TEXT: 2351-55 UPDATE
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  31111
  31111
  
  BY PAUL “WIGGY” WADE-WILLIAMS & JEFFREY WOMACK
  BY PAUL “WIGGY” WADE-WILLIAMS & JEFFREY WOMACK
  CONTRIBUTOR: JORGEN VON BURCH
  CONTRIBUTOR: JORGEN VON BURCH
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, PIOTR KORYS
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, PIOTR KORYS
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: DIEGO GISBERT, LUISNCT, JORDAN PEACOCK
  INTERIOR ART: DIEGO GISBERT, LUISNCT, JORDAN PEACOCK
  COVER ART: DIEGO GISBERT
  COVER ART: DIEGO GISBERT
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: TO CHRIS “GREYGRENDEL” FOUGERE, JEFF “LADY AMELIA VAN GAARDE” CHEN, GARY “PADRE SILAS NOX” GINGELL, PETER 
  DEDICATION: TO CHRIS “GREYGRENDEL” FOUGERE, JEFF “LADY AMELIA VAN GAARDE” CHEN, GARY “PADRE SILAS NOX” GINGELL, PETER 
  “SIR NICHOLAS CUPORTINO” FAY, PHILLIP “SIR ROBERT BEATTY” WOMACK, SETH “SIR CORMICAN HICKS” CALCOTE, LUKE “SIR WILLIAM 
  “SIR NICHOLAS CUPORTINO” FAY, PHILLIP “SIR ROBERT BEATTY” WOMACK, SETH “SIR CORMICAN HICKS” CALCOTE, LUKE “SIR WILLIAM 
  DEGAUSS” HORBEY, AND JEFFREY “LORD PRYDE” WOMACK, FOR THEIR SUPPORT OF NECROPOLIS
  DEGAUSS” HORBEY, AND JEFFREY “LORD PRYDE” WOMACK, FOR THEIR SUPPORT OF NECROPOLIS
  SPECIAL THANKS: WILLIAM OGDEN
  SPECIAL THANKS: WILLIAM OGDEN
  ©2009 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF 
  ©2009 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF 
  TRIPLE ACE GAMES. ALL RIGHTS RESERVED.
  TRIPLE ACE GAMES. ALL RIGHTS RESERVED.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  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.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  NECROPOLIS 2350
  NECROPOLIS 2350
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  2351-55 UPDATE
  2351-55 UPDATE
  BY PAUL “WIGGY” WADE-WILLIAMS & JEFFREY WOMACK
  BY PAUL “WIGGY” WADE-WILLIAMS & JEFFREY WOMACK
  CONTRIBUTOR: JORGEN VON BURCH
  CONTRIBUTOR: JORGEN VON BURCH
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, PIOTR KORYS
  EDITING & PROOFREADING: DAVE BLEWER, STUART BONHAM, JASON IRRGANG, PIOTR KORYS
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: DIEGO GISBERT, LUISNCT, JORDAN PEACOCK
  INTERIOR ART: DIEGO GISBERT, LUISNCT, JORDAN PEACOCK
  COVER ART: DIEGO GISBERT
  COVER ART: DIEGO GISBERT
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: TO CHRIS “GREYGRENDEL” FOUGERE, JEFF “LADY AMELIA VAN GAARDE” CHEN, GARY “PADRE SILAS NOX” GINGELL, PETER 
  DEDICATION: TO CHRIS “GREYGRENDEL” FOUGERE, JEFF “LADY AMELIA VAN GAARDE” CHEN, GARY “PADRE SILAS NOX” GINGELL, PETER 
  “SIR NICHOLAS CUPORTINO” FAY, PHILLIP “SIR ROBERT BEATTY” WOMACK, SETH “SIR CORMICAN HICKS” CALCOTE, LUKE “SIR WILLIAM 
  “SIR NICHOLAS CUPORTINO” FAY, PHILLIP “SIR ROBERT BEATTY” WOMACK, SETH “SIR CORMICAN HICKS” CALCOTE, LUKE “SIR WILLIAM 
  DEGAUSS” HORBEY, AND JEFFREY “LORD PRYDE” WOMACK, FOR THEIR SUPPORT OF NECROPOLIS
  DEGAUSS” HORBEY, AND JEFFREY “LORD PRYDE” WOMACK, FOR THEIR SUPPORT OF NECROPOLIS
  SPECIAL THANKS: WILLIAM OGDEN
  SPECIAL THANKS: WILLIAM OGDEN
  ©2009 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF 
  ©2009 TRIPLE ACE GAMES. NECROPOLIS 2350 AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF 
  TRIPLE ACE GAMES. ALL RIGHTS RESERVED.
  TRIPLE ACE GAMES. ALL RIGHTS RESERVED.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  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.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  NECROPOLIS 2350
  NECROPOLIS 2350
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  PERMISSION IS GRANTED TO PRINT THIS BOOK FOR PERSONAL USE ONLY.
  2351-55 UPDATE
  2351-55 UPDATE
  
  SACRI ORDINES UPDATE 
  SACRI ORDINES UPDATE  .....................................
   ..................................... 3
  New Sacri Ordines .............................3
  An Eighth Ordo ..................................6
  New knight Branch ............................8
  Knowledge Skills ................................8
  New Hindrances ................................9
  New Edges .........................................9
  New Litanies .....................................13
  New Gear .........................................14
  New Setting Rules ............................21
  MILITIA DEI
  MILITIA DEI......................................................
  ...................................................... 2525
  Battle Flags .......................................25
  Military Strength ...............................26
  Sample Preceptory ...........................29
  Expanded Glossary ...........................32
  MOTHER CHURCH
  MOTHER CHURCH ..............................................
   .............................................. 3333
  Tech Levels ....................................... 33
  Society .............................................. 35
  Ofﬁ ces of the Church ....................... 36
  CORPORATE UPDATE
  CORPORATE UPDATE .........................................
   ......................................... 3939
  Artillery Support .............................. 39
  New Arcane Background ................. 39
  New Gear .......... .............................. 40
  REPHAIM UPDATE
  REPHAIM UPDATE .............................................
   ............................................. 4343
  Cysts .................................................. 43
  Fanes ................................................. 43
  Weird Science .................................... 46
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE ...........................
