TEXT: 30303
  incinerator 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 Entertain-
  ment Group at wwwwwwwww.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.
  ©2017 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks 
  of Triple Ace Games. All Rights Reserved.
  WWW.triPleacegames.com
  necropolis 2350
  incinerator Handbook
  
  
  This supplement is designed to be used by player character Knight Incinerators as much as War 
  Masters. As well as providing players with additional background information, it is intended to supply 
  all essential game mechanics an Incinerator 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.
  2
  Chapter One: OrdO SaCrae Flamulae........................................................ 3
     hiStOry...................................................................................................... 3
     reCruitment.............................................................................................. 8
     training..................................................................................................... 9
     Knightly JuStiCe....................................................................................... 9
     FinanCial StatuS..................................................................................... 10
     ChapterS.................................................................................................. 10
     typiCal miSSiOnS..................................................................................... 12
  Chapter twO: FaCilitieS............................................................................ 13
  Chapter three: hardware........................................................................ 15
     VehiCular weapOnS................................................................................ 16
     air SuppOrt VehiCleS.............................................................................. 17
     military gear......................................................................................... 17
     artillery upgradeS................................................................................ 20
     mundane gear........................................................................................ 20
  Chapter FOur: perSOnnel FileS................................................................. 21
     wild CardS............................................................................................. 21
     Knight extraS......................................................................................... 24
     Chaplain extraS..................................................................................... 25
     Sergeant extraS..................................................................................... 26
     FamOuS unitS.......................................................................................... 26
     typiCal lanCeS........................................................................................ 28
  Chapter FiVe: CharaCter KnightS............................................................ 29
     edgeS....................................................................................................... 30
        BaCKgrOund edgeS..............................................................................	30
        COmBat edgeS......................................................................................	30
        leaderShip edgeS.................................................................................	31
        OrdO edgeS..........................................................................................	31
        pOwer edgeS.........................................................................................	32
        prOFeSSiOnal edge...............................................................................	32
     hindranCeS.............................................................................................. 32
  table of contents
  
  necropolis 2350: templar Handbook
  3
  And if any man will hurt them, fire pro-
  ceedeth out of their mouth, and devoureth 
  their enemies: and if any man will hurt them, 
  he must in this manner be killed.
  Revelation 11:5
  Love them or hate them, few citizens or 
  Church officials deny the Incinerators have 
  played their part in helping rid Salus of the 
  Rephaim. Time after time, the brave Knights 
  of the Ordo have delivered cleansing holy fire 
  to the enemy.  To some, they are true heroes 
  of the faith, prepared to wade into the heart 
  of darkness to purify Salus. To others, they are 
  nothing more than pyromaniacs given license 
  to wield fire.
  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
  The Order of the Holy Flame had no prede-
  cessors upon which to base its Ordo, though 
  cynics openly remark at their similarity to the 
  witch–burning Inquisition of Earth’s Renais-
  sance period.
  a second ordo
  For just under nine months, the Ordo Tem-
  pli Novi was all that stood between humanity 
  and the Rephaim. In June 2320, three weeks 
  after the Templars’ first disastrous engagement 
  with mankind’s foe, the Pope approved the 
  creation of a second Ordo Militant.
  Based on the Templar model, the first in-
  carnation of the Ordo was, save for its chosen 
  colors and emblems, indistinguishable from its 
  predecessor, being nothing more than a force 
  of Knights and Sergeants prepared to lay down 
  their lives for a just cause.
  Its early ranks were quickly swelled by 
  Knights and civilians who found the Templar 
  credo too rigid. Learning from the Templar 
  mistake, it would be a year before the Ordo 
  declared itself combat ready.
  tHe Flame ignites
  Although entitled the Ordo Sacrae Flamu-
  lae from its inception, the Ordo was essentially 
  identical to the Templars in its choice of weap-
  ons. Which version of how they came to adopt 
  incendiary weapons depends on one’s faith.
  Pragmatists claim that unlike his rival, 
  Grand Master Dalgleish quickly came to un-
  derstand the enemy had a massive advantage. 
  Whereas Knights and Sergeants took over a 
  year to train, the Rephaim could replace losses 
  and gather new strength far quicker. A zombie 
  sliced in half or riddled with flechettes could 
  be patched back together and reanimated to 
  fight again, while the corpses of fallen mortals 
  provided plentiful fresh bodies for Rephaim 
  necromancers.
  Incinerators tell a different story. The Ordo 
  had taken its name from the belief God mani-
  fested himself, at least in Old Testament times, 
  3
  chapter one:
  ordo sacrae Flamulae
  
  necropolis 2350: templar Handbook
  
  as fire. In the heart of the first Preceptory’s 
  cathedral there burns an eternal flame, ignited 
  on the day the cathedral was sanctified and 
  fated to extinguish only when the war ended. 
  While the Grand Master praying in front of the 
  flickering flame, the pitiless archangel Uriel, 
  wielder of the burning sword and guardian 
  of the Gate of Eden, appeared to him. Step-
  ping forth from the immense brazier, Uriel, in 
  whose hand was cradled divine fire, laid his 
  hand on the Grand Master’s head and filled his 
  soul with the holy fire.
  Whatever the truth, Dalgleish decreed 
  that fire was a purifying force, and that if 
  the Rephaim were to be beaten it would be 
  through the sacred flame.
  In place of flechette MGs, Infantry Support 
  were issued flamethrowers. Knights ditched 
  their monofilament grenades in favor of in-
  cendiaries. A call was put out for the Church’s 
  factories to adapt the Nazareth tank to wield a 
  vehicular flamethrower.
  A new creed was quickly issued to the 
  ranks. Any Rephaim the Ordo discovered were 
  put to the fire. Knights and Sergeants who fell 
  in battle were to be cremated there and then. 
  Any settlement thought to be housing cultists 
  was to be razed to the ground. 
  The Incinerators, as they soon came to be 
  known, took to the new command with a zeal 
  bordering on fanaticism. Whenever and wher-
  ever they entered battle, the air was soon filled 
  with greasy smoke of roasting flesh and burning 
  buildings. Never officially approved, the Incin-
  erators had adopted a scorched earth policy.
  dousing tHe Flames
  That the Incinerators saw their mission as 
  divinely appointed meant nothing to innocent 
  peasants whose crops and homes were razed. 
  Within just a few short months the Incinerators 
  were feared as witch-burning fanatics.
  The peasants complained to their priests, 
  who in turn cried out to their bishops. As the 
  archbishops beseeched the Pope to rein in his 
  new warriors, the Lazarite Grand Master threw 
  her weight against the Incinerators, arguing that 
  the Ordo was hampering her Ordo’s good work 
  by leaving no Rephaim corpses for study.
  Under growing pressure, the Pope sum-
  moned Grand Master Dalgleish in 2323 and 
  forbade the burning of settlements unless 
  they were proven strongholds of the Rephaim. 
  Villagers accused of collaboration were to 
  be handed over to the Inquisition and tried 
  before an ecclesiastical court rather than sum-
  marily executed and the use of flamethrowers 
  in inhabited areas was to be curbed. Above all, 
  the Lazarites were to be given the opportunity 
  to retrieve corpses for experimentation.
  The Grand Master pleaded the divine na-
  ture of his Knights’ calling, but the Pope re-
  fused to back down. His only concession was 
  to grant Uriel the status of saint and appoint 
  him as the Ordo’s patron.
  Having no wish to be removed from office, 
  Dalgleish reluctantly bought the Ordo to heel. 
  It has taken time, but the Ordo’s reputation is 
  improving among the common people. That 
  said, while their flamethrowers may ignite less 
  often the burning fire within the Incinerators’ 
  hearts has not been dampened one iota.
  Purging caromago
  As dawn broke on 07.III.2325, the Incinera-
  tors stationed in western Nova Europa massed 
  for an attack. Their target was not a Rephaim 
  base, but the small city of Caromago.
  Two weeks earlier, the city’s civilian gover-
  nor signed a decree seceding Caromago from 
  the Church. In his missive, he announced that 
  the Church was corrupt and that he and his 
  people would seek salvation directly from 
  God. The Curia promptly charged him and his 
  followers with supporting the Pelagian heresy.
  Ultimata threatening force to bring the 
  rogue city to heel were issued and ignored. 
  Backing down would be a sign of weakness, 
  a possible spark igniting more heresies. Left 
  with no option, the Pope ordered Grand Mas-
  ter Dalgleish to assemble his Ordo for battle. 
  Only a single command was issued—purge 
  Caromago of the cancerous heresy.
  Dalgleish eschewed firebombing the city. 
  He had no regard for civilians or property, but 
  such action would prevent his troops from 
  entering Caromago for days. More importantly, 
  he wanted the governor alive so that he might 
  necropolis 2350: incinerator Handbook
  
  
  5
  be publicly tried and punished for his sins. The 
  signal was given for a ground attack.
  Building by building, street by street, block 
  by block, the main Incinerators force swept 
  through the city like an avenging angel. To 
  their credit, the city’s militia units, although 
  heavily outnumbered and outgunned, put up 
  stiff resistance.
  Frustrated in their advance, the Incinerators 
  fell back on old habits. Targeted strikes against 
  civil and militia buildings and the mass arrest 
  of civilians were eschewed in favor of the 
  deployment of flamethrowers and the immedi-
  ate execution of any who crossed their path. 
  The setting of the sun brought no darkness to 
  Caromago that night as the fires spread.
  The new day revealed the extent of the 
  damage. Half the city was in flames, the other 
  half, crowded with desperate citizens, was 
  shrouded in dense smoke. The air was filled 
  with the crackle of flames and the hymns of the 
  inhabitants. Their fervor quelled, the Incinera-
  tors offered the remaining defenders a simple 
  choice—surrender or die.
  Within the hour, thousands of dejected 
  citizens had lined up at the gates. Brief interro-
  gations quickly revealed that while the people 
  had paid the price for heresy, the governor had 
  not acted with their support.
  While the populace was being evacuated, 
  Incinerator units surrounded the governor’s 
  palace. The last loyal militia units were exter-
  minated after a short battle and the complex 
  stormed. The lead Lances found the governor 
  dead from a single gunshot wound to the head, 
  his corpse surrounded by his personal confes-
  sor and several aides. It was assumed he had 
  taken his own life rather than face up to his 
  crime, though suspicions he was murdered to 
  spare the city further destruction still circulate. 
  The latter would have proven a forlorn hope.
  Before the Incinerators could complete 
  their work, the Pope, who had turned the “mass 
  heresy” into a public relations exercise extol-
  ling the virtues of the Church and the dangers 
  of heresy, issued a proclamation—Caromago 
  delenda est (“Caromago must be destroyed).
  As the remaining civilians fled in panic, 
  wave after wave of Deliverance and Scourge 
  bombers unleashed deadly cargoes of napalm. 
  Caromago was cleansed from the earth and its 
  name erased from all maps. Today, the city’s 
  name is a byword for mass destruction by fire.
  tHe beta-6 incident
  On 19.VII.2337, an Incinerator listening 
  post located on the border with the Aluam 
  Pocket picked up a faint transmission from 
  Beta-6, a West Star Mining mineral extraction 
  facility. Later analysis would reveal it was 
  broadcast from a short range communicator 
  and that only extremely favorable atmospheric 
  conditions allowed its reception.
  A transcript of the communication was 
  hastily encrypted and relayed up the chain 
  of command until it reached the ears of the 
  Grand Master. Dalgleish reacted swiftly. In 
  what was an act of open aggression against a 
  Corporation, a strike force was assembled and 
  ordered to enter and purge the WSM facility 
  with all haste. Nothing was to be left alive.
  Five Lances entered the mines of Beta-6. 
  Just nine Knights, shaken and pale, were ex-
  tracted the following day. Each was debriefed 
  in secret by the Ordo’s lords and sworn to 
  utmost secrecy before being returned to their 
  ordo sacrae Flamulae
  5
  Honoring tHe dead
  As a rule, the corpses of Knight recov-
  ered from the field of battle are buried 
  within the confines of the Preceptory. 
  Incinerators favor cremation, the ashes 
  being placed in urns stored in a special 
  shrine in which burns an eternal flame.
  Vexilli, the battle standards of the Or-
  dines, are lowered to half mast when a 
  Knight is slain as a token of respect. Oth-
  er than that, they remain flying outside 
  the unit’s Preceptory headquarters.
  When an entire Lance or Banner is killed 
  in combat, Incinerator tradition decrees 
  the standard is ritually cremated in the 
  eternal flame that burns in each Precep-
  tory. In this manner the deeds of the 
  fallen are taken to Heaven, to be flown 
  in Uriel’s court. New standards are then 
  issued to the reformed unit.
  
