TEXT: This mission takes place along the 
  fronts shared by Kobia, the New Territo-
  ries, and Dead Zone Gamma while the 
  Knights are returning via Angel dropship 
  from behind enemy lines to their Precep-
  tory.
  Angel Down
  Knight Vehicle Crew Hiroshi addresses 
  the Senior Knight over headset comms: 
  “Senior Knight, be advised: we just 
  received a public-channel S.O.S. 
  Our onboard computer identifies 
  the transmission as a BioGen signal 
  from a Dropship code-named Flacon 
  One.  How would you like to proceed, 
  Senior Knight?”
  Give the players a moment to discuss, 
  then continue:
  “Senior Knight, have your men ready 
  for some chops! We’re headed for a 
  pop-up thunderstorm, and there’s no 
  chance of avoiding it!” No later than 
  Knight Hiroshi finishes his sentence, 
  the Angel begins to rock violently.  
  Without any notice, a deafening crack 
  perforates the air, and Knight Hiroshi 
  frantically yells over your headsets, 
  “We’ve lost engine one! We’re going 
  down.  Brace for impact!” The Angel 
  lists sickeningly to one side, then 
  begins spiraling toward the ground.  
  Everything goes black.
  The Knights must make Vigor rolls or 
  suffer a level of fatigue from the crash. 
  Fortunately, the marshy terrain below 
  was yielding, but the burning engine 
  draws Rephaim from miles away.
  Heavy rains accompany the storm, ob-
  scuring vision. The rainfall stops about 10 
  minutes after the crash.
  Knights who examine the Angel’s 
  computer may make a Smarts roll or a 
  Knowledge (Geography) roll at +2 to use 
  the BioGen signal’s coordinates to iden-
  tify Falcon-One’s crash site. If the Knights 
  radio for evac, the burnish bush informs 
  the Knights that they need to make their 
  way to a hill approximately three miles 
  southwest of their current position and 
  then call from there.
  Afterward, the Knights hear 
  the following broken com-
  munication over the Angel’s 
  central comms:
  “. . . repeat, Falcon-One has 
  crash landed, need immedi-
  ate evac. Request fire test Iron 
  Rain at coordinates. . .”
  Iron rAIn
  Iron Rain is the next-genera-
  tion of Corporate fire support. 
  Frustrated by seeing Corporate 
  vehicles fall into Rephaim 
  hands, a multi-corporation en-
  deavor developed a long-range 
  electro-magnetic pulse (EMP) 
  weapon that disables all elec-
  tronic equipment in its target 
  radius. 
  The weapon has yet to be perfected; 
  for example, its tremendous recharge 
  time limits its use in battle.
  Given the priority of the BioGen task-
  force’s mission, BioGen has authorized 
  the use of Iron Rain.  In approximately 
  three minutes, Iron Rain strikes the area, 
  disabling all electronic equipment includ-
  ing flechette weapons and flamethrowers 
  (which use an electro-quartz ignition 
  system), but not grenade launchers nor 
  shotguns. The Angel dropship has one 
  shotgun in its armory locker.
  rephAIm!
  Once the Knights have freed them-
  selves from the wreckage, three squads 
  of Rephaim, numbering two zombies 
  per hero, crest a ridge 50” away, heading 
  toward the Knights. The marsh is difficult 
  terrain.
  If the Knights choose to flee from the 
  zombies, Iron Rain strikes before they 
  can get out of range. Otherwise, draw a 
  card at the beginning of each round of 
  combat. If the card shows a black face 
  card, apply the effects of Iron Rain to the 
  Knights’ equipment and the equipment 
  of all incoming Rephaim.
  At the beginning of round 5, the Knights 
  may make notice rolls at -2 (Knights 
  actively looking for reinforcements may 
  ignore this penalty) to identify more 
  Rephaim advancing on their location.
  At the beginning of each round thereaf-
  ter, draw a card. If the card shows a black 
  face card, an additional squad of Rephaim 
  appears, advancing toward the Knights. 
  The Knights need to reach the BioGen 
  crash site to call for evac if they have not 
  already. They can scan the horizon for 
  the crash site from a tree or a hill. The 
  Rephaim will track the Knights across the 
  wilderness, and the WM should remind 
  the Knights that this scenario is likely.
  FAlcon-one
  The crash site comes into view after 
  angel down
  Competition Winning Ace Tale™ for Savage Worlds by Robert Bickmeier.
  a mission for necropolis 2350
  www.tripleacegames.com
  AT013
  © 2012 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights 
  reserved. Used with permission. © 2012. All Rights Reserved.
  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.
  
  a 30-minute march through the marsh. 
  The BioGen squad has abandoned the 
  crash site for the same hill the Knights 
  need to reach for evac.
  Searching the smoldering wreckage 
  uncovers a corpse-catcher and one 6mm 
  SMG per Knight, with one magazine 
  each. The on-board systems have all been 
  disabled or damaged from the crash. The 
  passenger compartment contains a steel 
  cage large enough for a human captive. 
