TEXT: This update takes a brief look at playing Union 
  military characters. However, you should note 
  that Necropolis was never designed to be viewed 
  from a Union perspective. There are several rea-
  sons for this.
  First, Union troops do not have the same moral 
  restrictions as Knights in terms of their vows nor 
  are they considered the champions of mankind. 
  They are just paid soldiers following orders.
  Second, there are too many Corporations to 
  focus on, which would cause the game to lose 
  clarity. The Church may have different Sacri 
  Ordines, but each answers to the same man (the 
  Pope), uses the same gear, and serves the same 
  cause. The Ordines are beginning to cooperate, 
  as well. Despite belonging to the Union, every 
  Corporation is looking out for itself and its proﬁ t 
  margins.
  Third, the Corporations exist to show that 
  mankind cannot work together, even when 
  faced with total extinction. The Church is far 
  from perfect, but the Sacri Ordines are the good 
  guys. To position the Corporations as the good 
  guys requires that the Church be portrayed as an 
  enemy force.
  As such, the information here is not as com-
  plete as it is for the Church. WMs are free to 
  make up unit badges, alter unit structures, add 
  new ranks, and so on, as they see ﬁ t.
  CAN WE PLAY CORPORATE 
  CAN WE PLAY CORPORATE 
  TROUBLESHOOTERS?
  TROUBLESHOOTERS?
  So, can you use Necropolis to run a game of 
  Corporate troubleshooters, rooting out traitors, 
  spying on rival Corporations or the Church, 
  launching black ops, and removing troublesome 
  employees from the payroll?
  Of course you can! With Savage Worlds it 
  couldn’t be easier.
  What you won’t ﬁ nd, however, is any help in 
  this handout. Why? Because Necropolis is a Weird 
  Wars setting, designed speciﬁ cally around mili-
  tary life. Sure, espionage and intrigue are parts 
  of war, but with the core rules, Necropolis, and 
  this book, you have everything you need to run 
  a covert war campaign from a Church or Union 
  perspective.
  Instead of loading characters down with mar-
  tial skills and Combat Edges, the players should 
  look at investigative and social skills, and Edges 
  like Connections or Investigator.
  MILITARY CHARACTERS
  MILITARY CHARACTERS
  Unlike the Church, the Union’s military 
  machines are independent entities, swearing 
  allegiance to an individual Corporation. The 
  Corporations, though their assets are dispersed, 
  maintain private holdings, and answer only to 
  their Board of Executives.
  They do not usually cooperate in military 
  matters, and there is no inter-Corporation coop-
  eration program in place. An Asgard private, for 
  instance, is under no compulsion to obey a sol-
  dier of superior rank from another Corporation.
  Thus, in a Corporate military campaign, all the 
  heroes must belong to the same Corporation. 
  Given that such characters receive no special 
  training (unlike Knights), the choice of Corpora-
  tion is fairly academic, and determined only by 
  the type of campaign the WM wants to run.
  For instance, if he wants a combat heavy 
  campaign, Asgard or Ravendell are the best can-
  didates, as they maintain the largest armies in 
  the Union.
  If he wants a more investigative or social 
  game, Lansing Media makes a great choice, as 
  the heroes become embroiled in protecting 
  CORPORATE SOLDIERS
  CORPORATE SOLDIERS
  
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  VIPs, ﬁ nding out who murdered the upcoming 
  pop sensation, attend press launches and award 
  shows as bodyguards, and so on.
  MAKING CHARACTERS
  MAKING CHARACTERS
  Unless altered below, character generation 
  for a Corporate military character uses the same 
  steps as in Necropolis 2350.
  STEP 2: HOLY ORDER
  STEP 2: HOLY ORDER
  Corporate characters do not take this step. 
  They do not pick a Sacer Ordo and receive no 
  special training for joining the military.
  STEP 3: BRANCH AND RANKS
  STEP 3: BRANCH AND RANKS
  The Union armies retain a rank structure 
  similar in nature to those of 21st century armed 
  services, only with a reduced number of ranks. 