  necropolis 2350: templar Handbook
  6
  Preceptory. Of those Knights, two later went 
  insane and five committed suicide. The re-
  maining four Knights have never broken their 
  vow of silence on the matter.
  What transpired in the dark tunnels has 
  never been revealed, even to the Pope. The an-
  nals of the Ordo, in which all engagements and 
  losses are recorded for posterity, are extremely 
  vague, referring only to “an incident” on the 
  border. No mention is made of the Incinerators 
  operating aggressively behind Corporate lines. 
  For their part, West Star Mining has remained 
  equally silent about the affair.
  Grand Master Dalgleish died in an auto-
  mobile accident several days after the mission 
  concluded.
  Fervor in rHodes toWn
  In the early days of the war, the Ordines 
  fought as separate entities, with each trying 
  to prove itself superior to its rivals. In 2340, 
  rivalry between the Incinerators and Templars 
  spilled over into open conflict.
  Both Ordines had been assigned the task of 
  liberating the ruins of Rhodes Town. Church 
  media teams were covering the conflict, and 
  both Ordines had much to gain by being seen 
  to be the victors.
  At first, everything went well, the Rephaim 
  quickly falling to the combined might of the 
  Ordines. Then things went bad very quickly. 
  Deducing that whoever planted their stan-
  dard atop the main church’s towering steeple 
  would receive intense media coverage and 
  boosted recruitment, both sides rushed to be 
  victorious. 
  For three days, Knight fought Knight in the 
  burning rubble for the privilege of being the 
  first to reach the church. Casualties ran into 
  hundreds before the Templars hoisted their 
  pennant on the church tower.
  Who started the fighting is a moot point—
  both sides were duly punished and the ranks 
  of the Penitents were bolstered for many years. 
  Neither Ordo has forgotten, though, and the 
  Incinerators still consider the “defeat” to be a 
  stain on their Ordo’s reputation. Any Templar 
  daring to remind an Incinerator of the incident 
  is guaranteed to start a brawl.
  tHe Fall oF neW budaPest
  Every Ordo was presented at the fall of New 
  Budapest in 2346. The battle numbers among 
  the darkest days of the Incinerators.
  Field Master Jacob Downes, the highest 
  ranking Incinerator in the battle, having no 
  wish to see the beautiful places of worshipped 
  defiled and citizens corrupted into profane 
  monstrosities, ordered a total scorched earth 
  policy. As the Knights withdrew, they laid waste 
  to the city around them. Such was the devasta-
  tion they wrought that media commentators 
  called it the “Pyre of New Budapest.”
  The loss of buildings and priceless treasures 
  could be forgiven, but Downes’ remarks at his 
  trial that he had cleansed thousands of citizens 
  of earthly sins and delivered them pure into 
  God’s grace drew nothing but outrage and 
  condemnation. Declared a mass murderer, 
  Downes was excommunicated before being 
  executed. Befitting his crime, he was burned 
  alive at the stake. In a rare move, both the 
  trial and execution were broadcast live across 
  Church media.
  tHe angel oF bannaventa
  During the retreat from New Budapest, 
  an Infantry Banner found itself surrounded 
  in the small village of Bannaventa. The chaos 
  of the withdraw meant no hope of support or 
  extraction. Heavily outnumbered, the Knights 
  prepared themselves for death in battle and 
  vowed to send as many Rephaim to hell as they 
  could. Aware of would fate would befall them 
  were they to be taken alive, the villagers, young 
  and old alike, lined up alongside the Knights, 
  their trembling hands clutching farming imple-
  ments and a handful of flechette SMGs.
  As the first rays of the sun broke the horizon, 
  Knight and commoner alike gazed in awe at 
  the image of St. Uriel that appeared in the east-
  ern sky. Inspired by the vision, the defenders 
  threw caution aside and charged the Rephaim 
  ranks. The Pope would later declare that Uriel 
  had laid his hand on each of the Knights, filling 
  their souls with his righteous fury.
  Whether through their training, blind luck, 
  or the blessing of St. Uriel, the humans broke 
  necropolis 2350: incinerator Handbook
  6
  
  
  through the Rephaim lines. Breaking through, 
  the Knights promptly turned and charged back, 
  sacrificing their lives in order that the civilians 
  might have a hope of salvation.
  By luck, the citizens ran into a column of 
  mixed Knights. Learning of the Incinerators’ 
  plight, the Knights hurried to the battlefield. 
  They arrived too late to save the Incinerators, 
  but their numbers were sufficient to drive the 
  enemy from the field and retrieve the corpses 
  of their fallen comrades.
  As news of the sighting of Uriel and sacrifice 
  of the Incinerators spread, the Grand Master 
  decreed that the bodies were to lie in state 
  at the Ordo’s Vatican City headquarters. In a 
  rare move, the Pope personally blessed each 
  fallen Knight, absolving them of their sins and 
  delivering them into God’s grace.
  motto
  The Incinerators belief that only flame 
  can deliver mankind from the clutches of the 
  Rephaim is clearly echoed in their motto—ig-
  nis victoriam (“through fire, victory”).
  Within the Ordo, the letters “I.V.” can be 
  found stamped, scratched, branded, burned, 
  or painted on to everything from flesh to armor 
  and personal weapons to armored vehicles.
  grand masters
  Two Grand Masters have led the Ordo 
  Sacrae Flamulae since its foundation.
  Henry dalgleisH (2320-3)
  The Ordo’s first Grand Master was an In-
  quisitor-Bishop and already well-versed in the 
  use of fire to purge sins and punish heretics. It 
  was Dalgleish who first promoted the use of fire 
  as an effective weapon against the Rephaim.
  On 27.VII.2327, Dalgleish announced to 
  his senior staff that he would by visiting the 
  Pope the next morning to raise a most im-
  portant matter. He died in an automobile ac-
  cident while en route to the Pope’s palace. No 
  record of what he intended to say to the Pope 
  has been found and his personal diary, which 
  Dalgleish’s aide swore he always carried and 
  packed in his briefcase that day as normal, was 
  not found at the scene.
  The official verdict on the crash was that it 
  was an unfortunate accident, but there are still 
  some within and without the Ordo who insist 
  Dalgleish was assassinated.
  Firmly believing that Dalgleish was visited 
  by the archangel Uriel, the Incinerators have 
  pushed for Dalgleish to be canonized. Thus 
  far, the Pope has given no indication this will 
  ever happen.
  claude be bussey (233-Present)
  Deputy Master of the Ordo when Dalgleish 
  died, de Bussey was elevated to the position of 
  Grand Master by his peers.
  A devout pupil of his predecessor, he con-
  tinued the Ordo’s tradition of fighting evil with 
  fire. He has never forgiven the Lazarite Grand 
  Master for interfering in his Ordo’s divine 
  work, and has always seen it as a stain on his 
  honor. It is well known he despises Grand 
  Master O’Flaherty, and tensions between the 
  two have carried down to their troops.
  senior oFFicers
  Like the other Ordines, the Incinerators 
  have three senior dignitaries serving the Grand 
  Master. The number in parentheses is the date 
  the individual achieved their current station.
  dePuty master
  The elderly Gerard Constanza (2337) was 
  the only Seneschal to serve under Dalgleish. 
  When de Bussey inherited the position of 
  Grand Master, Constanza was promoted to 
  Deputy Master.
  A moderate by Incinerator standards, while 
  his peers have focused on fighting, Constanza 
  worked hard to create a worthy portfolio that 
  would see the Ordo financial secure for the 
  future. Fooling the other Ordines into think-
  ing the Incinerators were planning on acquir-
  ing all the land near the frontlines for their 
  ordo sacrae Flamulae
  
  
  necropolis 2350: templar Handbook
  
  Preceptories, he quietly funneled resources 
  into geological surveys across the entirety of 
  Church lands. Before their rivals knew what 
  was happening, the Incinerators owned scores 
  of rich mineral veins and oil wells.
  senescHal
  A recent appointee, Helena Ruthen (2349) 
  previously served as Preceptor Estate Manager 
  at the Ordo’s richest oil field.
  A former student of Gerard Constanza, she 
  has picked up where he left off and is currently 
  arranging for new surveys in remote parts of 
  Salus. The Ordo can ill-afford to create isolated 
  Preceptories, but by claiming land now, Ruthen 
  is planning for the day when the war ends.
  marsHal
  One of the first Knights to earn his sword 
  in the new Ordo, Juan Martinez (2341) quickly 
  rose up the ranks, earning praise for his lead-
  ership and devotion to the cause. As a young 
  Senior Knight, Martinez was vocal in his disap-
  proval of the Lazarites’ demand the Incinera-
  tors curb their incendiary activities.
  In 2326 he served a one-day tour with the 
  Penitents after insulting Lazarite Grand Master 
  O’Flaherty to her face. Complaints the tour 
  was unduly short were politely ignored. The 
  blemish on his record was deemed absolved 
  in 2327, the year Martinez was promoted to 
  Knight Commander.
  The Marshal holds to the view that the curb 
  on incendiary weapons is costing humanity 
  victory. In 2350, he issues orders that fire is 
  to be used whenever the commander on the 
  ground deems necessary. In the eyes of his 
  underlings, that is blanket approval to torch 
  anything they want.
  recruitment
  Attempts to recruit new blood have been 
  something of a roller coaster for the Ordo. 
  Civilians looking for a less suicidal credo that 
  the Templars’ one flocked to the new Ordo in 
  droves, as did many Knights who had grown 
  despondent with the short-lived Templars and 
  their attach to battle.
  With the blackening of their reputation, en-
  listment figures dropped dramatically. In 2322, 
  when their name was at its worst, recruitment 
  was so poor it looked as if the Ordo might be 
  disbanded entirely. Those who did wish to be-
  come Knights were mostly suitable candidates, 
  people overly keen to set fire to things.
  When the curb came into effect, the Ordo 
  launched a massive public relations campaign, 
  espousing its use of fire as a divine mission 
  given the Knights by St Uriel.
  media
  Explosions and balls of fire tap into some-
  thing primal in the human mind, especially 
  among young males. Hardly surprising, then, 
  that Incinerator media shows feature these 
  aplenty, along with images of lone Knights 
  hosing scores of Rephaim with flame. Uriel in-
  variably makes an appearance, his fiery sword 
  held aloft like a torch as captions proclaiming 
  “Serve with the Incinerators and stand in the 
  Light of God” scroll across the bottom of the 
  screen. Slogans such as “If the fire in your heart 
  burns fierce, then we want you!” and “Igniting 
  the fires of victory!” are commonplace.
  Public aPPearances
  Every citizen knows that a public appear-
  ance by the Incinerators means a spectacular 
  show. Like rock stars of old, media star Knights 
  are introduced while pyrotechnics shoot fire 
  high into the air and Infantry Support Knights 
  let loose with their flamethrowers. As the 
  speakers stir up the crowd’s religious fervor, 
  recruiting Sergeants stand ready to sign up 
  potential Squires and Sergeants. 
  Despite the variety of roles Knights fill, peo-
  ple invariably want to talk to Knights Infantry 
  Support. It is not uncommon to see children 
  bent double by the raw weight of the weapon 
  pretending to torch imaginary Rephaim.
   The Incinerators have a secondary recruit-
  ing weapon up their sleeves. Masters of incen-
  diary weapons, the Incinerators are also ex-
  perts in extinguishing them. Bright red Kutiel 
  necropolis 2350: incinerator Handbook
  