  Searching the area around the crash 
  site reveals a corpse floating face-down 
  in the murky water. Its armor bears the 
  symbol of a Caduceus. The Knights may 
  make a common knowledge roll at -1 or a 
  Knowledge (Corporations) roll at +1 to 
  identify the corpse as a BioGen officer of 
  equivalent rank to a Knight Commander. 
  His wounds suggest that he died in the 
  crash.
  BIogen ArrIves
  After 20 minutes, the Knights come 
  into view of their rendezvous. The Bio-
  Gen soldiers have arrived there already, 
  and they observe the Knights’ approach. 
  They hail the Knights from 30”, telling 
  them to lower their weapons.
  If the Knights refuse to comply, the 
  soldiers give no additional warnings be-
  fore opening fire.
  If the Knights comply, the soldiers will 
  allow them to advance up the hill.
  The taskforce numbers one soldier 
  per Knight, plus Burke (Bathory’s pup-
  pet soldier), and a woman in shackles. 
  The Knights can make a Persuasion 
  roll to use the BioGen radio to call for 
  their own evac. If the Knights ask about 
  the captive, the taskforce’s purpose, or 
  Iron Rain, the soldiers will become vis-
  ibly agitated and dismiss the question. 
  Burke carries the radio, and attempt-
  ing to use it provokes him to attack.
  In the ensuing battle, Bathory, a cap-
  tured vampire of Fane Obscuris, may 
  make an Agility roll at -2 to slip her man-
  acles. If successful, she tries to escape. 
  If Burke is killed, she uses puppet on 
  another target. At the end of round five, 
  a squad of zombies numbering three per 
  knight climbs the hill and attacks.
  AFtermAth
  With their foes defeated, the Knights 
  may confirm their egress via radio, and 
  an Angel soon appears on the horizon. 
  If captured, Bathory refuses to answer 
  the Knights’ questions. She offers power, 
  wealth, and anything else to tempt the 
  Knights’ Hindrances and Vows in return 
  for her freedom.
         BAthory, vAmpIre
  Attributes: Agility d10, Smarts d12, Spirit 
  d12, Strength d12+4, Vigor d12
  Skills: Fighting d12, Guts d12, Intimida-
  tion d12, Knowledge (Battle) d12, Persua-
  sion d10, Necromancy d10, Stealth d10, 
  Streetwise d10
  Pace: 6;  Parry: 8; Toughness: 10
  Special Abilities:
  * Arcane Background (Magic): Bathory 
  knows armor, boost/lower trait, dispel, 
  mind riding, speak language, and stun 
  and has 12 of 40 power points remaining.
  * Bite: Str+d8.
  * Charm: Bathory can use the puppet pow-
  er using Smarts as her arcane skill. She can 
  cast and maintain the power indefinitely, 
  but may only affect one target at a time.
  * Fear (-2): Opponents must make a guts 
  roll at -2.
  * Greater Undead: +2 Toughness, +2 to 
  recover from being Shaken. Immune to 
  poison and disease. No additional damage 
  from called shots. Half-damage from pierc-
  ing weapons. Ignores wound penalties.
  * Improved Frenzy: Bathory may make 
  two attacks per round without penalty.
  * Improved Level-Headed: Bathory acts 
  on the best of three cards.
  * Leadership: Bathory has the Command, 
  Fervor, Hold the Line, and Natural Leader 
  Edges.
  * Sire: Anyone incapacitated but not killed 
  by Bathory must make a Spirit roll or die 
  and return from the dead as a vampire after 
  1d4 days.
  * Thermal Vision: Bathory halves all pen-
  alties for bad lighting when attacking a 
  living target or vehicles with their engine 
  running.
  BIogen solDIers
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, 
  Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Tough-
  ness: 12(6)
  Hindrances: Greedy, Loyal
  Edges: Combat Reflexes, Dig In!, Improved 
  Dodge, Nerves of Steel, Rock and Roll
  Gear: Medium armor (+6), 12mm ACR 
  with 5 magazines (Range: 30/60/120, Dam-
  age: 2d8+1, Auto, 3RB), 5 grenades (Range: 
  20/40/80, Damage: 3d8, AP 4, MBT), mo-
  lecular dagger (Str+d4+2, AP2), headset 
  comms, medpac, ID tag
  ZomBIe
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice 
  d4, Shooting d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 7
  Gear: Flechette SMG with 2 magazines 
  (Range: 12/24/48, Damage: 2d6+1 AP 2, 
  Auto)
  Special Abilities:
  * Claws: Str+d4
  * Fearless: Immune to Fear and Intimida-
  tion
  * Thermal Vision: Halves all penalties for 
  bad lighting when attacking a living target 
  or vehicles with their engine running.
  * Undead: +2 Toughness, +2 to recover 
  from being Shaken. Immune to poison and 
  disease. No additional damage from called 
  shots. Half-damage from piercing weap-
  ons.
  A
  C
  E
  out now!
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  31111
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/AT013 - Angel Down.pdf