   ........................... 5353
  Heresies ............................................. 53
  Church Secrets .................................. 54
  Corporate Secrets .............................. 56
  Rephaim Secrets ................................ 58
  NEW MISSIONS
  NEW MISSIONS ................................................
   ................................................ 5959
  Major Conﬂ icts ................................. 60
  A Voice in the Dark ........................... 63
  Added Problems ............................... 64
  Bits & Pieces ..................................... 64
  Fallen Angel ...................................... 65
  Fanning the Flames .......................... 66
  Heavy Hitters .................................... 68
  Keep your Head ................................ 68
  Reclamation ...................................... 69
  Well, That’s New ............................... 70
  BESTIARY UPDATE
  BESTIARY UPDATE ............................................
   ............................................ 7171
  Church Forces .................................. 71
  Corporate Forces ............................. 73
  Rephaim Forces ............................... 74
  GAMMA FRONT
  GAMMA FRONT .................................................
   ................................................. 8989
  Setting Rules for Gama Front .......... 90
  Lay of the Land ................................ 93
  New Organizations .......................... 97
  Mission #1: New Arrivals .............. 103
  CONTENTS
  CONTENTS
  SACRI ORDINES UPDATE 
  SACRI ORDINES UPDATE  .....................................
   ..................................... 3
  New Sacri Ordines .............................3
  An Eighth Ordo ..................................6
  New knight Branch ............................8
  Knowledge Skills ................................8
  New Hindrances ................................9
  New Edges .........................................9
  New Litanies .....................................13
  New Gear .........................................14
  New Setting Rules ............................21
  MILITIA DEI
  MILITIA DEI......................................................
  ...................................................... 2525
  Battle Flags .......................................25
  Military Strength ...............................26
  Sample Preceptory ...........................29
  Expanded Glossary ...........................32
  MOTHER CHURCH
  MOTHER CHURCH ..............................................
   .............................................. 3333
  Tech Levels ....................................... 33
  Society .............................................. 35
  Ofﬁ ces of the Church ....................... 36
  CORPORATE UPDATE
  CORPORATE UPDATE .........................................
   ......................................... 3939
  Artillery Support .............................. 39
  New Arcane Background ................. 39
  New Gear .......... .............................. 40
  REPHAIM UPDATE
  REPHAIM UPDATE .............................................
   ............................................. 4343
  Cysts .................................................. 43
  Fanes ................................................. 43
  Weird Science .................................... 46
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE ...........................
   ........................... 5353
  Heresies ............................................. 53
  Church Secrets .................................. 54
  Corporate Secrets .............................. 56
  Rephaim Secrets ................................ 58
  NEW MISSIONS
  NEW MISSIONS ................................................
   ................................................ 5959
  Major Conﬂ icts ................................. 60
  A Voice in the Dark ........................... 63
  Added Problems ............................... 64
  Bits & Pieces ..................................... 64
  Fallen Angel ...................................... 65
  Fanning the Flames .......................... 66
  Heavy Hitters .................................... 68
  Keep your Head ................................ 68
  Reclamation ...................................... 69
  Well, That’s New ............................... 70
  BESTIARY UPDATE
  BESTIARY UPDATE ............................................
   ............................................ 7171
  Church Forces .................................. 71
  Corporate Forces ............................. 73
  Rephaim Forces ............................... 74
  GAMMA FRONT
  GAMMA FRONT .................................................
   ................................................. 8989
  Setting Rules for Gama Front .......... 90
  Lay of the Land ................................ 93
  New Organizations .......................... 97
  Mission #1: New Arrivals .............. 103
  CONTENTS
  CONTENTS
  
  And out of the throne proceeded lightnings and thun-
  derings and voices: and there were seven lamps of ﬁ re 
  burning before the throne, which are the seven Spirits 
  of God.
  Revelation 4:5
  NEW SACRI ORDINES
  NEW SACRI ORDINES
  During the early stages of the Battle of New Budapest, 
  Pope John XXIV shocked the Papal state by announcing 
  the formation of two new Sacri Ordines, bringing the 
  total of seven. Due to the scale of the battle (current es-
  timates put troop numbers involved in the campaign at 
  85% of the Sacri Ordines’ entire ﬁ ghting strength in the 
  southern continent region), it was only as the ﬁ ghting 
  drew to a close that troops on the frontline heard the 
  proclamation.
  Four of the existing Grand Masters, who had not been 
  informed of this decision in advance, objected vocifer-
  ously, claiming their recruitment numbers would suffer 
  as a result. Although this was the ofﬁ cial line, many critics 
  believe the Ordines feared for their ﬁ nancial status. Only 
  the Lazarites gave their full support, but in that there was 
  no real surprise.
  On 17.I.2351, the Pope summoned the ﬁ ve main 
  Grand Masters to the Vatican for a conclave. Although 
  Church media duly reported the gathering, it said noth-
  ing of the tension in the relationships between the Pope 
  and his most senior warriors. After three days behind the 
  secure doors of the Pope’s private apartments, the Grand 
  Masters emerged.
  Each spoke to the media in turn, but their messages 
  were almost word-perfect identical—the ﬁ ve Sacri Or-
  dines would support the new Ordines, granting them 
  enough land and materiel to help the ﬂ edgling organiza-
  tions ﬁ nd their feet.
  Due to each Ordo’s particular vows, it was felt to be 
  spiritually damaging to force the transfer of Knights. 
  However, Knights would be allowed to apply for a trans-
  fer with no stigma attached.
  The transfer of land and materiel commenced im-
  mediately, with ofﬁ cial recruitment beginning on 
  01.II.2351. Despite the losses at New Budapest (not all 
  of which were released to the media), citizens seemed 
  keen to join, because within a month the new Ordines 
  had reached a level where they could ﬁ eld a half strength 
  Battle of Knights.
  Given that training a Knight can’t be completed that 
  quickly, many questioned how this was possible. Were so 
  many Knights disillusioned with their current Ordo? Was 
  training reduced to allow a quicker intake?
  The truth has never been revealed to the masses, but 
  it quickly spread through the Ordines—the new Ordines 
  had secretly been building up their military strength for 
  years. Worse still, the core strength of the Ordo Paeni-
  tentia had been secretly siphoned off over a year ago to 
  provide additional troops for one of the Ordines. Again 
  the Grand Masters objected. Creating the new Ordines 
  was one thing, but allowing fallen Knights and sinners, 
  even repentant ones, into the ranks was almost blasphe-
  mous (though none used that exact word).