  
  
  fire tenders are present at many recruitment 
  drives. Children and adults alike can not only 
  switch on the sirens and lights, but take a turn 
  putting out a fire with water cannon (under 
  the expert guidance of Firemen Sergeants, of 
  course). Open days on a Preceptory always 
  involve Sergeants battling a blazing building.
  training
  Having passed basic training, Squires un-
  dergo four months of specialist Ordo training. 
  Regardless of their intended branch, all Knights 
  are expected to be competent in the use of 
  incendiary weapons. Day after day they learn 
  how to maintain, repair, and fire flamethrow-
  ers. In the same way that firemen are trained to 
  recognize different types of fires and potential 
  hidden dangers, Incinerators are instructed in 
  how best to ignite fires.
  Among the greatest weapons the Rephaim 
  possess is fear. Squires are taught how to 
  master their fears through aversion therapy 
  and psychological counseling. Squires are not 
  expected to be suicidal in their approach to 
  warfare—there is always a time to fight and 
  a time to run. Instead, Squires are taught to 
  override their fight-or-flight instinct, allowing 
  them to function when lesser men panic.
  Fear can be highly contagious. A single 
  panicked Knight can start a rout unless the 
  situation is quickly brought under control. 
  Squires selected to become Senior Knights are 
  taught how to maintain morale, but only a rare 
  few have what it takes to inspire other men to 
  override their fear.
  Whatever their branch, Knights are re-
  quired to spend one week per year refreshing 
  themselves in the use of incendiary weapons. 
  Knights Infantry Support with recent battle-
  field experience are usually exempted.
  KnigHtly Justice
  Incinerators consider flogging, the most 
  common punishment for minor and moder-
  ate transgressions, a barbaric practice that 
  can leave a Knight unfit for active service for 
  days or weeks. Incinerators who transgress are 
  more commonly branded with a hot iron. Not 
  only does the scar remind the Knight of past 
  sins, the searing pain is believed to purify the 
  soul. As his punishment is being applied, the 
  Knight must recite litanies of repentance.
  Like his peers, Grand Master Dalgleish sup-
  ported the formation of the Ordo Penitentia. 
  When it became evident the lives of wayward 
  Knights were being wasted unnecessarily, 
  Dalgleish ordered the formation of penal units 
  within the Ordo.
  Knights sentenced to serve with the Peni-
  tents may instead opt to join the Red Shields 
  (as the units are known). Punishment lasts 
  twice as long as a Penitent tour, but once ser-
  ordo sacrae Flamulae
  
  tHe stereotyPical  
  incinerator
  The Incinerators have worked hard to 
  clean their tarnished image, presenting 
  themselves as divinely appointed war-
  riors scourging the unholy enemy with 
  the fire of God. 
  Many people see them as a bunch of 
  pyromaniacs whose tendencies to light 
  fires are barely under control. It is cer-
  tainly true that the use of fire remains the 
  Ordo’s weapon of choice, but given the 
  dangers and temptations, the Ordo is ad-
  ept at weeding out pyromaniacs before 
  they can do any harm.
  Whether Incinerators are touched in the 
  head or immensely brave is arguable—a 
  Knight Infantry Support is, after all, pre-
  pared to walk into combat carrying tanks 
  of flammable liquid on his back. In bat-
  tle, they must close the range to use their 
  flamethrowers to best effect. That means 
  squaring up to the Rephaim, a task few 
  civilians envy. Outside of combat, most 
  Incinerators are prepared to rush into 
  burning buildings to save the civilians’ 
  lives.
  Children drawing pictures of Incinera-
  tors without helmets never draw their 
  heroes with hair. Given the dangers of 
  fire, many Incinerators shave their heads 
  as a matter of course.
  
  necropolis 2350: templar Handbook
  0
  vice is ended the Knights’ record is expunged, 
  allowing him to receive promotions in the 
  future. Although still forbidden any weapons 
  other than a sword, Red Shields are permitted 
  to wear light armor and may be assigned to 
  standard Lances. Serving with the Red Shields 
  is not considered a soft option—life outside 
  combat is more brutal than with the Penitents.
  Financial status
  The Incinerators may not have to buy and 
  maintain great numbers of armored vehicles 
  or aircraft, but the Ordo burns through a lot of 
  chemicals both in training and in war.
  Fire dePartments
  Outside Preceptories, fire departments are 
  civil agencies under Church authority. In the 
  same way the Preachers offer additional for-
  pay medical services, the Incinerators operate 
  private fire departments.
  While regular firemen are required to at-
  tend any fire in their jurisdiction, Incinerator 
  Kutiels only respond to alarms from customers 
  who have taken out private fire insurance. The 
  sole exception to this are places of worship, 
  which take precedent over private clients in 
  cases of conflict.
  investments
  While the other Ordines rushed to create 
  military bases, the Incinerators divested much 
  of their initial funding in providing for the fu-
  ture. Thanks to the foresight of Deputy Master 
  Constanza, the Ordo operates numerous mines, 
  oil wells, chemical plants, and refineries. In an 
  ironic twist, the biggest buyer of refined fuel is 
  their long-term rivals, the Templars.
  Most peasants of rival Ordines focus on 
  the production of foodstuffs, with only limited 
  heavy industry. At the lower end of the scale, 
  peasants beholden to the Incinerators more 
  likely work in mines, as roustabouts, or low-
  grade technicians. More educated workers can 
  find employment as senior technicians, chemi-
  cal scientists, and site supervisors.
  mercHandising
  With only limited vehicles commonly used, 
  the Incinerators have had to add special fea-
  tures to Purifier light tank model kits. All come 
  with flashing barrels that glow in imitation of 
  their vehicular flamethrowers.
  Forbidden from selling working flame-
  throwers and incendiary grenades to civilians, 
  the Ordo has no restriction on manufacturing 
  and selling fireworks. These range from hand-
  held sparklers that burn for a minute to the 
  awe-inspiring “Uriel’s Grand Bomb,” a Class 
  1 civil explosive weighing an impressive 20 
  pounds. The latter is supposed to be sold only 
  to licensed event organizers, but there is a 
  thriving black market. Fireworks are available 
  in a wide range of colors and effects.
  Images of St. Florian, patron saint of firemen, 
  sell well, with citizens placing them in their 
  homes as protection against fire. The saint’s 
  name is also used to sell fire extinguishers for 
  home and office use. This doesn’t bring the In-
  cinerators into direct competition with civilian 
  manufacturers—the Ordo buys extinguishers 
  for reduced prices, rebrands them, and adds a 
  sizeable markup to the usual retail price.
  cHaPters
  The Incinerators has never seen the need to 
  expand its Chapters. Thus, it has just two—the 
  Chapter Clerical and the Chapter Militant.
  cHaPter clerical
  Outside of managing the smooth running 
  of Preceptories, the primary role of the Chapter 
  Clerical is to oversee the Ordo’s many mining 
  and refining estates.
  Site managers are typically Knights whose 
  injuries or age preclude them military actions, 
  with Sergeants serving as their immediate 
  underlings and department heads. Where pos-
  sible, the Chapter prefers to recruit civilians 
  to bolster its ranks. This not only keeps the 
  people physically fit and earning a living, but it 
  wins the Ordo much public support.
  necropolis 2350: incinerator Handbook
  0
  
  
  cHaPter militant
  Aggression is the watchword of the Ordo 
  Sacrae Flamulae, and the Chapter Militant 
  outnumbers its administrative brethren by 
  four-to-one. 
  Many of the Ordo’s estates lie far from 
  the front line. Whether Knights like it or not, 
  these vital facilities must be heavily protected. 
  Competition to serve in a front line Preceptory 
  is fierce, for only here can they unleash cleans-
  ing fire against the Church’s foe. Knights who 
  show any signs of wavering or combat stress 
  are quickly rotated out to a backwater Precep-
  tory to rest and recover, while eager replace-
  ments are hurriedly shipped to the front line.
  Because of this, Lances frequently un-
  dergo personnel changes. Although it keeps 
  the Lance at optimum efficiency in terms of 
  physical and mental fitness, it does not allow 
  Knights to develop strong bonds of friendship. 
  As veterans often state, serving with the same 
  men and women builds up more than cama-
  raderie—Knights who have fought together 
  for extended periods develop a form of silent 
  communication, 
  where 
  each 
  instinctively 
  knows what the other is thinking.
  cHaPlains
  It is oft remarked that Incinerator Chap-
  lains enlisted only because they were rejected 
  by the Inquisition. Few Chaplains hold any 
  love for the Inquisition. While the Ordines face 
  truly terrifying foes that are an affront to God, 
  Inquisitors are little more than bullies, inflict-
  ing terror on innocents.
  Miraculous healing is a secondary consid-
  eration among Chaplains. Dedicated to the 
  service of St. Uriel and blessed with fiery dam-
  aging miracles, they walk alongside the Knights 
  in battle, delivering holy fire to the Rephaim.
  sergeants
  An infantry Ordo with only limited vehicu-
  lar support, Sergeants form a vital part of the 
  Incinerator military machine. Forever lacking 
  in Knights Vehicle Crew, the Ordo permits Ser-
  geants to serve as drivers, pilots, and gunners. 
  It is not uncommon for Sergeant Command-
  ers to serve as tank commanders. In combat, 
  Sergeant-Knights may be given command of 
  multiple Armor Lances.
  ordo sacrae Flamulae
  
  cHaPlains, PoWers,  
  and traPPings
  Since Necropolis 2350 was published, 
  the core Savage Worlds rules have been 
  updated. The rules below are an update 
  to the rules for miraculous powers.
      PoWers
  In addition to the new miracles intro-
  duced in Necropolis 2350 and the Ne-
  cropolis 2351-55 Update, characters with 
  Arcane Background (Miracles) may select 
  powers from the Savage Worlds rules. 
  Which powers are available depends on 
  whether the character is a Chaplain or 
  another type of faithful.
  Chaplain: Armor, banish, barrier, best 
  friend, blast, blind, bolt, boost/lower 
  trait, burst, confusion, darksight, de-
  flection, detect/conceal arcana, dispel, 
  divination, entangle, environmental 
  protection, greater healing, havoc, heal-
  ing, light/obscure, pummel, quickness, 
  slow, smite, speak language, speed, stun, 
  warrior’s gift
  Other: Armor, barrier, boost/lower trait, 
  deflection, detect/conceal arcana, envi-
  ronmental protection, healing, quick-
  ness, smite, speak language, speed
      traPPings
  When a Chaplain selects a power, it 
  must be assigned a specific trapping 
  and unique effects within that trapping 
  from the Savage Worlds rules. This can-
  not be changed. Knights with Arcane 
  Background (Miracles) receive no game 
  mechanics for their trappings—they are 
  merely for show.
  Chaplains may only use the following 
  trappings: fire/heat, light, or sound.
  
  necropolis 2350: templar Handbook
  2
  tabards & emblems
  As part of the passing out ceremony, an In-
  cinerator’s armor is ritually scorched as an act 
  of purification. Whatever camouflage pattern is 
  adopted, Knights always wear a red chest plate 
  emblazoned with a black cross.
  Many Knights sport tattoos of their Ordo’s 
  insignia. Not only is it a display of fidelity and 
  faith, it allows for quick identification of the 
  Knight’s Ordo should he fall in battle. The 
  Incinerator’s primary insignia is a fiery sword, 
  the symbol of St Uriel. Among the latest genera-
  tion of Incinerators, it has become fashionable 
  to have the insignia branded into their flesh.
  Chapter Clerical: Red tabard with a white 
  cross.
  Chapter Militant: Red tabard with a black 
  cross on the chest and shoulders.
  Sergeants: As above, except they lack 
  crosses on their shoulders.
  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.  
  emPlacement assault
  Sometimes heavy tanks aren’t available 
  to blow armored emplacements to rubble. 
  Equally, some emplacements are merely sur-
  face structures protecting a network of subter-
  ranean tunnels. The most effective way to rid 
  these buildings of enemy troops is with fire.
  With years of experience under their belts, 
  Incinerators always assign two Infantry Sup-
  port to Lances and handfuls of incendiary 
  grenades. Even so, clearing emplacements 
  is dangerous work. Corridors are cramped, 
  doorways and side passages must be checked 
  before moving past them so as not to allow the 
  enemy to attack from behind, and the Rephaim 
  are not above setting booby traps.
  scorcHed eartH
  Scorched earth missions involve utterly 
  cleansing an area of Rephaim. Typically devoid 
  of civilians in need of rescue and buildings the 
  Church wants to reuse later, these missions al-
  low the Incinerators to slip their leashes and 
  ignore their flamethrowers. Invariably, the 
  Ordo begins with dropping napalm and sitting 
  back while the fires burn. Infantry is sent in to 
  mop up any survivors.
  necropolis 2350: incinerator Handbook
  2
  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 requirements.
  The two saints most favored by the Incin-
  erators are listed below.
      st. Florian
  Patron Saint of Firemen
  Additional Requirements: Agility d6+
  Benefit: Environmental protection (fire) 
  costs 1 Power Point to cast and has a base 
  duration of 2 hours.
  Additionally, the Chaplain may take the 
  Fireproof Edge, ignoring the Incinerator 
  requirement.
      st. uriel
  Patron Saint of the Ordo Sacrae Fl-
  amulae
  Additional Requirements: Vigor d8+
  Benefit: The Chaplain does not need to 
  specify the exact effects of miracles with 
  fire trappings in advance. Instead, he 
  may choose one of the four effects each 
  time he casts a miracle.
  
