Disciplined 
  d8 
  d8 
  Command, Pick Your Targets**
  Eight 
  Tactician 
  d8 
  d10 
  Command, Cry Havoc*, Tactician***
  Nine 
  Aggressive 
  d6 
  d10 
  Command, Cry Havoc*, Fervor
  Ten 
  Cautious 
  d6 
  d8 
  Command, Hold the Line
  Jack 
  Natural Leader 
  d8 
  d6 
  Art of War, Command, Command Presence, Inspire, 
  Tactician***
  Queen 
  Seasoned 
  d10 
  d10 
  As Jack, but add Cry Havoc*
  King 
  Experienced 
  d10 
  d12 
  As Queen, but add Fanaticism & Fervor
  Ace 
  Veteran 
  d12 
  d12 
  As King, but add Death Before Dishonor & Pick Your 
  Targets*
  Joker 
  Commander is a Wild Card. Draw a second card to determine his abilities. If this is a Joker, he 
  has a d10 Wild Die for Knowledge (Battle) and you must draw a third card for his abilities.
  * Indicates an Edge usable only in mass battles.
  ** See Preacher Handbook
  *** Only has the Edge if a Wild Card.
  
  Necropolis 2350: Impaler Handbook
  2
  And to the captains over hundreds did the 
  priest give king David’s spears and shields, 
  that were in the temple of the LORD.
  2 Kings 11:10
  Impaler player characters are not restricted 
  in their choice of branch. Their Ordo’s special 
  training leads them toward Knight Infantry and 
  Infantry Support, purely because these are the 
  two branches most often found in the thick of 
  the action. This chapter is primarily designed 
  for Knights who want to wade into melee com-
  bat with sword or spear.
  In order to help players quickly design 
  Incinerator characters, we have duplicated the 
  requirements and basic gear for Knight Infan-
  try and Infantry Support, as well as the Ordo’s 
  special training. There is also a new branch for 
  players who like to engage in hand-to-hand 
  combat—Knight Spearman. Finally, we present 
  a selection of Edges best suited to these four 
  Knight types.
  Players who want to create other types of 
  Impaler will have to consult Necropolis 2350 
  for the branch and gear information.
  ordo sPecIal traININg
  Face-to-Face
  Impalers prefer to impale their foes. They 
  add +2 to Fighting rolls when using spears 
  and heartbreakers.
  total FaItH
  Inspired by possession of the Holy Spear, 
  Impalers stand firm against the Rephaim when 
  others quail. Their bravery, total belief in their 
  cause, and outright aggression toward the 
  enemies of the Third Reformation Church give 
  these Knights +2 to Guts rolls. 
  Errata: Impalers also subtract 2 from rolls 
  on the Fear table.
  braNcHes aNd gear
  kNIgHt INFaNtry
  Requirements: Strength d6+, Vigor d6+, 
  Fighting d6+, Guts d6+, Shooting d6+
  Basic Gear: Gear: Medium armor (+6), 
  molecular sword (Str+d8+2, AP 4), flechette 
  rifle (Range: 24/48/98, Damage: 2d8, AP 2, 
  Auto, 3RB), 3 mags, integral grenade launcher 
  (Range: 20/40/80), 5 grenades, 3 heartbreakers 
  (Str+d6/2d6, Reach 1), medpac, ID tag
  kNIgHt INFaNtry suPPort
  Requirements: Strength d8+, Vigor d6+, 
  Fighting d4+, Guts d6+, Shooting d8+
  Basic Gear: Medium armor (+6), molecu-
  lar sword (Str+d8+2, AP 4), flechette machine 
  gun (Range: 30/60/120, Damage: 2d8+1, ROF 
  4, AP 2 3RB), 3 magazines, 3 grenades, 3 heart-
  breakers (Str+d6/2d6, Reach 1), medpac, ID 
  tag
  2
  chapter Five:
  character knights
  