  Characters begin as Privates unless they take the 
  Rank or Valhalla Graduate Edge. Ranks are listed 
  from lowest to highest.
  Enlisted Ranks: Private, Corporal, Sergeant, 
  Senior Sergeant, Chief Sergeant, Sergeant-Major.
  Ofﬁ cer Ranks: Lieutenant, Lieutenant-Captain, 
  Captain, Lieutenant-Major, Major, Lieutenant-
  Colonel, Colonel, Lieutenant-General, General.
  BRANCHES
  BRANCHES
  The following Corporate branches, and their 
  minimum requirements, are available. As will be 
  noticed, the requirements are lower than those 
  of the Sacri Ordines—soldiering in the Corporate 
  sectors is just a job, not a calling.
  Artillerist: Strength d8, Vigor d6, Knowledge 
  (Artillery) d6
  Assault Trooper: Strength d8, Spirit d6, Vigor 
  d6, Fighting d6, Shooting d6
  Combat Engineer: Smarts d6, Knowledge 
  (one technical) d6, Repair d6, Shooting d4
  Combat Medic: Smarts d6, Healing d6
  Infantry: Fighting d4, Shooting d4
  Infantry Support: Strength d8, Vigor d6, 
  Shooting d6
  Lieutenant: Rank or Valhalla Graduate Edge
  Scout: Agility d6, Smarts d6, Vigor d6, Notice 
  d6, Shooting d4, Stealth d6, Survival d6, Tracking 
  d4
  Vehicle Crew: Agility d6, Vigor d6, Boating, 
  Driving or Piloting d6, Repair d4, Shooting d6
  STEP 5: HINDRANCES AND EDGES
  STEP 5: HINDRANCES AND EDGES
  Corporate military characters do not receive 
  the Vow Hindrance, nor do they receive any Spe-
  cial Training.
  The following Hindrances and Edges from 
  Savage Worlds or Necropolis 2350 are either pro-
  hibited for Corporate characters or else altered in 
  some way. Otherwise, all Hindrances and Edges 
  from Savage Worlds or Necropolis 2350 are open 
  to Corporate soldiers, so long as their require-
  ments are met.
  Hindrances: All Thumbs (uses the Necropolis 
  version), Doubting Thomas (uses the Necropolis 
  version), Lame, One Arm, One Eye, One Leg, 
  Penitent, Poverty, Wanted, Young.
  Edges: Arcane Background (any except Psion, 
  see p. xxx), Nepotism, Noble.
  Changes: Rank (Knight Commander) does not 
  exist. Rank (Senior Knight) is changed to Rank 
  (Lieutenant), but keeps the same requirements. 
  Valhalla Graduates, in addition to the existing 
  bonuses, begin as a Lieutenant. If a hero also 
  takes the Rank (Lieutenant) Edge, then he begins 
  as a full Captain instead.
  STEP 6: GEAR
  STEP 6: GEAR
  Asgard troops are issued with 12mm weap-
  ons. Ravendell troops commonly receive laser 
  weapons. The other Corporations wield 6mm 
  weaponry.
  Artillerist: Light armor, pistol with 3 mags, 
  Levant mortar plus 5 HE shells, binoculars, ID 
  tag.
  Assault Trooper: Infantry battle suit, SMG with 
  3 mags, Dove AT–1 launcher with three warheads 
  or Maximus RGL with 20 grenades, ID tag.
  Combat Engineer: Medium armor, SMG with 
  3 mags, toolkit, choice of 4 mines with remote 
  detonators, ID tag.
  Combat Medic: Light armor, pistol with 3 
  mags, medikit, ID tag.
  Infantry: Medium armor, riﬂ e with 3 mags, 3 
  grenades, ID tag.
  Infantry Support: Medium armor, MG with 3 
  mags, 3 grenades, ID tag.
  Lieutenant: Medium armor, pistol with 3 
  mags, 2 grenades, ID tag.