  necropolis 2350: templar Handbook
  3
  For the cloud of the LORD was upon the 
  tabernacle by day, and fire was on it by night, 
  in the sight of all the house of Israel, through-
  out all their journeys.
  Exodus 40:38
  aquilo PrecePtories
  The northern realm of Aquilo was claimed 
  by the Church for no other reason than to keep 
  an eye on neighboring Midgard. As it turned 
  out, there were rich veins of minerals, ideal for 
  extraction by convicts. There is also plentiful 
  fishing to be had in the cold waters.
  With summer temperatures above freezing 
  only during the height of summer and winter 
  temperatures well below freezing for months 
  on end, it is a harsh environment. Charged 
  with protecting the settlers, the Ordo Sacrae 
  Flamulae has numerous small Preceptories. 
  That the Ordo defends the realm is purely be-
  cause they were the second militant Ordo and 
  drew the short straw.
  There is little chance of encountering 
  Rephaim here, Asgard has no interest in provok-
  ing the Church just yet, and the local predatory 
  species tends to avoid inhabited areas. Incin-
  erators sent here have little to do but train and 
  pray, which makes it an ideal location for send-
  ing Knights who have committed minor sins or 
  persistent troublemakers whose crimes do not 
  yet warrant a tour with the Penitents. About the 
  most excitement a Knight can hope for is being 
  sent to escort a scientific expedition heading 
  into the deep wastes of the frozen north. It may 
  be dull watching over scientists, but at least it is 
  a break from Preceptory routine.
  Cold-weather training is near constant, with 
  Knights engaging in mock battles and recon-
  naissance missions in all weathers. Were the 
  Church ever to assault the southern extremes 
  of Dead Zone Alpha, an area whose climate 
  is not unlike that of Aquilo, the Incinerators 
  would undoubtedly have the honor of lead-
  ing the attack. Once returned from their tour, 
  Knights trained in Aquilo are sometimes called 
  upon to take part in covert scouting operations 
  in the Dead Zone’s lower region.
  tHe Furnace
  Sixty miles outside Vatican City stands a 
  small city. It has no name and it appears on no 
  maps. There are civic and religious buildings, 
  malls and parks, high-rise offices and apartment 
  blocks, and yet no one lives here. Were one per-
  mitted to walk down the deserted streets, one 
  would see that every building and abandoned 
  vehicle has been blackened by fire at some 
  point. It looks for all the world like a war zone 
  where none should exist. Constructed in 2330, 
  the city was never intended for human occupa-
  tion. Rather, it is a key part of the Furnace, the 
  major Incinerator training Preceptory.
  All Knights of the Ordo Sacrae Flamulae 
  pass through here during basic training, for it 
  is in the deserted streets of the unnamed city 
  that Incinerators learn to master flamethrow-
  chapter two: 
  Facilities
  
  necropolis 2350: templar Handbook
  
  ers and incendiary grenades and hone their 
  skills in clearing buildings.
  Veteran Knights Assault, Infantry Support, 
  and later Grenadiers come here for special-
  ized training. Any player character Knight with 
  Arching Fire, Fuel Efficient, Grenade Launcher 
  King, Long Burn, or Wall of Flame has trained 
  here at some point. Graduates of advanced 
  training programs are awarded a badge in the 
  shape of a flame-wreathed capital letter F to 
  wear on their dress tabards.
  The city is also used by Deliverance and 
  Scourge bomber crews to practice their skills, 
  as well as Firemen Sergeants, who extinguish 
  the infernos once the Knights have finished 
  training for the day.
  outPost 
  Vast swathes of eastern Levant were claimed 
  by the Incinerators during their early geologi-
  cal surveys. Devoid of mineral wealth, the area 
  is forsaken save for a handful of scientific bases 
  studying volcanism.
  In 2348, an Incinerator Angel performing 
  a routine sweep after a powerful earthquake 
  swept across the region detected something 
  unusual. The western side of Mount Constan-
  tine had collapsed. Rather than more stone, the 
  huge slip revealed a black, polished surface. 
  On hearing the report, the Grand Master or-
  dered the site blockaded. A cover story about a 
  potential catastrophic volcanic eruption barely 
  made the evening news.
  As Lances of Combat Engineers prepared a 
  temporary Preceptory on the nearest flat ground, 
  Grand Master O’Flaherty of the Lazarites caught 
  wind of the discovery through her many spies. 
  Demands the site be turned over to her Ordo 
  were swiftly rebuffed. Much to their fury, the 
  Lazarites were caught in a Catch-22 situation. 
  Until they could prove the structure beneath 
  the mountain related to the Rephaim they were 
  forbidden from entering the area, but the 
  only way they could prove the structure was 
  of Rephaim origin was to study it. The Pope 
  refused to become embroiled in the politicking, 
  wary of ordering the Incinerators to turn over 
  part of their estates to another Ordo.
  With the Preceptory completed, the Incin-
  erators further infuriated their Lazarite cousins 
  by allowing scientists from the Office of Scien-
  tific Research to form investigation teams. No 
  doubt the Lazarites have planted at least one 
  agent among the civilians, but the Incinerators 
  are keeping a close eye on them.
  Thus far, the only scientific research has 
  been conducted from afar. Little has been 
  revealed, save that the angle of the polished 
  stone indicates the largely hidden structure is 
  likely pyramidal in shape and that it is clearly 
  of ancient origin.
  With nothing to be gained from further 
  remote study, Incinerator HARD Knights are 
  preparing to escort the scientists on an inspec-
  tion of the mysterious structure.
  sHrine oF tHe eternal Flame
  Every Incinerator Preceptory has a large 
  shrine located near its cathedral or church. 
  Within each shrine burns an eternal flame, a 
  symbol of the Ordo’s undying support for the 
  holy cause and a flickering representative of 
  their patron saint. Whenever a new Preceptory 
  is established, the last act before declaring it 
  fully functional is to light the brazier. This act 
  is carried out by the Grand Master, who bears 
  with him a flame from the first eternal flame in 
  the Incinerator’s headquarter’s Preceptory.
  Knights are permitted to enter the shrine at 
  any time to meditate, reflect on the loss of com-
  rades, pledge holy vows, and such like. Every 
  Knight who joins the Preceptory takes a holy 
  oath to defend it while holding his molecular 
  sword in the flame. Lance and Banner stan-
  dards of fallen units are cremated in the fire. 
  Traditionally, Infantry Support Knights hold 
  the barrels of their flamethrowers through the 
  eternal flame while offering prayers to Uriel 
  before shipping out to battle.
  Allowing an eternal flame to burn out is a 
  matter serious enough to warrant a long tour 
  with the Penitents. It is also a smear on the 
  Preceptory’s name and an affront to Uriel. To 
  prevent sabotage, every eternal flame is guard-
  ed around the clock by at least one Lance of 
  Knights. Tending the flame falls to Chaplains.
  necropolis 2350: incinerator Handbook
  
  
  5
  And the fourth angel poured out his vial 
  upon the sun; and power was given unto him 
  to scorch men with fire.
  Revelation 16:8
  The Incinerators have always considered 
  themselves an infantry Ordo. Support from 
  heavy and medium tanks is always appreciated 
  when the situation demands, but the Ordo 
  uses only a handful of lightly armored vehicles 
  (in addition to Prophets and Angels).
  attarib Polar aPc
  Assigned to patrol the frigid wastes of 
  northern Aquilo, the Incinerators immediately 
  demanded an APC to suit their needs. The re-
  sult was the Attarib, a Prophet variant.
  To cope with the rough and slippery ter-
  rain, the wheels were removed in favor of four 
  independently powered and steered tracks. A 
  new engine allows the vehicle to operate in 
  temperatures as low as –40°F, enough to cope 
  in all but the most northerly region. A heads-
  up display tied into the vehicle’s infrared and 
  starlight sensors allows the crew to work in 
  blizzards and during the long winter months, 
  and aids in locating lost travelers.
  Existing weapon systems were stripped 
  and a flamethrower turret fitted. As well as 
  deterring predators, the weapon provides the 
  ability to rapidly melt icy obstructions.
  With becoming stranded a real danger, the 
  vehicle carries rations enough to last 100 man 
  days, flares, digging tools, and insulated sur-
  vival tents. Two spare flamethrowers and six 
  fuel tanks are stored in an armored compart-
  ment located behind the crew area.
  Acc/Top Speed: 4/20; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+10
  Notes: Heavy Armor, Infrared Night Vision, 
  Night Vision, Tracked
  Weapons: Heavy flamethrower (20 shots)
  conFlagrator assault suPPort tanK
  The Purifier is ideal for close infantry sup-
  port and napalm-carrying bombers can be 
  called in against more distant targets, but there 
  is little in the way of medium range incendiary 
  support. Deciding they needed such a weapon 
  to support their assaults, the Incinerators 
  manufactured the Conflagrator.
  Based on the Judea medium tank chas-
  sis, the turret-mounted autocannon was 
  replaced with a short barrel howitzer. Being 
  breech-loaded, the crew came remain safely 
  ensconced within the tank during reloading. 
  In place of conventional rounds, it launches a 
  barrel of incendiary gel triggered to detonate 
  on impact. The warhead has poor aerodynam-
  ics, which limits its effective range.
  As is common practice with vehicles made 
  exclusively for the Incinerators, there are no 
  night vision sensors or stabilizers.
  Issued: 2353; Acc/Top Speed: 5/20; Tough-
  ness: 74/64/54 (60/50/40); Handling: –1; 
  Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  5
  chapter three:
  Hardware
  
  necropolis 2350: incinerator Handbook
  * Short barrel howitzer (20 rounds) (Range: 
  40/80/160, Damage: 2d10, Large Burst Tem-
  plate, ignores armor
  Kutiel Fire tender
  Yet another of the seemingly endless 
  Prophet variants, the Kutiel is the firefighting 
  vehicle of the Sacri Ordines and most Church 
  fire departments. 
  The entire rear compartment has been 
  converted into a huge water tank. A smaller, 
  secondary tank contains a chemical which 
  when mixed with the water produces foam 
  for fighting chemical fires. A switch allows 
  the gunner to toggle between foam and water 
  sprays as a free action.
  Despite removing much of the armor and 
  using a more powerful engine, the sheer weight 
  of water makes the Kutiel rather slow and cum-
  bersome to drive. Still, it is an extremely cheap 
  vehicle, which pleases the accountants.
  Acc/Top Speed: 3/24; Toughness: 25/15/15 
  (10/5/5); Handling: –1; Crew: 2
  Notes: Heavy Armor, Improved Stabilizer, In-
  frared Night Vision
  Weapons:
  * Water cannon (75 shots) (Treat as a vehicu-
  lar flamethrower. Any creature caught in the 
  template must make a Strength roll at –2 or 
  be knocked prone and Shaken. Size acts as a 
  modifier to the roll.)
  PuriFier ligHt tanK
  Based on the Nazareth chassis, the Purifier 
  lacks sophisticated fire–control stabilizers and 
  night vision equipment. Built for urban war-
  fare, the turret–mounted heavy flamethrower 
  is perfect for flushing Rephaim from buildings 
  and for blocking streets.
  The flamethrower’s fuel is premixed before 
  it enters combat. Housed in an armored con-
  tainer, the blast is funneled upward and out of 
  the vehicle in the event of an explosion.
  Acc/Top Speed: 5/30; Toughness: 62/52/42 
  (50/40/30); Handling: +0; Crew: 3
  Notes: Heavy Armor, Tracked
  Weapons:
  * Heavy flamethrower (30 shots)
  * 20mm autocannon coaxial (100 rounds)
  * Twin flechette MG pintle (2000 rounds)
  veHicular WeaPons
  armor-Piercing incendiary rounds
  Available for all vehicular and short-bar-
  reled autocannons after 2351, API rounds are 
  designed to penetrate light armor and then ex-
  plode. As a hybrid, they are less effective than 
  conventional autocannon rounds at punching 
  through armor.
  6
  armor-Piercing incendiary rounds
  veHicular
  Type 
  Range 
  Damage 
  Burst 
  Notes
  20mm autocannon 
  50/100/200 
  3d6/2d10 
  —/Small 
  AP 4, HW
  30mm autocannon 
  50/100/200 
  3d6/2d10 
  —/Small 
  AP 8, HW
  40mm autocannon 
  75/150/300 
  4d6/2d10 
  —/Small 
  AP 12, HW
  sHort-barrel autocannon
  Type 
  Range 
  Damage 
  Crew 
  Mag 
  Burst 
  Notes
  25mm SBAC 
  30/60/120 
  3d6/2d10 
  2 
  5 
  —/Small 
  AP 6, HW
  50mm SBAC 
  50/100/200 
  4d6+2/2d10 
  2 
  5 
  —/Small 
  AP 14, HW
  