  Pope John, with uncharacteristic fury, reminded the 
  Ordines they existed solely on his whim. He made them, 
  and he could disband them. Again, the Grand Masters 
  backed down, but none in the Curia could doubt that, in 
  humanity’s darkest hour, the foundations of the Church 
  were showing cracks. Maybe the ﬁ nal days have truly 
  come.
  ORDO PRAETORIO (PRAETORIANS)
  ORDO PRAETORIO (PRAETORIANS)
  HISTORY
  HISTORY
  The original Praetorians were the bodyguards of the 
  ancient Roman emperors and served as Rome’s garrison. 
  Throughout their history, they served both honorably 
  and dishonorably. In the latter cases, they were responsi-
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  3
  And out of the throne proceeded lightnings and thun-
  derings and voices: and there were seven lamps of ﬁ re 
  burning before the throne, which are the seven Spirits 
  of God.
  Revelation 4:5
  NEW SACRI ORDINES
  NEW SACRI ORDINES
  During the early stages of the Battle of New Budapest, 
  Pope John XXIV shocked the Papal state by announcing 
  the formation of two new Sacri Ordines, bringing the 
  total of seven. Due to the scale of the battle (current es-
  timates put troop numbers involved in the campaign at 
  85% of the Sacri Ordines’ entire ﬁ ghting strength in the 
  southern continent region), it was only as the ﬁ ghting 
  drew to a close that troops on the frontline heard the 
  proclamation.
  Four of the existing Grand Masters, who had not been 
  informed of this decision in advance, objected vocifer-
  ously, claiming their recruitment numbers would suffer 
  as a result. Although this was the ofﬁ cial line, many critics 
  believe the Ordines feared for their ﬁ nancial status. Only 
  the Lazarites gave their full support, but in that there was 
  no real surprise.
  On 17.I.2351, the Pope summoned the ﬁ ve main 
  Grand Masters to the Vatican for a conclave. Although 
  Church media duly reported the gathering, it said noth-
  ing of the tension in the relationships between the Pope 
  and his most senior warriors. After three days behind the 
  secure doors of the Pope’s private apartments, the Grand 
  Masters emerged.
  Each spoke to the media in turn, but their messages 
  were almost word-perfect identical—the ﬁ ve Sacri Or-
  dines would support the new Ordines, granting them 
  enough land and materiel to help the ﬂ edgling organiza-
  tions ﬁ nd their feet.
  Due to each Ordo’s particular vows, it was felt to be 
  spiritually damaging to force the transfer of Knights. 
  However, Knights would be allowed to apply for a trans-
  fer with no stigma attached.
  The transfer of land and materiel commenced im-
  mediately, with ofﬁ cial recruitment beginning on 
  01.II.2351. Despite the losses at New Budapest (not all 
  of which were released to the media), citizens seemed 
  keen to join, because within a month the new Ordines 
  had reached a level where they could ﬁ eld a half strength 
  Battle of Knights.
  Given that training a Knight can’t be completed that 
  quickly, many questioned how this was possible. Were so 
  many Knights disillusioned with their current Ordo? Was 
  training reduced to allow a quicker intake?
  The truth has never been revealed to the masses, but 
  it quickly spread through the Ordines—the new Ordines 
  had secretly been building up their military strength for 
  years. Worse still, the core strength of the Ordo Paeni-
  tentia had been secretly siphoned off over a year ago to 
  provide additional troops for one of the Ordines. Again 
  the Grand Masters objected. Creating the new Ordines 
  was one thing, but allowing fallen Knights and sinners, 
  even repentant ones, into the ranks was almost blasphe-
  mous (though none used that exact word).
  Pope John, with uncharacteristic fury, reminded the 
  Ordines they existed solely on his whim. He made them, 
  and he could disband them. Again, the Grand Masters 
  backed down, but none in the Curia could doubt that, in 
  humanity’s darkest hour, the foundations of the Church 
  were showing cracks. Maybe the ﬁ nal days have truly 
  come.
  ORDO PRAETORIO (PRAETORIANS)
  ORDO PRAETORIO (PRAETORIANS)
  HISTORY
  HISTORY
  The original Praetorians were the bodyguards of the 
  ancient Roman emperors and served as Rome’s garrison. 
  Throughout their history, they served both honorably 
  and dishonorably. In the latter cases, they were responsi-
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  3
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4
  ble for removing and installing more than one emperor, 
  even auctioning off the throne to the highest bidder at 
  one point.
  During the Renaissance, the Popes began using mer-
  cenaries, the Swiss Guard, as their bodyguards. Centu-
  ries have passed, but the Swiss Guard remained in place. 
  At least they did.
  The creation of two new Sacri Ordines was hard 
  enough for the existing Grand Masters to swallow, but to 
  hear the Swiss Guard were to be reformed as the Ordo 
  Praetorio was a move none had expected. Upgraded from 
  a private army to an ofﬁ cial Sacer Ordo, the Praetorians 
  are responsible for protecting the Pope, Vatican City, and 
  high-ranking members of the Curia.
  In order to bolster troop strength, the Pope has of-
  ﬁ cially disbanded the Vatican City Police Department and 
  transferred all policemen in the city to the new Ordo as 
  Knights. From now on, the policing of Vatican City falls 
  solely to the Praetorians.
  Where once the ﬁ ve original Sacri Ordines partook 
  equally in defending Vatican City, they have now been 
  ordered to remove their military forces from the city lim-
  its by the start of 2353, though they are being allowed 
  to maintain purely bureaucratic ofﬁ ces. Security for these 
  structures will then fall under the auspices of the Praetori-
  ans. To most Knights, this is a betrayal of their holy duties 
  to protect Mother Church.
  Rumors that the Praetorians are being placed to spy 
  on the Ordines are rife and four of the Grand Masters are 
  doing nothing to curb such talk. Only the Lazarites wel-
  come the move, but most other Knights agree they are the 
  Pope’s puppets anyway.
  GRAND MASTER
  GRAND MASTER
  The ﬁ rst Grand Master of the Praetorians is Adolphus 
  Kesting, former Commandant-General of the Swiss 
  Guard. While none doubt his dedication to the Pope, 
  nor his grasp of security procedures, few believe he has 
  what it takes to run something as complex as an entire 
  Sacer Ordo.