  Scout: Light armor, 12mm long sniper riﬂ e 
  with 2 mags, 2 smoke grenades, ghillie suit, ID 
  tag
  
  3
  CORPORATE SOLDIERS
  CORPORATE SOLDIERS
  Vehicle Crew: Light armor, pistol with 3 mags, 
  ID tag.
  Common Equipment: All characters receive 
  the following basic equipment, which is stored 
  in their combat webbing: bedroll, canteen (full), 
  combat fatigues, mess kit, medpac, and one week 
  of trail rations.
  This equipment weighs 15 pounds and is gen-
  erally removed before entering combat.
  UNIT STRUCTURE
  UNIT STRUCTURE
  The basic organizational unit of a Corporate 
  army is the squad, made up of 8 individuals. Typi-
  cally, the soldiers are one infantry support, one 
  combat medic, and six infantrymen. A vehicle 
  squad comprises two identical vehicles.
  Either formation is usually commanded by an 
  NCO. Squads are given a designation letter, these 
  being A(lpha), B(ravo), C(harlie), or D(elta). If 
  none of the characters pick the Rank or Valhalla 
  Graduate Edge, one should be promoted to cor-
  poral and made squad leader.
  Four squads (32 men or 8 vehicles) constitute 
  a platoon, which is always led by a lieutenant. Pla-
  toons are given a number between one and four. 
  Four platoons (128 men or 32 vehicles) form a 
  company, led by a captain. Companies are given 
  a number between one and four.
  Four companies form a brigade (512 men or 
  128 vehicles), led by a major. Vehicular brigades 
  are extremely rare. Brigades are given a number 
  between one and four.
  Four brigades form a division (2048 men), 
  and are commanded by a colonel. There are no 
  vehicular divisions. Divisions are given a number, 
  which can range between 1 and 999. Units are 
  often merged after heavy losses, and a high 
  number does not necessarily indicate a large 
  number of divisions exist.
  Beyond this, brigades are merged together as 
  required into regiments, and commanded by a 
  general. Regiments are given a number, Corpo-
  rate name, and geographic name, such as 3rd 
  Asgard Kobian Regiment.
  A unit’s full title comprises every designation 
  of each larger unit it belongs to, listed in reverse 
  order. For instance, a unit’s full title might be 
  “Alpha Squad, 2nd Platoon, 3rd Company, 1st 
  Brigade, 154th Division, 3rd Asgard Kobian Regi-
  ment.”
  Lieutenant ranks, such as Lieutenant-Captain, 
  serve as second-in-command to those with the 
  full rank. Thus, a lieutenant-major is 2IC to a 
  major within a brigade.
  PROMOTIONS
  PROMOTIONS
  Promotion is slow in the Corporations, but it 
  is achievable for career soldiers. Promotions are 
  awarded for good performance, and generally 
  mean higher pay and status. Along with these 
  perks however, comes responsibility. A private 
  doesn’t have to worry much about anyone else 
  but himself and his squad mates. A captain gets 
  better quarters and access to the ofﬁ cer’s club 
  when in garrison, but is responsible for a com-
  pany of men and their equipment, and the unit’s 
  performance in action.
  At the completion of a mission, each soldier 
  can roll a d20 and add or subtract the modiﬁ ers 
  below. Modiﬁ ers are cumulative. A total of 20 or 
  better means the character has been promoted 
  one rank, to a maximum of Colonel. Sergeant-
  Majors who receive a promotion are promoted 
  straight to Lieutenant-Captain, missing out Lieu-
  tenant.
  WMs can add other modiﬁ ers. For instance, a 
  character who repeatedly follows orders to the 
  best of his abilities may earn +1 or +2, whereas 
  one who tries to shirk his duties earns a similar 
  penalty. One who is always in the thick of the 
  ﬁ ghting, charges machinegun nests or who has 
  taken out a tank in every battle may earn as much 
  as +4 on the promotion roll.