  Hardware
  
  The first damage entry is against armored 
  vehicles, or emplacements. If a target vehicle 
  suffers a wound, the crew automatically suffers 
  2d10 fire damage. If the round penetrates a 
  building, place a Small Burst Template touch-
  ing the point of entry. Used against infantry, 
  the gun first inflicts its normal damage. Then 
  place a Small Burst Template over the target 
  and inflict 2d10 fire damage.
  Heavy FlametHroWer
  Only a small few vehicles carry heavy flame-
  throwers, also known as vehicular flamethrow-
  ers. Usually installed in a turret for maximum 
  effectiveness, they may also be mounted as 
  fixed, forward-firing weapons.
  Range: 40, Damage: 2d10, ROF: 1, Ignores 
  armor
  incendiary aP PacKs
  In place of conventional flechette-firing 
  anti-personnel packs, the Incinerators have de-
  veloped an incendiary version (issued 2354). 
  Smaller than the standard weapon, they are 
  strung along vehicles in linked sets.
  When activated, all creatures in the same 
  aspect of the vehicle as the pack suffer damage 
  and have a chance of catching fire.
  Range: 2, Damage: 2d10, ROF: 1, Ignores 
  armor
  air suPPort veHicles
  When being assigned air support, Incin-
  erators are often given bombers capable of 
  unleashing napalm.
  Incinerators have taken to calling napalm 
  strikes “Sodom and Gomorrah,” a reference 
  to the fire and brimstone that rained down 
  on the Biblical cities. When the payload is to 
  be dropped close to friendly units, they are 
  referred to as being “in the cities.”
  deliverance bomber
  The Church’s first bomber, the Deliverance 
  can carry ten bombs or napalm canisters. A 
  high-altitude craft used for strategic bombing, 
  it is primarily used to soften up targets in ad-
  vance of infantry assaults and destroy buildings 
  and soft cover that might house enemy forces. 
  Deliverances assigned to Incinerator missions 
  invariably carry a full payload of napalm.
  scourge bomber
  The Scourge light bomber exists because 
  of Grand Master Dalgleish’s insistence in his 
  Ordo having a low-level bomber capable of 
  delivering tactical napalm strikes. 
  Unlike its heavier cousin, the Scourge nor-
  mally serves in a close support role, skimming 
  the battlefield and unleashing its hellish pay-
  load close to friendly units in danger of being 
  overwhelmed. Veteran Incinerators half-joke 
  that if you can’t feel the heat of a napalm strike 
  wash over you then you’ve dropped it in the 
  wrong place.
  military gear
  FlametHroWer
  Flamethrowers are still worn with the fuel 
  tank worn strapped across the back. Aiming 
  for the fuel cylinder imposes a –6 penalty on 
  attack rolls from the front or flanks and a –2 
  penalty from the rear. The tanks have a Tough-
  ness of 8(4).
  If “wounded,” the cylinder explodes for 
  2d10 damage, covering everything in a Me-
  dium Burst Template with burning liquid. The 
  wearer automatically catches fire. Apply the 
  normal rules for the fire spreading (see Savage 
  Worlds) for other characters.
  Range: Cone, Damage: 2d10, Weight: 20 
  lbs, Shots: 20, ROF: 1, Ignores armor
  FlametHroWer, static deFense
  A heavier version of the man-portable 
  flamethrower, the tripod-mounted static de-
  fense flamer is used to protect landing sites, 
  field hospitals, and other static features. The 
  weapon breaks down into multiple compo-
  
  necropolis 2350: incinerator Handbook
  
  nents, allowing a single Lance to carry and 
  configure the weapon.
  Unlike a conventional flamethrower, the 
  static version has two guns. When fired, place 
  two Cone Templates side by side. Characters 
  with the Wall of Flame Edge add a third tem-
  plate. Each use consumes two shots of fuel.
  The weapon has four fuel tanks, each 
  slightly smaller than a handheld flamethrower, 
  containing pre-fixed gel (15 shots per tank). 
  Empty tanks can be replaced individually, al-
  lowing for continuous fire.
  The tanks have a Toughness of 8(4). If 
  “wounded,” the cylinder explodes for 2d10 
  damage, covering everything in a Medium Burst 
  Template with burning liquid. The wearer au-
  tomatically catches fire. Apply the normal rules 
  for the fire spreading for other characters.
  Range: Double cone, Damage: 2d10, 
  Weight: 60 lbs, Shots: 60, ROF: 1, Ignores ar-
  mor
  grenade, Foam
  Foam grenades release fire suppressant 
  foam on impact. Any conflagration in the 
  square in which the grenade impacts is ex-
  tinguished automatically. Roll a d6 for each 
  adjacent square currently on fire. On a roll of 
  4+ that fire is also put out. The foam has no 
  effect on creatures, other than covering them 
  in foam.
  Issued: 2352, Range: 20/40/80*, Damage: 
  2d10, Weight: 0.5 lbs, ROF: 1, Medium Burst 
  Template, ignores armor
  * Range is from any grenade launcher. 
  Thrown range is 5/10/20
  grenade, incendiary
  Though renowned for causing “unneces-
  sary collateral damage,” incendiary grenades 
  remain popular for house clearance.
  Each contains a glass canister of flammable 
  liquid ignited on impact by a small thermite 
  charge. A layer of weak explosive causes the 
  outer casing and glass canister to fragment 
  before the thermite ignites the fuel. As with 
  flamethrowers, incendiary grenades ignore 
  armor. Incendiary grenades explode as per 
  flamethrowers if hit (–6 to attack rolls to hit 
  one), though they only cover a Small Burst 
  Template.
  Range: 20/40/80*, Damage: 2d10, Weight: 
  0.5 lbs, ROF: 1, MBT, ignores armor
  grenade, incendiary ii
  The Incendiary II turns a grenade launcher 
  into a single shot flamethrower, albeit one with 
  less damage potential than a true flamer. The 
  grenade uses the rules for flamethrowers.
  naPalm
  Napalm is sticky, flaming goo that incin-
  erates most targets. It has an AP value of 
  30, causes 3d10 damage, and burns for 
  10 rounds on objects or 1d10 rounds on 
  “soft targets” such as Rephaim.
  Each canister of napalm creates a chain 
  of four Medium Burst Templates in a 
  straight line. Roll for deviation as for 
  bombs and move the entire chain the in-
  dicated direction and distance.
  Napalm can also be used tactically to de-
  stroy vegetation and soft cover. Most flora 
  (as well as fauna) beneath the template is 
  destroyed and no longer provides cover 
  or concealment.
  incinerator air 
  suPPort table
  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 Incinerators or when 
  the heroes are assigned to support an In-
  cinerator-led assault.
      air suPPort
  d10 
  Type 
  Delay Bingo
  1 
  Archangel 
  d6 
  d10
  2 
  Angel 
  d6 
  d6
  3-5 
  Deliverance 
  d6 
  d10
  7-9 
  Scourge 
  d4 
  d8
  10 
  Crown 
  d8 
  d6
  
  Hardware
  
  Issued: 2352, Range: 20/40/80*, Damage: 
  2d10, Weight: 0.5 lbs, ROF: 1, Cone Template, 
  ignores armor
  * Range is from any grenade launcher. 
  Thrown range is 5/10/20
  Hand Flamer
  The Incinerators are, naturally, leading 
  research into new incendiary weapons. Their 
  biggest coup to date has been perfecting 
  smaller, more portable flamers. Though heavy 
  and bulky, hand flamers carry their fuel in twin 
  tanks mounted below the weapon, rather than 
  on the soldier’s back. They are issued to all 
  Incinerator Infantry Support Knights, replac-
  ing the heavier backpack versions. Knights 
  who prefer the heavier flamethrower due to 
  its larger fuel capacity are permitted to keep 
  using it.
  Each tank holds enough fuel for 5 shots, 
  and can be changed independently. Aiming 
  for the fuel tank incurs a –6 penalty from the 
  front or side, and it cannot be targeted from 
  the rear. The tank has Toughness 8(4).
  Issued: 2352, Range: Cone, Damage: 
  2d10, Weight: 10 lbs, ROF: 1, Shots: 5+5, Min 
  Strength: d8, ignores armor
  Ammunition: 2 lbs, holds 5 shots (each 
  hand flamer mounts two tanks)
  maximus rotary grenade launcHer
  The Maximus RGL is simply a more advanced 
  version of the standard grenade launcher. It is 
  fed by a rotating drum, which holds 20 gre-
  nades. Assault Knights may take one in place of 
  the Dove AT–1, though the Incinerators create 
  a new Knight Grenadier trained exclusively to 
  wield this weapon. Knights equipped with one 
  receive 20 grenades of their choice.
  It is important to note the order in which 
  grenades are loaded into the drum. With both 
  Maximus variants, a pull of the trigger releases 
  the next grenade in sequence. Selecting a 
  specific type of grenade in the drum takes an 
  action.
  Issued: 2351, Range: 20/40/80, Damage: 
  as grenade type, Weight: 14 lbs, Shots: 20, Min 
  Strength: d8, ROF: 1
  microFlare gun
  Originally designed to fire signal flares, 
  the MFG has been modified into an effective 
  weapon. Each magazine holds 15 shotgun 
  cartridge-sized magnesium flares. Poor against 
  armored targets, its primary use is against fire-
  susceptible Rephaim, such as mummies.
  Flares do not count as piercing weapons 
  and burn for three rounds. So long as the 
  flare causes a Shaken or wound on impact, it 
  continues to inflict damage each round until 
  it burns out. Roll the damage each round. Tar-
  gets struck by a flare suffer terrible burns as the 
  flare sears through their flesh. 
  A victim can spend an action to make an 
  Agility roll to cut a burning flare from his flesh. 
  This roll is made before damage is rolled.
  Though incapable of causing human flesh 
  to combust, dry materials (including mum-
  mies) ignite as normal.
  Range: 10/20/40, Damage: 1d10, Weight: 5 
  lbs, Shots: 15, ROF: 1, Semi-Auto
  Ammunition: 2 lbs, provides one full load 
  of shots
  mine, incendiary
  Traditionally, mines are explosive weapons 
  designed to incapacitate or kill pedestrians 
  and vehicles. Continuing their research into 
  incendiary weapons, the Incinerators have 
  developed a mine that burns victims.
  When detonated, the mine first ejects a 
  cloud of light incendiary gel. Moments later, 
  a tiny thermite charge ignites, turning the sur-
  rounding area into an inferno.
  Issued: 2353, Notice roll to spot: –1, Dam-
  age: 2d10, Weight: 10 lbs, Medium Burst Tem-
  plate, ignores armor
  nuriel rocKet-ProPelled FlametHroWer
  A variant of the LAW, the Nuriel is a single-
  shot, self-contained rocket launcher firing an 
  incendiary warhead. 
  Virtually ineffective against armored ve-
  hicles, it is designed to be used against soft 
  targets, such as infantry. Incinerator Assault 
  Knights carry two Nuriels in addition to their 
  