  TABARD
  TABARD
  Knights wear a purple tabard with a gold cross. Ser-
  geants wear a white tabard with a purple cross. Armor 
  is colored for urban warfare, with crosses worn on the 
  back of the helmet and on the shoulder pads.
  TRAINING
  TRAINING
  * Bodyguard: One of the Ordo’s core roles is 
  protecting VIPs. When adjacent to a person they 
  are sworn to protect, attacks against the VIP are 
  instead made against the Knight, as he throws 
  himself in front of blows and bullets to form a 
  human shield. Against area effect weapons, the 
  Knight provides the VIP with +2 Armor (as if he 
  were Medium Cover). If the Knight is wounded 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4
  ble for removing and installing more than one emperor, 
  even auctioning off the throne to the highest bidder at 
  one point.
  During the Renaissance, the Popes began using mer-
  cenaries, the Swiss Guard, as their bodyguards. Centu-
  ries have passed, but the Swiss Guard remained in place. 
  At least they did.
  The creation of two new Sacri Ordines was hard 
  enough for the existing Grand Masters to swallow, but to 
  hear the Swiss Guard were to be reformed as the Ordo 
  Praetorio was a move none had expected. Upgraded from 
  a private army to an ofﬁ cial Sacer Ordo, the Praetorians 
  are responsible for protecting the Pope, Vatican City, and 
  high-ranking members of the Curia.
  In order to bolster troop strength, the Pope has of-
  ﬁ cially disbanded the Vatican City Police Department and 
  transferred all policemen in the city to the new Ordo as 
  Knights. From now on, the policing of Vatican City falls 
  solely to the Praetorians.
  Where once the ﬁ ve original Sacri Ordines partook 
  equally in defending Vatican City, they have now been 
  ordered to remove their military forces from the city lim-
  its by the start of 2353, though they are being allowed 
  to maintain purely bureaucratic ofﬁ ces. Security for these 
  structures will then fall under the auspices of the Praetori-
  ans. To most Knights, this is a betrayal of their holy duties 
  to protect Mother Church.
  Rumors that the Praetorians are being placed to spy 
  on the Ordines are rife and four of the Grand Masters are 
  doing nothing to curb such talk. Only the Lazarites wel-
  come the move, but most other Knights agree they are the 
  Pope’s puppets anyway.
  GRAND MASTER
  GRAND MASTER
  The ﬁ rst Grand Master of the Praetorians is Adolphus 
  Kesting, former Commandant-General of the Swiss 
  Guard. While none doubt his dedication to the Pope, 
  nor his grasp of security procedures, few believe he has 
  what it takes to run something as complex as an entire 
  Sacer Ordo.
  TABARD
  TABARD
  Knights wear a purple tabard with a gold cross. Ser-
  geants wear a white tabard with a purple cross. Armor 
  is colored for urban warfare, with crosses worn on the 
  back of the helmet and on the shoulder pads.
  TRAINING
  TRAINING
  * Bodyguard: One of the Ordo’s core roles is 
  protecting VIPs. When adjacent to a person they 
  are sworn to protect, attacks against the VIP are 
  instead made against the Knight, as he throws 
  himself in front of blows and bullets to form a 
  human shield. Against area effect weapons, the 
  Knight provides the VIP with +2 Armor (as if he 
  were Medium Cover). If the Knight is wounded 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  5
  while performing this duty, he receives a free Soak 
  roll at –2. He may not spend bennies to reroll this. 
  However, he may spend them afterwards to Soak 
  as normal (without the –2 penalty).
  If multiple Knights are present, the nearest one to the 
  direction of the attack becomes the target. Should two or 
  more be equally close, roll randomly to determine who 
  gets in the way.
  * Defensive Mentality: The Praetorians are not an 
  offensive force, and are unlikely to ever partake 
  in offensive actions. They serve purely to defend 
  structures and people. When within 5” of a structure 
  or person they have been ordered to defend as part 
  of their mission brief, they receive +1 to Spirit and 
  Spirit-linked skill rolls.
  ORDO THEUTONICORUM (TEUTONICS)
  ORDO THEUTONICORUM (TEUTONICS)
  HISTORY
  HISTORY
  Originally founded in 1190 by a group of German 
  merchants, the Ordo known as the Teutonic Knights 
  (Ordo domus Sanctæ Mariæ Theutonicorum Ieroso-
  limitanorum) ﬁ rst received ofﬁ cial Papal recognition in 
  1199.
  Virtually destroyed during a campaign in 1216, the 
  Ordo never recovered its strength in the Holy Land and 
  instead withdrew to Germany, to which it had a strong 
  national tie. Following a campaign in Hungary against 
  heathens from neighboring lands, the Ordo developed 
  its own identity. Rather than wage war against unbeliev-
  ers in the Holy Land, it would convert the pagans of 
  Eastern Europe.
  Through bogs, lakes, rivers, sand dunes, and dark for-
  ests, the knights slaughtered their way across the Baltic, 
  ﬁ lling the great void they left with German colonists.
  Despite their successes, Eastern Europe was not con-
  sidered a rich prize, and the Ordo never grew as large as 
  its peers. Indeed, during several rebellions the Ordo had 
  to be saved from extinction by outside intervention (the 
  Pope issued 22 Papal bulls ordering others to support 
  the Ordo in just 4 years).
  By 1697, the Ordo was reduced to just 20 ofﬁ cers, 
  who were always members of the German army. The 
  Ordo was never ofﬁ cially disbanded, but it had ceased to 
  be a military force. Some claim that members of the SS 
  were indoctrinated into the Ordo during World War 2, 
  but this has never been proven.
  The latest incarnation of the Ordo Theutonicorum 
  was created to serve as back up to the three main com-
  bat wings of the Church (Templars, Incinerators, and 
  Impalers). Whereas the main Ordines are assigned to 
  the frontline, the Teutonics are assigned to homeland 
  security duties, being granted control of areas behind 
  the frontlines. As a result, many smaller Preceptories in 
  safe zones have changed hands, the former occupants 
  reassigned to those closer to the war.
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  5
  while performing this duty, he receives a free Soak 
  roll at –2. He may not spend bennies to reroll this. 
  However, he may spend them afterwards to Soak 
  as normal (without the –2 penalty).
