TEXT: Briefing 
  A little over six hours ago the New 
  Burnham reliquary, 25 miles from the 
  borders of Dead Zone Gamma, fell to an 
  undead strike force. Our spotters report 
  the undead are methodically destroying 
  the reliquary. 
  New Burnham was the resting place 
  of St. Attarib. His remains are hidden in 
  a deep chamber, so the undead may not 
  have found it yet.  Once you have retrieved 
  the saint’s bones you can call for evac.
  Enemy Forces: Initial reports indicate 
  the force is at least company-sized, and is 
  commanded by a Young Vampire
  Support: You will be accompanied by a 
  Lance of sergeants. Air transports will drop 
  you three miles from the target. The big 
  push into Gamma prevents other resources 
  being dedicated to this mission.
  Equipment: Load yourselves down 
  with as much ammo as you can carry. This 
  should be a short mission, but expect heavy 
  resistance.
  A Walk in the Woods
  The two Cherub rotary wing aircraft, ﬂ y 
  as high as they can until they are close to 
  the insertion point, in an attempt to avoid 
  enemy surface-to-air missile ﬁ re. This gives 
  the knights a perfect view of Gamma Dead 
  Zone miles to the east. 
  The assault on the DZ continues. The 
  knights can see massive plumes of smoke 
  and even the occasional explosion, which 
  must be massive, given the distance. They 
  can see several battles from their lofty 
  perch, but can’t hear them—making the 
  vista slightly surreal.
  The insertion point is uncontested, but 
  the Cherubs only pause for the knights and 
  sergeants to deploy, before swiftly leaving. 
  The insertion point is a small woodland 
  clearing, which has so far been spared in 
  the ﬁ ghting. Even so, the trees are skeletal 
  and blackened. Their relative closeness to 
  the Dead Zone is 
  slowly leeching the 
  life from them. 
  The 
  Knights 
  have to travel on 
  foot through the 
  wood, to the New 
  Burnham Reliquary. 
  The undead how-
  ever, have left some 
  nasty surprises for 
  them in the woods. 
  For every half 
  mile of travel, draw 
  one card from the 
  Action Deck. If it is a face card one of the 
  unit has triggered a corpse mine, roll to 
  choose the victim randomly, but keep in 
  mind the blast radius of the explosions 
  which might catch other members of the 
  unit. Only four corpse mines in total can be 
  encountered.
  The Reliquary
  The area around the reliquary itself is 
  surrounded by barren killing ground. Not 
  long ago, it was a landscaped garden, but a 
  brief ﬁ reﬁ ght destroyed its tranquillity. The 
  rose beds and ornamental trees have now 
  been destroyed by ﬁ repower and trampled 
  under undead feet.
  The entrance to the reliquary can only 
  be reached by crossing 10 inches (20 
  yards) of a blasted killing ground. Eight 
  zombie troopers are arranged around the 
  entrance taking cover behind waist high 
  walls which once divided the garden into 
  quadrants—this provides them with Light 
  Cover. Two more have taken cover behind 
  an overturned Ezekial Repair Truck, which 
  provides Medium cover. Unless the knights 
  managed to avoid the Corpse Mines—or 
  prevented them from exploding—these 
  zombies are expecting an attack.
  Within the Reliquary are another six 
  zombies. Three of them await the knights 
  behind the closed doors. They have piled 
  furniture inside, providing them with 
  Heavy Cover. 
  A further three zombies wait on the 
  stairs down into the catacombs. One waits 
  on each landing hoping to ambush any in-
  truders in the dark (–4 lighting penalty).
  The fate of St. Attarib
  Exploring the catacombs, the knights 
  discover a breach in a far wall. They are 
  too late—the undead have discovered the 
  saint’s tomb.
  Within awaits the vampire commander 
  and the remaining four zombie troopers. 
  The vampire has performed a foul ritual 
  to corrupt the bones of the saint. He now 
  wears the bones like a shirt, coating him 
  in armoured ice—Attarib is one of the four 
  angels of winter. The vampire is also armed 
  with a rune dagger—its rune inscribed 
  blade bleeding darkness.
  The undead ﬁ ght to their second death; 
  they do not expect or offer mercy.