  PROMOTION MODIFIERS
  PROMOTION MODIFIERS
  Mod 
  Circumstance
  –2 
  Routine Mission
  +2 
  Difﬁ cult Mission
  –2 
  Character is Captain or higher
  +1 
  Character is a Private
  +1 
  Valhalla Graduate
  +2 
  Character displays leadership or good 
  judgment during the mission
  
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  ADVENTURE GENERATOR
  ADVENTURE GENERATOR
  Aside from the changes below, Corporate char-
  acters can use the standard Adventure Generator 
  presented in Necropolis and the additional and 
  alternate tables presented in the adventure Tales 
  from the Frontline #1.
  In some cases, cosmetic changes not listed 
  below may be required—such as changing the 
  wording from “Church ofﬁ cial” to “Corporate 
  ofﬁ cial.”
  TABLE 3: ALLIES
  TABLE 3: ALLIES
  Modiﬁ er: Assault: +5; Participate: +4; Protect 
  +3; Rescue: –1; Scout: –2; Hearts & Minds: –4; all 
  others: no modiﬁ er
  d10 
  Result
  1–2 
  None
  3 
  Dog Team
  4–6 
  Infantry (1 squad)
  7 
  Infantry (2 squads)
  8 
  Infantry (3 squads)
  9 
  Infantry Support
  10 
  Close Artillery Team
  11 
  Psion and bodyguards
  12 
  Vehicle: Roadrunner APC
  13 
  Vehicle: Light Tank
  14 
  Vehicle: Medium Tank
  15 
  Vehicle: Heavy Tank
  Close Artillery Team: Two soldiers (see 
  Necropolis) equipped with a 50mm SBAC are 
  attached to the unit.
  Dog Team: Use Corporate soldier stats along 
  with the dog stats from the Savage Worlds bes-
  tiary. A dog team comprises one man and one 
  hound.
  Fire Support: Two infantry support soldiers 
  (see Necropolis). One is armed with a laser MG 
  and the other with a Dove AT–1 and four war-
  heads.
  Infantry: A number of typical soldiers are 
  attached to the players’ unit. A sergeant leads 
  each unit. Treat him as a soldier with d8 Vigor 
  and Shooting and the Command Edge.
  Psion: A single military psion (detailed in the 
  Necropolis 2351-5 Update) with a bodyguard of 
  four veteran soldiers is attached to the squad.
  Vehicle: All crew are vehicle crew (see Necrop-
  olis 2350). The WM selects the exact vehicle to 
  suit the type of mission.
  Note that only Asgard uses Thor MBTs. Most 
  other Corporations employ the Striker in this 
  role.
  TABLE 4A: CHURCH OPPOSITION
  TABLE 4A: CHURCH OPPOSITION
  Modiﬁ ers: Capture or Destroy: +1; Rescue: 
  +0; Scout: –1
  d6 
  Result
  1 
  Sergeant Lance
  2 
  Scout/Sniper
  3–4 
  Supported Lance
  5 
  Vehicles
  6+ 
  Heavily Supported Lance
  Heavily Supported Lance: A Lance of 1d3+3 
  Knights is operating in the area along with size-
  able support. Roll three times on Table 3 in 
  Necropolis 2350 with a +3 modiﬁ er, to determine 
  their support.
  Scout/Sniper: A lone Knight Scout lurks in 
  area. He is more interested in gathering intelli-
  gence on the group than taking potshots.
  Sergeant Lance: A Lance of 10 Sergeant led 
  by a Senior Knight is wandering through the 
  region.
  How the patrol—or indeed any other Church 
  forces—reacts to the group depends on the 
  nature of the mission and the location of the 
  Church forces. If an alarm has been raised they 
  are automatically hostile.
  Supported Lance: A Lance of 1d3+3 Knight 
  Infantry is operating in the area. Roll once on 
  Table 3 in Necropolis 2350 with no modiﬁ er to 
  determine their support.
  Vehicles: A Lance of 1d3+3 vehicles of the 
  WM’s choice is operating in the area. They are 
  protected by an Infantry Lance.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/Necropolis 2350 Corporate Soldiers.pdf