  If multiple Knights are present, the nearest one to the 
  direction of the attack becomes the target. Should two or 
  more be equally close, roll randomly to determine who 
  gets in the way.
  * Defensive Mentality: The Praetorians are not an 
  offensive force, and are unlikely to ever partake 
  in offensive actions. They serve purely to defend 
  structures and people. When within 5” of a structure 
  or person they have been ordered to defend as part 
  of their mission brief, they receive +1 to Spirit and 
  Spirit-linked skill rolls.
  ORDO THEUTONICORUM (TEUTONICS)
  ORDO THEUTONICORUM (TEUTONICS)
  HISTORY
  HISTORY
  Originally founded in 1190 by a group of German 
  merchants, the Ordo known as the Teutonic Knights 
  (Ordo domus Sanctæ Mariæ Theutonicorum Ieroso-
  limitanorum) ﬁ rst received ofﬁ cial Papal recognition in 
  1199.
  Virtually destroyed during a campaign in 1216, the 
  Ordo never recovered its strength in the Holy Land and 
  instead withdrew to Germany, to which it had a strong 
  national tie. Following a campaign in Hungary against 
  heathens from neighboring lands, the Ordo developed 
  its own identity. Rather than wage war against unbeliev-
  ers in the Holy Land, it would convert the pagans of 
  Eastern Europe.
  Through bogs, lakes, rivers, sand dunes, and dark for-
  ests, the knights slaughtered their way across the Baltic, 
  ﬁ lling the great void they left with German colonists.
  Despite their successes, Eastern Europe was not con-
  sidered a rich prize, and the Ordo never grew as large as 
  its peers. Indeed, during several rebellions the Ordo had 
  to be saved from extinction by outside intervention (the 
  Pope issued 22 Papal bulls ordering others to support 
  the Ordo in just 4 years).
  By 1697, the Ordo was reduced to just 20 ofﬁ cers, 
  who were always members of the German army. The 
  Ordo was never ofﬁ cially disbanded, but it had ceased to 
  be a military force. Some claim that members of the SS 
  were indoctrinated into the Ordo during World War 2, 
  but this has never been proven.
  The latest incarnation of the Ordo Theutonicorum 
  was created to serve as back up to the three main com-
  bat wings of the Church (Templars, Incinerators, and 
  Impalers). Whereas the main Ordines are assigned to 
  the frontline, the Teutonics are assigned to homeland 
  security duties, being granted control of areas behind 
  the frontlines. As a result, many smaller Preceptories in 
  safe zones have changed hands, the former occupants 
  reassigned to those closer to the war.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6
  Following their inception, the Teutonics spend much of 
  their time engaged in operations against “heretics.” Many 
  critics see them as little more than another branch of the 
  Inquisition, only with more ﬁ repower at their disposal and 
  increased immunity from prosecution (since they answer 
  only to the Pope). The fact the Ordo works hand-in-hand 
  with Inquisitors only fuels such speculation.
  The Teutonic’s main force is made up of Penitents 
  released from service early. Many are little better than 
  thugs, though the Grand Master doesn’t seem to care.
  GRAND MASTER
  GRAND MASTER
  Although the Teutonics follow the same 
  basic structure as the other Ordines, their 
  Grand Master, Piotr Korysov, insists on using 
  the archaic title of Hochmeister. Korysov’s 
  appointment has led to accusations that 
  the Curia is blatantly interfering in the 
  affairs of the Sacri Ordines—he served as 
  an Inquisitor-General until the Ordo was 
  founded.
  TABARD
  TABARD
  Knights wear a red tabard with a square-ended black 
  cross. Sergeants wear a red tabard with a black Tau (T-
  shaped) cross. Armor, regardless of camouﬂ age scheme, 
  has red shoulder plates bearing the appropriate cross.
  TRAINING
  TRAINING
  * Homeland Security: Teutonic Knights are trained 
  to deal with internal threats. This gives them a +1 
  bonus to Intimidation, Investigation, and Streetwise 
  rolls, as well as Notice rolls to uncover evidence. 
  This does not stack with any Professional Edge.
  AN EIGHTH ORDO
  Although the creation of the Praetorians and Teutonics 
  causes consternation among the Sacri Ordines in 2351, 
  many hardliners and traditionalists saw it as a favorable 
  omen. After all, the Book of Revelation, one of the few 
  books of the old Bible kept by the Third Reformation 
  Church, albeit with modiﬁ cations, describes seven angels 
  who would defeat the armies of the beast (supposedly a 
  metaphor for the Rephaim). With seven Sacri Ordines at 
  the Pope’s disposal, the Curia virtually declared the war 
  won.
  Events at the end of 2355, however, send shockwaves 
  of alarm through both the Curia and military, for the 
  Pope forms an eighth holy order, declaring it the fourth 
  frontline ﬁ ghting order. 
  Many in the Sacri Ordines see this as an affront to the 
  once uniﬁ ed nature of the military machine, where sex 
  was irrelevant, for the eighth Ordo is comprised solely of 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6
  Following their inception, the Teutonics spend much of 
  their time engaged in operations against “heretics.” Many 
  critics see them as little more than another branch of the 
  Inquisition, only with more ﬁ repower at their disposal and 
  increased immunity from prosecution (since they answer 
  only to the Pope). The fact the Ordo works hand-in-hand 
  with Inquisitors only fuels such speculation.
  The Teutonic’s main force is made up of Penitents 
  released from service early. Many are little better than 
  thugs, though the Grand Master doesn’t seem to care.
  GRAND MASTER
  GRAND MASTER
  Although the Teutonics follow the same 
  basic structure as the other Ordines, their 
  Grand Master, Piotr Korysov, insists on using 
  the archaic title of Hochmeister. Korysov’s 
  appointment has led to accusations that 
  the Curia is blatantly interfering in the 
  affairs of the Sacri Ordines—he served as 
  an Inquisitor-General until the Ordo was 
  founded.
  TABARD
  TABARD
  Knights wear a red tabard with a square-ended black 
  cross. Sergeants wear a red tabard with a black Tau (T-
  shaped) cross. Armor, regardless of camouﬂ age scheme, 
  has red shoulder plates bearing the appropriate cross.