  necropolis 2350: incinerator Handbook
  20
  standard payload, doubling their effective-
  ness.
  Issued: Pre-2350, Range: 24/48/96, Dam-
  age: 2d10, Weight: 9 lbs, Medium Burst Tem-
  plate, ignores armor
  artillery uPgrades
  incendiary (235)
  Capable of being fired from Armageddon 
  and Goliath MRLS, incendiary rockets explode 
  in mid-air, raining incendiary bomblets on the 
  battlefield. Place a Large Burst Template over 
  the battlefield and roll for deviation as normal. 
  Everything under the template takes 2d10 
  damage and has a chance of catching fire.
  As of 2353, incendiary rockets are Trajec-
  tory Correctable Munitions (see Necropolis 
  2351-55 Update).
  mundane gear
  cold WeatHer clotHing
  Consists of a thermal body suit, lined 
  boots, gloves, trousers, and a parka. Wearing 
  it grants a +4 bonus to rolls to resist Fatigue 
  due to cold.
  Weight: 5 lbs
  Fire extinguisHer
  A successful Agility roll when using a fire 
  extinguisher reduces a fire by one step, or 
  two with a raise. Each extinguisher contains 
  enough powder for ten uses. 
  Weight: 5 lbs
  Fire-retardant suit
  This fully-sealed fireproof suit grants +8 Ar-
  mor against fire and heat damage. The helmet 
  comes with two small oxygen tanks, each good 
  enough for 30 minutes continual use.
  Weight: 12 lbs
  incendiary gel
  Designed to allow easy ignition of fires and 
  mark emergency landing strips, incendiary gel 
  burns slowly (one hour) and at a comparatively 
  low heat. Incinerators have been known to use 
  the gel to cauterize wounds.
  Issued: 2353, Weight: 1 lb
  sHelter, insulated
  A lightly armored (Armor +4), semirigid 
  shelter capable of sleeping a six-man Lance. 
  Typically carried on top of an APC or delivered 
  by Angel dropships. It takes a five-man Lance 
  around 15 minutes to fully erect. 
  With the heater running, it provides protec-
  tion against cold as low as –36°F (–38°C). With-
  out the heater, the insulation material resists 
  temperatures only as low as –19°F (–28°C).
  Issued: 2351, Weight: 2,000 lbs
  sKis
  Characters wearing skis ignore the difficult 
  terrain penalty when walking or running on 
  snow. On gentle downward slopes, a character 
  who runs doubles his base Pace and adds his 
  running die. On steeper slopes, the base Pace 
  and running die are doubled. 
  On other terrain Pace is reduced to 1 and 
  the character cannot run. It takes two actions 
  per foot to don skies, but only one action per 
  foot to remove them.
  Weight: 4 lbs
  tHermal suits (2355)
  Thermal suits, known to
  Knights as “chillers,” are thick catsuits of 
  man-made fabrics interwoven with minute 
  boron tubes designed to mask body heat. A 
  canister worn at the hip pumps coolant fluid 
  through the tubes. This negates a Rephaim’s 
  Thermal Vision, as well as technology thermal 
  sensors. A wound automatically breaches the 
  suit, rendering it useless. They cannot be worn 
  with full body armor, however. Each coolant 
  canister lasts for just four hours.
  Issued: 2355, Weight: 5 lbs
  
  And whosoever was not found written in 
  the book of life was cast into the lake of fire.
  Revelation 20:15
  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.
  cassandra rogers, KnigHt 
  inFantry suPPort
  Rogers once served as her Lance’s path-
  finder, blazing a way through enemy ranks and 
  often operating dozens of yards ahead of her 
  allies. She relished the opportunity to ignite 
  the Church’s foes and breathe in the acrid 
  scent of their roasting profane flesh. She is 
  now a very different woman.
  In 2327, her Banner came under friendly 
  fire when a Deliverance bombing run hit the 
  wrong coordinates. The survivors hurriedly 
  withdrew, leaving behind their dead and miss-
  ing. Rogers was one of the latter. The bombs 
  ripped open the street, dropping the Incinera-
  tor into the sewers. She survived for a week, 
  a week in which she lived in constant fear 
  of being found by the Rephaim. Convinced 
  she would die alone, something in her mind 
  snapped—Rogers began talking to her flame-
  thrower (she named it “Purity”). 
  Eventually rescued and returned to her Pre-
  ceptory, it soon became obvious she had deeper 
  problems that conversing with a weapon. Rogers 
  suffers from intense monophobia, fear of being 
  alone. Surrounded by her comrades she remains 
  as efficient as ever. When they are out of sight, 
  though, she becomes a near-hysterical quivering 
  wreck. She has undergone frequent counseling 
  sessions with a psychotherapist, but so far she 
  has been unable to face up to her fear.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d6, 
  Notice d6, Shooting d8, Stealth d6, Survival 
  d8, Throwing d4
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Habit (Minor; talks to her flame-
  thrower), Loyal, Phobia (Major; Monophobia), 
  Vow (Major: sacred vows)
  Edges: Improved Dodge, Trademark Weapon 
  (Flamethrower), Wall of Flame
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades.
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, flamethrower (Range 
  Cone, Damage 2d10, ROF 1, ignore armor), 3 
  incendiary grenades, medpac, ID tag
  2
  chapter Four: 
  Personnel Files
  
  Julia “lady uriel” Hernandez, 
  KnigHt inFantry
  Although recently returned to the Incinera-
  tors after a short tour with the Penitents for beat-
  ing up a fellow Knight, Hernandez has refused to 
  take up firearms (although she wears the medium 
  armor of her branch and carries grenades).
  During her punishment tour, Hernandez 
  began coating her molecular sword with in-
  cendiary gel supplied illegally by an Incinera-
  tor Warden, igniting it just before charging the 
  enemy. Rephaim rarely feel emotions, but her 
  fellow Penitents were roused into battle fury 
  at the sight of the flickering blade. She quickly 
  earned the nickname “Lady Uriel,” a moniker 
  that has followed her back to her unit.
  On questioning by her superiors, she re-
  vealed that Uriel appeared to her in a dream 
  and forbade her from using any weapon other 
  than a sword. For this reason alone, she has 
  been allowed to retain her unorthodox stance.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation 
  d8, Notice d6, Shooting d6, Stealth d4, Survival 
  d6, Throwing d6
  Charisma: +0; Pace: 6; Parry: 9; Toughness: 
  13 (6)
  Hindrances: Loyal, Vengeful (Minor), Vow 
  (Major: sacred vows)
  Edges: Block, Dodge, First Strike, Improved 
  Frenzy, Sweep
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), medium shield 
  (+1 Parry), molecular sword (Str+d8+2, AP 
  4), 5 incendiary grenades, incendiary gel, med-
  pac, ID tag
  Special Abilities:
  *  Burning Sword: When her sword is on fire 
  it deals +2 damage and has a chance of set-
  ting targets on fire. Due to being swished 
  around the hacking through foes, the burn-
  ing gel lasts for 30 minutes or until her first 
  action card in any round is a deuce.
   
  Additionally, she gains the benefits of the 
  Command and Hold the Line! Edges while 
  the blade is alight.
  laWrence albrigHt, KnigHt inFantry 
  suPPort
  A veteran Incinerator, Albright was a popu-
  lar Knight. Never the life and soul of the party, 
  he was steadfast and resolute, a man whose 
  Lance mates could rely on to keep his head in 
  battle and watch their backs. His personality 
  underwent a radical shift in 2337.
  Albright is one of the last four survivors of 
  the Beta-6 Incident (see Chapter One). Such 
  was the severity of his injuries that he died 
  twice during the extraction flight, his life saved 
  only by the swift work of a Combat Medic. 
  Time healed his physical wounds. Indeed, 
  his body shows no trace of the life-threatening 
  injuries. Thirteen years have passed, but the 
  mental wounds he endured remain raw. What-
  ever Albright witnessed in those dark mines, it 
  continues to haunt him.
  Many mornings he wakes screaming in ter-
  ror, babbling incoherently and attempting to 
  claw out his eyes. Whatever he witnessed, it 
  shattered his previously strong faith. Despite 
  this, he is more devoted to the righteous cause 
  than ever, fearlessly wading into battle with 
  little regard for his own safety. 
  Albright is desperate to end the torment 
  that threatens to drive him insane, but he has 
  no plans to throw away his life, at least not 
  until he restores his faith. So far, destroying 
  Rephaim has done little to rekindle the once-
  bright flame. Albright has no doubts that talk-
  ing about his experience would help. A man of 
  honor, he has no intention of breaking the vow 
  of silence he made to Grand Master Dalgleish.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d6, Shoot-
  ing d10, Survival d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Death Wish (Restore faith), Lost 
  Faith, Loyal, Nightmares, Vow (Major: sacred 
  vows)
  necropolis 2350: incinerator Handbook
  22
  
  Personnel Files
  23
  Edges: Dodge, Hard to Kill, Fuel Efficient, 
  Long Burn, Wall of Flame
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, flamethrower (Range 
  Cone, Damage 2d10, ROF 1, ignore armor), 3 
  incendiary grenades, medpac, ID tag
  seamus varans, KnigHt grenadier
  Varans joined the Ordo a few months after 
  its inception and has served with honor and 
  bravery. A Knight Assault until 2351, Varans 
  was the best shot in his Commanderie with 
  the Dove AT-1. By the time he transferred to 
  the new Grenadier branch, Varans had 37 
  confirmed tank kills to his name. A gifted 
  soldier with an innate ability to quickly judge 
  firing angles, he has taken to the Maximus 
  rotary grenade launcher like a duck to water. 
  Although no longer able to take out tanks with 
  his chosen weapon, he has scores of Rephaim 
  casualties under his belt.
  Varans’ religious fervor borders on mania. 
  Quick to see fault in himself, Varans is con-
  vinced he must punish himself for even the 
  slightest transgressions—real or imagined—or 
  he will face God’s wrath when he dies. When-
  ever he believes he has sinned, he burns part 
  of his flesh as an act of repentance. Years of 
  punishment have left his arms and legs cov-
  ered in ugly burn scars.
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Driving d4, Fighting d6, Guts d6, In-
  timidation d6, Notice d8, Shooting d8, Stealth 
  d6, Survival d6
  Charisma: –1; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Habit (Minor; burns himself), 
  Loyal, Vow (Major: sacred vows)
  Edges: Alertness, Combat Reflexes, Dig In!, 
  Grenade Launcher King, Marksman
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, Maximus RGL (Range 
  20/40/80, Damage as grenade, ROF 1), med-
  pac, ID tag
  viKtor “lucKy” PeresHenKo, KnigHt 
  inFantry
  Pereshenko has earned his nickname at 
  least a dozen times. He has been shot, stabbed, 
  caught in grenade blasts, and burned multiple 
  times, and has the scars to prove it. Whenever 
  the fighting begins, he is almost guaranteed to 
  return with a wound. Many of his comrades 
  joke about him having a guardian angel watch-
  ing over him. Others claim he has died more 
  than one but it simply too stupid to realize.
  To be fair, Pereshenko has brought many 
  of his injuries on himself—he has a habit 
  of storming enemy positions. At first it was 
  overconfidence. Now he firmly believes he is 
  protected by an angel.
  Pereshenko’s actions have not gone un-
  noticed by the upper echelons. Although the 
  Pope does not wish to encourage foolhardi-
  ness, he knows he must create heroes to en-
  sure the masses continue to support the war. 
  Pereshenko is one of a handful of Knights who 
  have received a papal blessing, and the only 
  one in his Banner.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Guts d8, Healing d6, In-
  timidation d8, Notice d6, Shooting d8, Stealth 
  d6, Survival d6, Throwing d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  13 (6)
  Hindrances: Bullet Magnet, Delusional (Ma-
  jor; has a guardian angel), Loyal, Vow (Major: 
  sacred vows)
  Edges: Assault, Harder to Kill, Improved 
  Nerves of Steel, Papal Blessing, Rock and Roll!
  Special Training: +2 Guts; +2 to Shooting 
  