  kNIgHt sPearmaN
  Requirements: Strength d6+, Vigor d6+, 
  Fighting d8+, Guts d6+, Shooting d4+
  Basic Gear: Medium armor (+6), tower 
  shield (+2 Parry), molecular sword (Str+d8+2, 
  AP 4), spear (Str+d6, Reach 1, +1 Parry), 5 heart-
  breakers (Str+d6/2d6, Reach 1), medpac, ID tag
  edges
  The Edges listed below are either brand 
  new (marked “*”) or reprinted from various Ne-
  cropolis 2350 products. Repeated Edges are very 
  much spear and machine gun oriented, and are 
  collected here to make them easier for players to 
  locate. In addition to these, the following core 
  Edges should be considered as preferred—Block, 
  Brawler, Brawny, Combat Reflexes, Command, 
  Extraction, Fervor, Marksman, Martial Artist, No 
  Mercy, Quick, Rock and Roll, and Steady Hands.
  combat edges
  *cHarge
  Requirements: Seasoned, Vigor d8+, 
  Fighting d8+
  The character knows how to deliver a well-
  aimed blow at the end of a charge. 
  If the hero performs a run action and ends 
  his movement for the round adjacent to an op-
  ponent, he may make a single Fighting roll as 
  a free action. This cannot be combined with 
  Frenzy or Sweep.
  clIPPINg tHe grass
  Requirements: Seasoned, Rock and Roll
  This machine-gunner can provide true 
  grazing fire—just a few inches off the ground. 
  The weapon may be either a flechette or laser 
  MG but must be braced on a grounded bipod, 
  window, or other solid surface. When using 
  suppressive fire, 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).
  *FIgHtINg WItHdraWal
  Requirements: Veteran, Agility d8+, Fight-
  ing d8+
  The hero can defend himself even while 
  running away. The character may run while us-
  ing the Defend maneuver and move up to his 
  Pace when using Full Defense.
  Necropolis 2350: Impaler Handbook
  30
  settINg rule 
  ImPalINg
  Spears and heartbreakers are piercing 
  weapons, which means they are less ef-
  fective against Rephaim than a sword 
  slash (or a grenade). Despite this, the Im-
  palers refuse to abandon their beloved 
  “pointy sticks.” Over the decades, they 
  have become quite adept at impaling tar-
  gets, and all new recruits are taught basic 
  impaling techniques during training.
  When a Knight using a spear or heart-
  breaker scores a 
  raise on his Fighting roll, he has the op-
  tion of impaling his foe (either to the 
  ground or an inanimate solid object be-
  hind him, like a wall) rather than inflict-
  ing +1d6 damage. Victims are impaled 
  even if they don’t suffer a wound (the 
  spear may simply have impaled his cloth-
  ing). Against lesser Rephaim this isn’t 
  necessarily a useful tactic, but against 
  stronger foes it can leave the victim at a 
  disadvantage.
  A Rephaim takes half damage from the 
  spear as normal. While impaled, the crea-
  ture cannot move, suffers a –2 penalty to 
  all physical actions, as well as those which 
  require concentration (like spellcasting), 
  and has –2 Parry due to the loss of mobil-
  ity. The impaler loses the use of his spear 
  while it is keeping the victim pinned. 
  Each round thereafter, the victim may at-
  tempt to pull the spear free (or slide its 
  body along the spear, snap the weapon, 
  and so on). This requires a Strength roll 
  at –2 as a free action. With success, the 
  creature removes the spear but cannot 
  take other actions, though it can move 
  up to its Pace. On a raise, the foe may act 
  as normal.
  
  Personnel Files
  Hose ’em doWN
  Requirements: Novice, Shooting d8+
  With this Edge, a machine-gunner can sup-
  press an area more effectively than a regular 
  gunner. When using a braced flechette or laser 
  machine gun, this hero can suppress an area 
  equal to two Medium Burst Templates. The 
  second template must be adjacent to the first in 
  any direction, and the weapon burns through 
  double its usual amount of ammunition.
      ImProved Hose ‘em doWN
  Requirements: 
  Seasoned, 
  Hose 
  ‘Em 
  Down
  This edge allows an MG gunner to sup-
  press an area equal to three Medium Burst 
  Templates, at triple the usual amount of ammo 
  spent. Each template must be adjacent to the 
  first.
  *mIgHty tHroW
  Requirements: Veteran, Strength d8+, 
  Throwing d10+
  The hero has learned special throwing 
  techniques. He increases the range brackets 
  of thrown weapons by 1/2/4. He also treats his 
  Strength as being one die type higher (max 
  d12+2) when using thrown weapons at targets 
  within short range.
  *sHIeld strIke
  Requirements: Seasoned, Fighting d8+, 
  Strength d8+
  Shields are heavy objects and are deadly 
  weapons in the right hands. When performing a 
  shield bash, the character inflicts Strength+d6 
  with a medium shield and Strength+d8 with 
  a tower shield, in addition to pushing his op-
  ponent. He can also throw a medium shield 
  as a medium improvised weapon and a large 
  shield as a large improvised weapon without 
  the usual penalty to this Throwing roll.
  *suNder
  Requirements: Seasoned, Strength d8+
  The character knows how and when to 
  apply maximum force with melee and thrown 
  weapons.
  Any hand or thrown melee weapon in the 
  hands of a character with this Edge ignores 1 
  point of armor (in addition to any AP the weap-
  on has). This Edge applies against all forms of 
  armor, whether natural or crafted.
      ImProved suNder
  Requirements: Veteran, Sunder
  As above, except the character ignores 2 
  points of armor.
  *Wall oF steel
  Requirements: Veteran, Agility d8+, Fight-
  ing d8+, Notice d8+
  The character has the perception, skill, and 
  agility to handle multiple foes. Opponents gain 
  no Gang Up bonus against the hero.
  leadersHIP edges
  FaNatIcIsm
  Requirements: Seasoned, Spirit d8+, 
  Command
  Some leaders have the ability to command 
  fanatical loyalty from their followers. These 
  fanatics march willingly into the lairs of the 
  most fearsome Rephaim and expect their sub-
  ordinates to follow in their footsteps. 
  Troops under command of a character with 
  this Edge add +1 to their Guts rolls and have 
  –1 when rolling on the Fear table.
  *Forced marcH
  Requirements: Seasoned, Agility d6+, 
  Vigor d6+, Command
  Speed matters in battle and the character 
  knows how to keep his allies a cohesive fight-
  ing force when advancing. 
  When the character runs, all allies within 
  his command radius acting on his action card 
  may use his Running die result.
  3
  