  TRAINING
  TRAINING
  * Homeland Security: Teutonic Knights are trained 
  to deal with internal threats. This gives them a +1 
  bonus to Intimidation, Investigation, and Streetwise 
  rolls, as well as Notice rolls to uncover evidence. 
  This does not stack with any Professional Edge.
  AN EIGHTH ORDO
  Although the creation of the Praetorians and Teutonics 
  causes consternation among the Sacri Ordines in 2351, 
  many hardliners and traditionalists saw it as a favorable 
  omen. After all, the Book of Revelation, one of the few 
  books of the old Bible kept by the Third Reformation 
  Church, albeit with modiﬁ cations, describes seven angels 
  who would defeat the armies of the beast (supposedly a 
  metaphor for the Rephaim). With seven Sacri Ordines at 
  the Pope’s disposal, the Curia virtually declared the war 
  won.
  Events at the end of 2355, however, send shockwaves 
  of alarm through both the Curia and military, for the 
  Pope forms an eighth holy order, declaring it the fourth 
  frontline ﬁ ghting order. 
  Many in the Sacri Ordines see this as an affront to the 
  once uniﬁ ed nature of the military machine, where sex 
  was irrelevant, for the eighth Ordo is comprised solely of 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  7
  women. Traditionalist cardinals, on the other hand, see 
  this as an affront to God’s divine plan and claim it as an 
  ill-omen for the future.
  ORDO BRADAMANTE (BRADAMANTITES)
  The Bradamantites were ﬁ rst introduced in the adven-
  ture The Last Word. At that time they were warrior nuns 
  rather than part of the true Church Militant. The Brada-
  mantites are now a full Sacer Ordo and part of 
  the inter-Ordo cooperation program. Hence 
  they can be used by player characters.
  Any character wishing to play a female 
  Knight belonging to an Ordo other than 
  the Lazarites, Praetorians, or Teutonics 
  must belong to this new Ordo from 2356 
  onward. Knights already in play are trans-
  ferred to the new Ordo automatically.
  HISTORY
  The Sisters of Bradamante were created in 2342 by Pa-
  pal Edict as a sisterhood of warrior nuns, though outside 
  of the regular military structure. They served the Church 
  as protectors of its female-oriented sacred places. Efforts 
  were focused on guarding shrines of female saints and 
  convents. Many female senior Church ﬁ gures use them 
  as bodyguards even today, a direct snub against the Prae-
  torians.
  In late 2355, the Pope elevated the Sisters to full Ordo 
  status with immediate effect. Rather than being given 
  any choice, female Knights serving with the Impalers, In-
  cinerators, Preachers, and Templars were automatically 
  transferred to the new Ordo. Naturally, this left the other 
  Ordines with depleted ranks, which required drastic and 
  rapid restructuring to ﬁ x without overtly affecting com-
  bat capabilities.
  Many forward-situated Lazarite Preceptories were 
  handed over to the new Ordo with their arsenals and 
  vehicle pools intact. The main Lazarite forces withdrew 
  closer to Vatican City, expanding their existing Precepto-
  ries and forming new ones as required.
  The Lazarites, Praetorians, and Teutonics were unaf-
  fected by the ruling, though female Knights were not 
  stopped from requesting transfers. Most, however, chose 
  to stay where they were.
  The Grand Masters of the other Ordines raised the 
  matter of this selection process with the Pope, but to 
  date he has not responded. All four Grand Masters (the 
  LAzarites gave their usual support) are unhappy with the 
  situation, but there is little they can do.
  The previous Ordines were created with speciﬁ c roles 
  in mind. The Bradamantites, however, serve as a generic 
  frontline Ordo, placing them alongside the Impalers, 
  Incinerators, and Templars, but without a comparative 
  specialization. Originally the Sisters of Bradamante were 
  limited in their choice of profession, but all are now 
  freely available.
  The lowest-ranking Bradamantites are still known as 
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  7
  women. Traditionalist cardinals, on the other hand, see 
  this as an affront to God’s divine plan and claim it as an 
  ill-omen for the future.
  ORDO BRADAMANTE (BRADAMANTITES)
  The Bradamantites were ﬁ rst introduced in the adven-
  ture The Last Word. At that time they were warrior nuns 
  rather than part of the true Church Militant. The Brada-
  mantites are now a full Sacer Ordo and part of 
  the inter-Ordo cooperation program. Hence 
  they can be used by player characters.
  Any character wishing to play a female 
  Knight belonging to an Ordo other than 
  the Lazarites, Praetorians, or Teutonics 
  must belong to this new Ordo from 2356 
  onward. Knights already in play are trans-
  ferred to the new Ordo automatically.
  HISTORY
  The Sisters of Bradamante were created in 2342 by Pa-
  pal Edict as a sisterhood of warrior nuns, though outside 
  of the regular military structure. They served the Church 
  as protectors of its female-oriented sacred places. Efforts 
  were focused on guarding shrines of female saints and 
  convents. Many female senior Church ﬁ gures use them 
  as bodyguards even today, a direct snub against the Prae-
  torians.
  In late 2355, the Pope elevated the Sisters to full Ordo 
  status with immediate effect. Rather than being given 
  any choice, female Knights serving with the Impalers, In-
  cinerators, Preachers, and Templars were automatically 
  transferred to the new Ordo. Naturally, this left the other 
  Ordines with depleted ranks, which required drastic and 
  rapid restructuring to ﬁ x without overtly affecting com-
  bat capabilities.
  Many forward-situated Lazarite Preceptories were 
  handed over to the new Ordo with their arsenals and 
  vehicle pools intact. The main Lazarite forces withdrew 
  closer to Vatican City, expanding their existing Precepto-
  ries and forming new ones as required.
  The Lazarites, Praetorians, and Teutonics were unaf-
  fected by the ruling, though female Knights were not 
  stopped from requesting transfers. Most, however, chose 
  to stay where they were.
  The Grand Masters of the other Ordines raised the 
  matter of this selection process with the Pope, but to 
  date he has not responded. All four Grand Masters (the 
  LAzarites gave their usual support) are unhappy with the 
  situation, but there is little they can do.
  The previous Ordines were created with speciﬁ c roles 
  in mind. The Bradamantites, however, serve as a generic 
  frontline Ordo, placing them alongside the Impalers, 
  Incinerators, and Templars, but without a comparative 
  specialization. Originally the Sisters of Bradamante were 
  limited in their choice of profession, but all are now 
  freely available.