  necropolis 2350: incinerator Handbook
  2
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  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 
  incendiary grenades, medpac, ID tag.
  KnigHt extras
  The following statistics are for generic 
  Knights Assault, Grenadier, and Infantry Sup-
  port. Given the focus of this supplement, all 
  the Extras below are members of the Incinera-
  tors. All have their special training modifiers 
  listed as a separate entry in the stat block as a 
  reminder.
  KnigHt assault
  When the average citizen thinks of the In-
  cinerators, he pictures a flamethrower-wield-
  ing Knight Infantry Support. With the Templars 
  now vehicle-oriented and the Impalers turning 
  more toward melee combat, the Incinerators 
  pride themselves on being an assault Ordo. 
  Flamethrowers are all well and good in the 
  right circumstances, but when it comes to 
  destroying enemy tanks and hardened em-
  placements at range, rockets remain the ideal 
  weapon. As well as the standard Dove AT-1, 
  Incinerators Assault Knights field disposable 
  incendiary rocket launchers.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, Shoot-
  ing d8, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  14 (8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reflexes, Dodge
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Infantry battle suit (+8), 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), choice of 5 grenades, Dove 
  AT–1 launcher with three warheads (Range: 
  24/48/.96, Damage: 3d8, AP 60, HW, MBT), two 
  Nuriel RPGs (Range: 24/48/.96, Damage: 2d10, 
  MBT, ignores armor), sledgehammer (Str+d8), 
  ID tag
  KnigHt assault, veteran
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d8, Vigor d10
  Skills: Fighting d8, Guts d10, Notice d6, 
  Shooting d10, Stealth d6, Survival d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  15 (8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reflexes, Dodge, Tank Buster
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Infantry battle suit (+8), 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), choice of 5 grenades, Dove 
  AT–1 launcher with three warheads (Range: 
  24/48/.96, Damage: 3d8, AP 60, HW, MBT), two 
  Nuriel RPGs (Range: 24/48/.96, Damage: 2d10, 
  MBT, ignores armor), sledgehammer (Str+d8), 
  ID tag
  KnigHt grenadier
  As of 2351, the Incinerators separate 
  Knights Assault into two separate types. Assault 
  Knights continue to serve as tank and bunker 
  busters, carrying the Dove AT-1 into battle. 
  Knights Grenadier carry the new Maximus 
  RGL. Depending on the payload and the mis-
  sion objectives, Grenadiers can serve in both 
  assault and infantry support roles.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d4, Guts d6, Notice d6, Shoot-
  ing d8, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  
  Personnel Files
  25
  Edges: Dodge
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, Maximus RGL (Range 
  20/40/80, Damage as grenade, ROF 1), 2 maga-
  zines, medpac, ID tag
  KnigHt grenadier, veteran
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d6, Shoot-
  ing d10, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reflexes, Dodge, Grenade 
  Launcher King
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, Maximus RGL (Range 
  20/40/80, Damage as grenade, ROF 1), med-
  pac, ID tag
  KnigHt inFantry suPPort
  A Knight Infantry Support provides a Lance 
  with heavy firepower. Except in rare circum-
  stances, Incinerator Infantry Support Knights 
  wield flamethrowers (later hand flamers), ideal 
  for clearing trench lines or buildings, or burn-
  ing massed ranks of Rephaim.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d4, Guts d8, Notice d6, Shoot-
  ing d6, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reflexes, Dodge
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, flamethrower* (Range 
  Cone, Damage 2d10, ROF 1, ignore armor), 
  choice of 3 grenades, medpac, ID tag
  KnigHt inFantry suPPort, veteran
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Guts d10, Notice d6, 
  Shooting d10, Stealth d4, Survival d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  14 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Brawny, Combat Reflexes, Dodge, Fuel 
  Efficient, Wall of Flame
  Special Training: +2 Guts; +2 to Shooting 
  when using flamethrowers, microflare guns, 
  or hand flamers; +2 Throwing when using 
  incendiary or foam grenades
  Gear: Medium armor (+6), molecular sword 
  (Str+d8+2, AP 4), flechette pistol (Range 
  12/24/48, Damage 2d6, ROF 1, AP 2, Semi-
  auto) with 3 magazines, flamethrower* (Range 
  Cone, Damage 2d10, ROF 1, ignore armor), 
  choice of 3 grenades, medpac, ID tag
  cHaPlain extras
  As befits the Ordo they serve, Incinerator 
  Chaplains are very much the fire-and-brim-
  stone variety. Often possessed of fiery offensive 
  miracles, they provide additional firepower in 
  addition to their sacred roles as healers and 
  morale officers.
  cHaPlain
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Faith d8, Fighting d4, Guts d6, Healing 
  d6, Intimidation d4, Persuasion d4, Shooting 
  d4, Streetwise d4
  
  necropolis 2350: incinerator Handbook
  26
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Arcane Background (Miracles)
  Powers: Pick two from blast, bolt, boost/lower 
  trait, burst, healing (Power Points 10)
  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, medikit, Book of Common Prayer, 
  ID tag
  sergeant extras
  As an infantry Ordo, the great bulk of the 
  Ordo’s Sergeants serve as frontline combat 
  troops. Those who serve as administrators and 
  technicians are never looked down upon by 
  their militant peers, for ultimate victory against 
  the Rephaim requires more than just being 
  able to use a gun. Indeed, given the Incinera-
  tors’ preferred method of waging war, many 
  Sergeants wish they were sat in a comfortable 
  office back at the Preceptory.
  Fireman sergeant, incinerator
  Whether it is a single building or a sprawl-
  ing base, every Preceptory has some sort of 
  firefighting equipment. 
  Smaller Preceptories usually boast noth-
  ing more than fire extinguishers and maybe a 
  fire hose. On large Preceptories, where there 
  are vehicles, fuel depots, and large stores of 
  explosives, there is always a dedicated fire de-
  partment. The Ordines are also responsible for 
  providing firefighting services on their estates. 
  Most firemen serving the Ordines are specialist 
  non-combatant Sergeants.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d4, Guts d6, Notice 
  d6, Shooting d6, Throwing d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  5
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Fire-retardant suit, molecular dagger 
  (Str+d4+2, AP 2), medpac, fire extinguisher, 
  five foam grenades, ID tag
  inFantry sergeant, incinerator
  The Sacri Ordo is unusual in that it permits 
  Sergeants to carry and use grenades. Most opt 
  for incendiary grenades.
  Sergeant Lances assigned to Knight Lances 
  equipped with one or more flamethrowers 
  or hand flamers carry two extra fuel tanks 
  per incendiary weapon between them. When 
  the Grenadier branch forms, each Lance of 
  Sergeants assigned to work with a Grenadier 
  carries two drums of reloads per Maximus 
  RGL. The drums’ payload are preselected by 
  the Grenadiers.
  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 maga-
  zines (Ranged: 12/24/48, Damage: 2d6+1, ROF 
  3, AP 2, Auto), molecular dagger (Str+d4+2, 
  AP 2), 2 incendiary grenades, medpac, ID tag
  Famous units
  Below are a number of famous Incinerator 
  units player characters may cross paths with 
  during missions. Although each has an official 
  designation, War Masters should alter these to 
  fit their campaigns.
  First among equals
  Commanding Officer: Knight Commander 
  Gary Womack
  Official Designation: Banner A, Uriel’s 
  Castle
  Lances: Fifteen Infantry
  Special Rule: All Knights receive a bonus 
  Benny. All Knights are veterans.
  
  Personnel Files
  2
  Notes: While the physical remains of the 
  Knights who fell at Bannaventa were cremated 
  in accordance with Incinerator custom, their 
  standard was spared its usual fate. 
  Speaking to the masses over Church media, 
  the Pope declared that St. Uriel had appeared 
  to him while praying for the Knights’ souls. The 
  saint revealed that he had seen the bravery of 
  the fallen and had no need for their standard 
  to hang in his court. Instead, it would remain 
  in the mortal realm, a reminder to all Incinera-
  tors that the saint watched over them.
  The Pope declared that a new Banner would 
  be formed to carry the standard, a banner 
  touched by the flaming hand of Uriel. Except 
  among the most devoted citizens, few accept 
  the view that Uriel appeared in person—such 
  miracles simply do not occur. The Knights 
  serving with the Banner have no doubts con-
  cerning the miracle.
  Only the most devout Knights are assigned 
  to the Banner. Each Knight selected to join the 
  unit receives a blessing from the Lord Chap-
  lain of the Ordo. He is then branded with the 
  Banner’s symbol, crossed flaming swords, the 
  brand being heated in the Preceptory’s sacred 
  flame. As blessed Knights, no transgression is 
  permitted. Those who commit even minor sins 
  are expelled and their brand erased.
  Using the Unit: Aside from their extreme 
  devotion and reputation for fanatical loyalty, 
  the First Among Equals have no special role. 
  They can thus be encountered in any battle in 
  which the Incinerators are participating.
  room service
  Commanding Officer: Knight Commander 
  Farhad Madani
  Official Designation: Banner D, Falcon’s 
  Ridge Squadron
  Lances: Three Assault, five Infantry, ten 
  Infantry Support
  Special Rule: All Knights have the Dig In! 
  Edge and Stealth d6
  Notes: Knights on offensive operations 
  dread hearing the battlefield is an urban 
  environment. Rubble obstructs the path 
  of armored vehicles, infantry advances are 
  slowed by debris, and buildings provide cover 
  for enemy troops. The interiors of buildings, 
  especially multi-story ones, contain numerous 
  stairwells and rooms that must be cleared. 
  When a commander needs a building cleared 
  swiftly and thoroughly, he can only hope that 
  Room Service is available.
  Their tactic of choice is to rush to the top 
  floor and then work their way down, incinerat-
  ing anything in their path with flamethrowers 
  and incendiary grenades. (Setting fire to the 
  ground floor and allowing the building to burn 
  while troops advanced past it is unwise—un-
  intelligent Rephaim will remain at their post 
  and pose a continued threat until the flames 
  consume them.)
  Using the Unit: Knights ordered to storm 
  and clear a large building may find themselves 
  joined by elements of Room Service. Alterna-
  tively, Knights pinned down while clearing a 
  building may find Room Service coming to 
  their rescue. The characters’ Lance may be 
  ordered to escort Room Service Lances to vari-
  ous structures, maintaining security outside 
  while the Incinerators go to work.
  tHe scorcHed eartH
  Commanding Officer: Knight Commander 
  Lucille Primrose
  Official Designation: Banner A, Warrior 
  Field Squadron
  Lances: 20 Infantry, each with two Knights 
  Infantry Support
  Special Rule: Knight Infantry Support have 
  the Long Burn and Wall of Fire Edges.
  Notes: In battle, the Scorched Earth is 
  typically held in reserve. Only when Incin-
  erator forces are forced to withdraw does the 
  Scorched Earth step to the forefront. Laying 
  down withering streams of flame in broad arcs 
  and throwing incendiary grenades, they set fire 
  to everything around them, denying the enemy 
  cover and preventing them from digging in to 
  snipe at their retreating comrades.
  They may be unleashed earlier, but usually 
  only to blaze a path to trapped units. Once in 
  position, they create a semi-circle of fire, buy-
  ing time for their allies to withdraw to safety.
  
  necropolis 2350: incinerator Handbook
  2
  Using the Unit: Player character Lances 
  encircled by Rephaim may find their saviors 
  are the Scorched Earth.
  uriel’s breatH
  Commanding Officer: Knight Commander 
  Nicolai Helmann
  Official Designation: Banner E, Eden’s 
  Gate Squadron
  Lances: Ten Air Support (Scourge)
  Special Rule: Napalm dropped by the Cra-
  ter Makers deviate just 1d6-1 x 2” from their 
  intended target, rather than the usual 1d10-1 
  x 3”.
  Notes: A Banner who developed their spe-
  cial knack in the heat of battle, Uriel’s Breath 
  flew round the clock sorties during the fall of 
  New Budapest. Hundreds of Knights cut off 
  by Rephaim forces or pinned down by snip-
  ers concealed in buildings were saved by the 
  precision low-altitude napalm drops.
  Since then, the Lance has worked hard to 
  perfect its art. When a unit is pinned down and 
  in danger of being overrun, there is no sweeter 
  sound than hearing that Uriel’s Breath is com-
  mencing a bombing run.
  Using the Unit: The easiest way to intro-
  duce the unit is to have one of their Scourge 
  bombers assigned to the characters’ Lance.
  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.
  assault
  When the Church faces enemy armor or 
  hardpoints it must take intact, or when fight-
  ing against armored infantry, it can call upon 
  Assault Lances. Well-armored and equipped, 
  Assault Knights rank among the toughest 
  soldiers of the Sacri Ordines. While many 
  members consider themselves part of an elite 
  force, their comrades routinely label them “the 
  Crazy Gang,” for they go where other Knights 
  fear to tread. 
  Personnel: 5 (five Assault Knights, one of 
  whom is a Senior Knight, though sometimes a 
  Knight Artillerist or Infantry Support replaces 
  one soldier to allow added firepower).
  Vehicles: None
  FireFigHting
  Firefighting Lances are highly unusual in 
  that they rarely comprise a full complement of 
  Knights—fires requiring that level of trained 
  personnel fall under the remit of HARD Lances 
  after 2350. Instead, a conventional Firefight-
  ing Lance has just a single Knight supported 
  by Sergeants trained as firemen and vehicle 
  operators. As of 2353, the Knight is always a 
  Grenadier.
  Personnel: 7 (one Knight, seven Fireman 
  Sergeants)
  Vehicles: 1 Kutiel fire tender
  grenadier
  Normally, individual Knights Grenadier are 
  attached to Infantry Lances in a support role. 
  When gathered together into a single Lance, 
  they wield formidable firepower, and are able 
  to tackle threats ranging from mass civil unrest 
  to raging infernos and infantry to armored 
  vehicles.
  Personnel: 5 (5 Grenadiers, one of whom 
  is a Senior Knight)
  Vehicles: None as standard
  inFantry suPPort
  As with Knights Grenadier, it is rare for 
  Infantry Support Lances to operate as a unique 
  entity. They are commonly deployed only when 
  enemy trenches, buildings, or emplacements 
  must be cleared, or to burn a swathe through 
  large numbers of Rephaim.
  Personnel: 5 (5 Infantry Support, one of 
  whom is a Senior Knight)
  Vehicles: None as standard
  