  Necropolis 2350: Impaler Handbook
  32
  ordo edges
  *sPear lord
  Requirements: Veteran, Smarts d8+, Spirit 
  d8+, Spear Mastery
  Through training and direct confrontation 
  with mankind’s hated foe, the character has 
  learned how to wield spears to great effect 
  against the withered flesh of the usually pierce-
  resistant Rephaim. The character no longer 
  treats spears or heartbreakers as piercing 
  weapons.
  sPear mastery
  Requirements: 
  Seasoned, 
  Impaler, 
  Strength d8+, Fighting d8+
  The Impaler’s skill with spears and heart-
  breakers is near legendary. 
  When using a spear or heartbreaker, he 
  inflicts +1d8 damage with a raise on a Fighting 
  roll. In addition, the hero may use either weap-
  on one-handed, retaining all of its benefits. He 
  may only use one spear or heartbreaker at a 
  time in this manner, however.
  *sPear tWIst
  Requirements: Seasoned, Impaler, Agility 
  d8+, Fighting d8+ 
  The character knows how to twist a spear 
  in order to cause a more grievous injury.
  When wielding a spear, the hero treats his 
  Strength die as being one die higher for the 
  purposes of damage. This is applied after fac-
  toring in any Minimum Strength penalties.
  HINdraNces
  alooF (mINor)
  All that matters to this character is getting 
  the job done. She isn’t here to make friends or 
  smooth ruffled feathers, and she has no time 
  for small talk or social niceties. Note that dif-
  fers from the Overconfident Flaw—an Aloof 
  character simply wants to get on with her 
  work.
  dePressed (mINor)
  This hero suffers from depression. He is 
  perpetually gloomy, has a low opinion of him-
  self, takes the slightest criticism personally, and 
  is prone to abject pessimism.
  glass JaW (maJor)
  Whether he’s a scrawny kid or a hulking 
  brute, the hero can’t take a punch as well as 
  others. He has a –1 penalty to Soak rolls.
  sHy (mINor)
  Not every person has a loud mouth or wants 
  to hog the glory. The character has no desire to 
  be the center of attention and is uncomfort-
  able in social situations. When he cannot avoid 
  attention, he tries to deflect it onto someone 
  else, even if it means missing out on a reward.
  settINg rule 
  sWordPlay
  Molecular swords are designed to be 
  swung single-handed. Many Knights 
  keep a pistol or SMG in their offhand 
  when engaged in melee, just in case of 
  emergencies. A Knight may, if he wishes, 
  use his sword in both hands to increase 
  the power of his blows.
  Using a sword in this manner gives the 
  wielder –1 Parry and, naturally, requires 
  him to have both hands free. The upside 
  is that the hero increases the weapon’s 
  damage die by one step. This one-die bo-
  nus ignores the minimum Strength rule. 
  For example, a Knight with Strength d8 
  would normally inflict 2d8+2 damage, 
  but d8+d10+2 when swinging his blade 
  with both hands. 
  A hero with Strength d4 (an unlikely 
  occurrence), would normally do just 
  2d4+2, but using two hands he would 
  deal out d4+d6+2.
  
  For all the firepower available to the Sacri Ordines, they are times when 
  you have to fight rephaim toe-to-toe. This is when the Ordo Haste 
  Sanctae, better known as the impalers, rises to the front. armed with 
  spears, swords, and faith, they tread where others fear.
  Designed for players and War masters alike, this handbook explores the 
  impalers in detail.
  inside you’ll find an expanded history, information on how the Ordo 
  recruits new members and finances its army, details on the various 
  Chapters, a tour of noted facilities, a range of hardware, sample Wild 
  Card and extra characters, background details on famous units, and 
  plenty of new options for creating player character impalers.
  Necropolis 2350™ is a dark futuristic setting for the award-winning Savage Worlds rpG™
  30304
  $9.99
  They’ve got rocket launchers, flechette rifles, 
  molecular swords, and sharp sticks!
  www.tripleacegames.com
  © 2018  Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/TAG30304 - Impaler Handbook.pdf