  The lowest-ranking Bradamantites are still known as 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8
  Sisters (though they hold the same rank, responsibilities, 
  and privileges as Knights). Sister Superior has replaced 
  the Senior Knight rank, and Sister Commander that of 
  Knight Commander. All other ranks remain the same as 
  the other Ordines (including the masculine titles).
  GRAND MASTER
  GRAND MASTER
  The Pope appointed former abbess Alicia Winters, 
  leader of the sisterhood, to the post of Grand Master. A 
  former Preacher, she lacks battleﬁ eld experience but is 
  an expert organizer.
  Her Marshal, a Templar promoted from Field Master, 
  effectively handles all military matters, though major de-
  cisions must have the Grand Master’s approval.
  TABARD
  TABARD
  Knights and Sergeants wear a white tabard with a blue 
  cross. In battle, their armor is camouﬂ aged to suit the lo-
  cal terrain, but a white square and blue cross can always 
  be found on their left breasts.
  SPECIAL TRAINING
  SPECIAL TRAINING
  The Sisters do not have their own specialized training 
  regime, having yet to ﬁ nd a niche. Female Knights trans-
  ferred to the Ordo or who previously served as with the 
  Sisters of Bradamante retain their existing special train-
  ing. The Sister of Bradamante Edge (see The Last Word) 
  is no longer available, the Ordo having severed all ties 
  with the Praetorians as it looks to ﬁ nd a new battleﬁ eld 
  specialty. Characters who have taken the Edge in previ-
  ous play retain existing beneﬁ ts.
  Unless a player creating a new character wants to play 
  a Knight with no special training, it is suggested she join 
  the Ordo as a transferee.
  Create the Knight as if she belonged to one of the 
  other Ordines (or Sisters of Bradamante if you have the 
  adventure). She transferred to the new Ordo at the end 
  of 2355, shortly after ﬁ nishing her training.
  NEW KNIGHT BRANCH
  NEW KNIGHT BRANCH
  The year 2351 sees the introduction of the ﬁ rst new 
  type of Knight since the Sacri Ordines were founded—the 
  Knight Hazardous Atmosphere, Radiation, and Disease 
  (or HARD for short).
  These specialists are sent in when environmental 
  conditions prevent the deployment of regular troops. 
  Mostly they serve to contain chemical spills, plug radia-
  tion leaks, and quarantine infectious areas.
  HARD Requirements: Smarts d6, Spirit d6, Vigor d6, 
  Driving d6, Fighting d4, Guts d6, Healing d4*, Repair 
  d4*, Shooting d4.
  * Either Healing or Repair must be at a d6 or higher, 
  representing a specialty.
  Standard Gear: HARD armor (p. 14), medium armor 
  (when not in HARD armor), molecular sword, ﬂ echette 
  SMG with 3 mags, toolkit or medikit (as appropriate to 
  specialty), ID tag.
  KNOWLEDGE SKILLS
  KNOWLEDGE SKILLS
  In Necropolis 2350, Knowledge skills are not replace-
  ments for Common Knowledge. Rather, the two work 
  side by side. A character with an Artillerist background 
  uses Common Knowledge to determine whether enemy 
  mortars are in range, but he needs Knowledge (Artillery) 
  if he wants to use mortar ﬁ re with any accuracy.
  The following major Knowledge skills are useful in 
  the Necropolis setting. Remember, if a hero buys a skill, 
  the WM should make sure he has chance to use it regu-
  larly (at least once every two sessions).
  Area: The study of a given region, its people, places, 
  and customs. The larger the area covered by the skill, 
  the higher the penalty a WM should impose for speciﬁ c 
  information.
  For instance, a hero who has Knowledge (Nova Eu-
  ropa) should have at least a –4 penalty to know the name 
  of a church in the poorer districts of the Vatican, whereas 
  a character with Knowledge (Vatican City) should get no 
  penalty.
  USING THE NEW ORDINES 
  USING THE NEW ORDINES 
  Neither of the two new Sacri Ordines are true 
  frontline formations and thus are not considered 
  part of the inter-Ordo cooperation program cur-
  rently in operation.
  They are designed for a different sort of Necropo-
  lis campaign—one where the Knights investigate 
  cults and heresies, root out traitors, protect 
  people and places against Corporate or Rephaim 
  inﬁ ltration or sabotage, and so on. They also 
  highlight growing tensions within the Church.
  As such, if you want to change the focus of your 
  campaign away from a purely military one, you 
  can create characters from the new Ordines 
  (who do work together in their own cooperative 
  program). Characters can take special training 
  from one of the new Ordines, or create a Knight 
  as per Necropolis 2350 and have transferred over 
  to the Teutonics or Praetorians when they were 
  formed.
  If you really want a mixed group of new and old 
  Ordines, then members of the new Ordines are 
  temporarily seconded to the existing group to 
  gain combat experience.
  Otherwise, these Ordines remain background 
  ﬂ avor, with the only contact coming through 
  NPCs.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8
  Sisters (though they hold the same rank, responsibilities, 
  and privileges as Knights). Sister Superior has replaced 
  the Senior Knight rank, and Sister Commander that of 
  Knight Commander. All other ranks remain the same as 
  the other Ordines (including the masculine titles).
  GRAND MASTER
  GRAND MASTER
  The Pope appointed former abbess Alicia Winters, 
  leader of the sisterhood, to the post of Grand Master. A 
  former Preacher, she lacks battleﬁ eld experience but is 
  an expert organizer.
  Her Marshal, a Templar promoted from Field Master, 
  effectively handles all military matters, though major de-
  cisions must have the Grand Master’s approval.
  TABARD
  TABARD
  Knights and Sergeants wear a white tabard with a blue 
  cross. In battle, their armor is camouﬂ aged to suit the lo-
  cal terrain, but a white square and blue cross can always 
  be found on their left breasts.
  SPECIAL TRAINING
  SPECIAL TRAINING
  The Sisters do not have their own specialized training 
  regime, having yet to ﬁ nd a niche. Female Knights trans-
  ferred to the Ordo or who previously served as with the 
  Sisters of Bradamante retain their existing special train-
  ing. The Sister of Bradamante Edge (see The Last Word) 
  is no longer available, the Ordo having severed all ties 
  with the Praetorians as it looks to ﬁ nd a new battleﬁ eld 
  specialty. Characters who have taken the Edge in previ-
  ous play retain existing beneﬁ ts.