  Aftermath
  The survivors must wait for over an hour 
  for evac. When the Cherubs arrive they 
  bear a team of grim faced Inquisitors who 
  question the knights during the return 
  journey. It is clear they believe the saint’s 
  bones were corrupted due to the laziness 
  and lack of faith of the knights.
  Howling Blizzard
  A Savage Worlds One Sheet™ By Dave Blewer
  for use with Necropolis™ or as a Sci Fi diversion
  The team of soldiers are sent on a dangerous mission to recover a Holy relic. 
  Use the Necropolis characters found on our Savage Website www.peginc.com or make your own.
  Savage Worlds, Necropolis, One Sheets, Pinnacle Entertainment Group, Great White Games,  
  and all related marks and logos are Copyright Great White Games. ©2006. All rights reserved.
  WWW.PEGINC.COM
  
  Sergeant (2 Per Knight)
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d4, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Gear: Light armor (+4), ﬂ echette SMG (12/24/48, 2d6+1, RoF 3, 
  Shots 60, AP 2, Auto) with 2 magazines, molecular knife (Str+3, 
  AP 2), medpac (onetime +1 to healing rolls)
  Vampire, Young
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength 
  d12, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (Battle) d6, Persuasion d6, Stealth d6, 
  Pace: 6; Parry: 6; Toughness: 13 (4)
  Gear: Rune dagger (Str+d6, AP 2)
  Special Abilities:
  • Bite: Str+2.
  • Ice Armor: The saint’s bones provide +4 armor.
  • Frenzy: May make two attacks per round at –2 penalty.
  • Leadership: Has Command, Fervor, and Hold the Line.
  • Thermal Vision: Undead halve penalties for bad lighting 
  when attacking living targets.
  • Undead: +2 Toughness. Called shots do no extra damage 
  to such creatures. +2 to recover from being Shaken. Arrows, 
  bullets, and other piercing weapons do half damage. 
  Zombie (20)
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6, 
  Stealth d6
  Pace: 4 Parry: 5 Toughness: 7
  Gear: Flechette SMG (12/24/48, 2d6+1, RoF 3, Shots 60, AP 2, 
  Auto) with 2 magazines;
  Special Abilities:
  • Claws: Str+1.
  • Fearless: immune to Fear and Intimidation.
  • Thermal Vision: Undead halve penalties for bad lighting 
  when attacking living targets.
  • Undead: +2 Toughness. Called shots do no extra damage. 
  +2 to recover from being Shaken. Arrows, bullets, and other 
  piercing weapons do half damage. 
  Corpse Mine (4)
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d10
  Pace: 3; Parry: 4; Toughness: 7
  Special Abilities:
  • Claws: Str.
  • Explosive: Corpse mines that grab a victim detonate. Held 
  victims suffer 5d10 damage; other targets within a Medium 
  Burst Template suffer 3d10 damage. 
  • Sense Life Force: A corpse mine can sense life force 
  within 3”. It can then burrow up from the ground (taking 
  one action) and attempt to grab the nearest living target.
  • Tunneling (1”): Corpse mines are typically concealed just 
  beneath the surface. Roll an opposed Stealth roll versus the 
  intended victim’s Notice. If the corpse mine wins it gains a 
  +2 bonus to grapple rolls on its ﬁ rst action.
  • Undead: +2 Toughness. Called shots do no extra damage 
  to such creatures. +2 to recover from being Shaken. Arrows, 
  bullets, and other piercing weapons do half damage. 
  Fight the good fight!
  Want to get started right 
  away? Well you can, brother. 
  All you have to do is get 
  online and download some of 
  the sample characters we’ve 
  provided for you at:
  www.peginc.com
  Want to check out the game 
  before you drop your cash on 
  the book? No problem, Check 
  out the Test Drive rules. 
  With a One Sheet, the Test 
  Drive rules, and a group of 
  characters, you can get a 
  flavor of the Necropolis. We 
  think you’ll get a taste for it! 
  And keep checking back 
  for more One Sheets for our 
  Savage Worlds settings.
  OUT NOW!
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/Savage Worlds - Necropolis - One Sheet - Howling Blizzard.pdf