  But the fearful, and unbelieving, and the 
  abominable, and murderers, and whoremon-
  gers, and sorcerers, and idolaters, and all 
  liars, shall have their part in the lake which 
  burneth with fire and brimstone: which is the 
  second death.
  Revelation 21:8
  Incinerator player characters are not re-
  stricted in their choice of branch, though given 
  their Ordo’s special training many likely gravi-
  tate toward Infantry Support. No matter how 
  you want to deliver flame to the Rephaim, this 
  chapter has something for any Incinerator.
  In order to help players quickly design 
  Incinerator characters, we have duplicated the 
  requirements and basic gear for Knight Assault 
  and Infantry Support, as well as the Ordo’s 
  special training. There is also a new branch for 
  players who like explosions—Knight Grena-
  dier. Finally, we present a selection of Edges 
  best suited to these four Knight types.
  Players who want to create other types of 
  Incinerator will have to consult Necropolis 
  2350 for the branch and gear information.
  ordo sPecial training
  brave
  Their willingness to go into the heart of a 
  Rephaim lair to deliver “purification” grants 
  Incinerators a +2 bonus to Guts rolls.
  cleanse by Fire
  Members of the Ordo gain +2 to Shooting 
  rolls when using flamethrowers, microflare 
  guns, or firing foam or incendiary grenades 
  from any grenade launcher. In addition, they 
  gain +2 to Throwing rolls when chucking 
  foam and incendiary grenades.
  brancHes and gear
  KnigHt assault
  Requirements: Strength d8+, Spirit d6+, 
  Vigor d8+, Fighting d8+, Guts d8+, Shooting 
  d8+
  Basic Gear: Infantry battle suit (+8), 
  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), choice of 5 grenades, Dove 
  AT–1 launcher with three warheads (Range: 
  24/48/.96, Damage: 3d8, AP 60, HW, MBT), two 
  Nuriel RPGs (Range: 24/48/.96, Damage: 2d10, 
  MBT, ignores armor), sledgehammer, ID tag
  KnigHt grenadier
  Requirements: Strength d8+, Spirit d6+, 
  Vigor d6+, Fighting d4+, Guts d8+, Shooting 
  d8+
  Basic Gear: Medium armor (+6), molecu-
  lar sword (Str+d8+2, AP 4), flechette pistol 
  (Range 12/24/48, Damage 2d6, ROF 1, AP 2, 
  chapter Five:
  character Knights
  2
  
  Semi-auto) with 3 magazines, Maximus RGL 
  (Range 20/40/80, Damage as grenade, ROF 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 pistol 
  (Range 12/24/48, Damage 2d6, ROF 1, AP 2, 
  Semi-auto) with 3 magazines, flamethrower* 
  (Range Cone, Damage 2d10, ROF 1, ignore 
  armor), choice of 3 grenades, medpac, ID tag
  * Hand flamer from 2352.
  edges
  The Edges listed below are either brand new 
  (marked “*”) or reprinted from various Necropo-
  lis 2350 products. Repeated Edges are very much 
  people and medical 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—Brawny, 
  Combat Reflexes, Dead Shot, Dodge, Extraction, 
  Marksman, No Mercy, Quick, and Steady Hands.
  bacKground edges
  *acclimated
  Requirements: Novice, Vigor d8+
  The hero is adapted to coping with ex-
  tremes of temperature. He has +2 to Vigor 
  rolls to resist the effects of hot and cold weath-
  er. The character cannot take the Heat Prone 
  Hindrance.
  combat edges
  grenade launcHer King
  Requirements: Novice, Shooting d8+
  A soldier with this Edge has an uncanny 
  knack with grenade launchers and can lob his 
  shots with startling accuracy. Halve all deviation 
  rolls for grenades launched by this soldier.
  grenade launcHer god
  Requirements: Seasoned, Marksman, Gre-
  nade Launcher King
  These veteran soldiers really know how to 
  reach out and thump someone and take great 
  pride in the accuracy and destructive effect of 
  their fire. The Grenade Launcher God knows 
  how to angle the shot so that it does the most 
  damage to the targets beneath it. He halves 
  deviation rolls as above, and adds +2 to his 
  grenade’s damage rolls.
  *strong arm
  Requirements: Novice, Strength d8+, 
  Throwing d6+
  Whether it’s technique or raw ability, the 
  character has a powerful throwing arm. He in-
  creases the range of thrown weapons by 1/2/4.
  tanK buster
  Requirements: Seasoned, Shooting d10+
  Being able to disable a tank quickly by hit-
  ting its weak spot takes a steady hand and keen 
  eye, not to mention a fair amount of courage.
  A hero with this Edge who scores a Criti-
  cal Hit on a vehicle may alter the result on the 
  Critical Hit Table by one point (up or down) if 
  he so wishes. He modifies the result after the 
  dice are rolled.
  tanK Hunter
  Requirements: Novice, Guts d6+, Notice 
  d6+, Shooting d6+
  The best weapon to use against a tank is 
  another tank. Without one, soldiers have to do 
  the job themselves. To an infantryman, a tank 
  is an invincible armored monster. To a hero 
  with this Edge, a tank is just a large target.
  When attacking armored vehicles, your 
  character knows how to hit the weaker points 
  of the vehicle and adds +4 to the AP value of 
  his weapon. This bonus applies to attacks with 
  necropolis 2350: incinerator Handbook
  30
  
  Personnel Files
  3
  ranged anti-tank weapons or close-up weap-
  ons like mines, as well as vehicular weapons. 
  The weapon the hero uses must still be able to 
  affect armored vehicles.
  Wall oF Flame
  Requirements: Seasoned, Shooting d8+
  Flamethrowers are one of the most effec-
  tive weapons for dealing with Rephaim. This 
  devastating weapon can be used to clear large 
  areas and difficult to reach targets.
  The character has developed a technique 
  for cleansing a larger area than normal flame-
  thrower use. When using a flamethrower, he 
  places a second Cone Templates adjacent to 
  one side of the first (his choice), affecting ev-
  erything beneath both templates.
  leadersHiP edges
  *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 act-
  ing on his action card may use his Running die 
  result.
  ordo edges
  *arcHing Fire
  Requirements: 
  Veteran, 
  Incinerator, 
  Smarts d8+, Shooting d6+
  In place of unleashing a burning stream of 
  fuel directly from a flamethrower’s nozzle, the 
  character has learned how to saturate a wide 
  area with fuel vapor before igniting it. This al-
  lows the soldier to fire over intervening cover.
  Instead of using the Cone Template, the 
  character places a Medium Burst Template 
  within 10” and makes a Shooting roll. This is 
  an area effect attack. Everything under the tem-
  plate takes 2d10 fire damage, ignoring armor, 
  as the fuel ignites.
  FireProoF
  Requirements: 
  Seasoned, 
  Incinerator, 
  Spirit d8+, Vigor d8+
  A small number of Incinerators regularly 
  purge their sins by scorching their flesh. Some 
  burn just a small area, while others prefer to 
  scar their entire body as a sign of their devotion. 
  A few of the latter have found this practice has 
  more benefits than just cleansing their soul.
  The hero has developed a limited resis-
  tance to fire. He has +2 Toughness against fire 
  attacks (including fiery area effect attacks) and 
  background sources of intense heat (walking 
  through a burning building, for example), and 
  gains +2 to resist the effects of Heat.
  He gains no benefit against most explo-
  sions—only sources of actual heat or fire. An 
  exploding flamethrower tank counts as a fire 
  attack for these purposes.
  *Fuel eFFicient
  Requirements: 
  Veteran, 
  Incinerator, 
  Smarts d8+, Shooting d8+
  Constant practice has allowed the character 
  to use less fuel when wielding a flamethrower 
  but with no reduction in lethality.
  The character treats the shots available as 
  double the normal when using a flamethrower, 
  hand flamer, or heavy flamethrower.
  *long burn
  Requirements: 
  Seasoned, 
  Incinerator, 
  Strength d8+
  Armed with a flamethrower, the character 
  can block narrow passageways with a constant 
  stream of scorching fire.
  If the character does not move during his 
  turn, he can keep the trigger of his flame-
  thrower or hand flamer held down. He makes 
  an attack roll as normal. The Cone template 
  stays in play until the start of his next turn. Any 
  creature in or who enters the template must 
  roll to avoid the attack as normal, using the 
  
  necropolis 2350: incinerator Handbook
  32
  original Shooting result. Using a flamethrower 
  or hand flamer in this manner consumes five 
  shots of fuel.
  PoWer edges
  *Firestorm
  Requirements: Heroic, Incinerator Chaplain, 
  Arcane Background (Miracles), Faith d10+
  The Chaplain’s damaging spells with a fire 
  or heat trapping are far hotter than normal. 
  Damage dice are increased one die type. For 
  instance, bolt and blast inflict 2d8 damage, 
  while burst causes 2d12 damage.
  *rigHteous Flame
  Requirements: Veteran, Incinerator Chap-
  lain, Spirit d8+, Faith d8+
  Incinerator Chaplains are renowned for 
  their fire-based miracles. This particular Chap-
  lain is truly blessed, for he can summon a 
  righteous flame.
  A Chaplain casting a miracle with a fire/heat 
  trapping can spend an additional Power Point 
  to activate a second trapping effect. Both ef-
  fects are applied to the miracle. The extra 
  Power Point must be spent before the Faith roll 
  is made. For instance, a Chaplain whose bolt 
  miracle has been assigned the Armor Piercing 
  effect could also inflict the Flammable effect.
  ProFessional edge
  sPotter
  Requirements: Novice, Smarts d8+
  Incinerators have a habit of calling down in-
  cendiary artillery and air support close to their 
  lines. Having a good spotter is essential to avoid 
  friendly fire. A character with this edge can 
  shift the target point of artillery up to 20” per 
  round without delay (instead of the usual 10”). 
  In addition, the deviation for any air strikes this 
  character calls in are halved (rounding down).
  Hindrances
  Heat Prone (minor)
  The character suffers badly from dehydra-
  tion and cannot cope with high extremes of 
  temperature. Given that temperatures in much 
  of Dead Zones Beta and Gamma regularly rise 
  over 95°F (34°C) and summer lasts nearly 400 
  days, this can be a serious hindrance.
  The character has –2 to Vigor rolls to resist 
  the effects of heat and needs to drink an extra 
  2 quarts of water a day.
  inePt (minor/maJor)
  For some reason the character isn’t as 
  skilled as others. He might be lazy, stupid, a 
  slow learner, or just raised in isolation. The 
  hero receives 2 fewer Skill points with the 
  Minor version and 4 fewer with the Major ver-
  sion. Points earned from taking this Hindrance 
  cannot be spent on Skills.
  PyroPHobia
  This Hindrance is a specific version of Pho-
  bia and uses those rules.
  Many people are cautious around fire, but 
  the character has a primordial terror. Non-fire 
  sources of heat, and small flames such as can-
  dles, cause him no problems. He is paranoid 
  of flamethrowers and incendiary grenades, 
  fearing they might explode when used. He 
  suffers the Hindrance penalty when wielding 
  such weapons.
  sHort-lived miracles (minor/maJor)
  Requirements: Arcane Background (Mira-
  cles)
  Whether due to his inability to concentrate, 
  a flaw in his training, or a weakness of faith, the 
  character is unable to maintain miracles prop-
  erly. With the Minor version, the Power Point 
  cost to maintain a miracle is doubled. With the 
  Major version, no miracle can be maintained 
  beyond its base duration.
  
  Love them or hate them, few citizens or church officials deny the incinerators 
  have played their part in helping rid Salus of the rephaim. time after time, 
  the brave Knights of the ordo have delivered cleansing holy fire to the enemy. 
  to some, they are true heroes of the faith, prepared to wade into the heart of 
  darkness to purify Salus. to others, they are nothing more than pyromaniacs 
  given license to wield fire.
  inside you’ll find: an expanded history, information on how the ordo recruits 
  new members and finances its scattered forces, 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 incinerators.
  30303
  $9.99
  Who doesn’t love the smell of napalm in the 
  morning?
  www.tripleacegames.com
  © 2017 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games.
  necropolis 2350 is a sci-fi horror roleplaying game from triple ace Games.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/TAG30303 - Incinerator Handbook.pdf