  Unless a player creating a new character wants to play 
  a Knight with no special training, it is suggested she join 
  the Ordo as a transferee.
  Create the Knight as if she belonged to one of the 
  other Ordines (or Sisters of Bradamante if you have the 
  adventure). She transferred to the new Ordo at the end 
  of 2355, shortly after ﬁ nishing her training.
  NEW KNIGHT BRANCH
  NEW KNIGHT BRANCH
  The year 2351 sees the introduction of the ﬁ rst new 
  type of Knight since the Sacri Ordines were founded—the 
  Knight Hazardous Atmosphere, Radiation, and Disease 
  (or HARD for short).
  These specialists are sent in when environmental 
  conditions prevent the deployment of regular troops. 
  Mostly they serve to contain chemical spills, plug radia-
  tion leaks, and quarantine infectious areas.
  HARD Requirements: Smarts d6, Spirit d6, Vigor d6, 
  Driving d6, Fighting d4, Guts d6, Healing d4*, Repair 
  d4*, Shooting d4.
  * Either Healing or Repair must be at a d6 or higher, 
  representing a specialty.
  Standard Gear: HARD armor (p. 14), medium armor 
  (when not in HARD armor), molecular sword, ﬂ echette 
  SMG with 3 mags, toolkit or medikit (as appropriate to 
  specialty), ID tag.
  KNOWLEDGE SKILLS
  KNOWLEDGE SKILLS
  In Necropolis 2350, Knowledge skills are not replace-
  ments for Common Knowledge. Rather, the two work 
  side by side. A character with an Artillerist background 
  uses Common Knowledge to determine whether enemy 
  mortars are in range, but he needs Knowledge (Artillery) 
  if he wants to use mortar ﬁ re with any accuracy.
  The following major Knowledge skills are useful in 
  the Necropolis setting. Remember, if a hero buys a skill, 
  the WM should make sure he has chance to use it regu-
  larly (at least once every two sessions).
  Area: The study of a given region, its people, places, 
  and customs. The larger the area covered by the skill, 
  the higher the penalty a WM should impose for speciﬁ c 
  information.
  For instance, a hero who has Knowledge (Nova Eu-
  ropa) should have at least a –4 penalty to know the name 
  of a church in the poorer districts of the Vatican, whereas 
  a character with Knowledge (Vatican City) should get no 
  penalty.
  USING THE NEW ORDINES 
  USING THE NEW ORDINES 
  Neither of the two new Sacri Ordines are true 
  frontline formations and thus are not considered 
  part of the inter-Ordo cooperation program cur-
  rently in operation.
  They are designed for a different sort of Necropo-
  lis campaign—one where the Knights investigate 
  cults and heresies, root out traitors, protect 
  people and places against Corporate or Rephaim 
  inﬁ ltration or sabotage, and so on. They also 
  highlight growing tensions within the Church.
  As such, if you want to change the focus of your 
  campaign away from a purely military one, you 
  can create characters from the new Ordines 
  (who do work together in their own cooperative 
  program). Characters can take special training 
  from one of the new Ordines, or create a Knight 
  as per Necropolis 2350 and have transferred over 
  to the Teutonics or Praetorians when they were 
  formed.
  If you really want a mixed group of new and old 
  Ordines, then members of the new Ordines are 
  temporarily seconded to the existing group to 
  gain combat experience.
  Otherwise, these Ordines remain background 
  ﬂ avor, with the only contact coming through 
  NPCs.
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  9
  Knowledge of the region where the character is per-
  manently based is covered by Common Knowledge.
  Artillery: The Artillery skill covers the use of indirect 
  ﬁ re weapons like mortars, SPA, and MRLS systems. Usu-
  ally, a player character with this skill is operating a mor-
  tar, like a Levant or Megiddo. Direct ﬁ re artillery pieces, 
  like SBACs, use Shooting.
  Battle: The practical application of tactics and strat-
  egy, as well as battleﬁ eld logistics and movement. Also 
  covers knowledge of famous battles, tactics, and com-
  manders.
  Church: An in-depth knowledge of the Church. Well-
  known facts are covered by a Knight’s Common Knowl-
  edge. This skill covers obscure ceremonies, the nuances 
  of Church law, lesser known public ﬁ gures, location of 
  religious buildings and Curia ofﬁ ces, taxation policies by 
  diocese, and the like.
  This skill grants absolutely no knowledge about the 
  CIS or its workings, nor the existence of secret groups 
  or projects.
  Corporations: Like Knowledge (Area), this skill can be 
  broad (The Union), general (one speciﬁ c Corporation), 
  or very speciﬁ c (one aspect of a single Corporation). 
  The wider the area of study, the more penalties a hero is 
  likely to incur when seeking speciﬁ c information. 
  The skill covers knowledge of major settlements, key 
  personnel, products, military structure and senior ofﬁ -
  cers, law, and so on. It grants no knowledge regarding 
  secret installations, organizations, or projects.
  Demolitions: This skill covers all aspects of demoli-
  tions and the use of high explosives. It can be used to set 
  and defuse charges, and to estimate the amount of ex-
  plosives necessary to demolish buildings and structures.
  Engineering: A catchall technical skill covering civil 
  engineering, electronics, and mechanics. Unlike Repair, 
  this skill does not let you ﬁ x broken items or create new 
  ones, but you do understand how they work and may 
  even be able to design something useful from spare 
  parts.
  Rephaim: Covers knowledge of common Rephaim 
  types and their strengths, weaknesses, abilities, and 
  tactics. It does not provide any information on weird 
  science gizmos, necromancy, their history, or types of 
  Rephaim the character has yet to encounter, though in 
  the latter case it may prove helpful when the Rephaim is 
  similar to something the hero has run into before.
  Sacri Ordines: For the most part, members of the 
  Ordines use Common Knowledge to cover this topic, 
  though penalties should apply when trying to recall facts 
  about an Ordo other than one’s own.
  Taking a skill represents knowledge of every Ordo, 
  including major Preceptory locations and strengths, no-
  table Knights, call signs, preferred tactics, and the like. It 
  doesn’t cover secret Preceptories, like those used by the 
  Lazarites for their experiments, or covert projects.
  NEW HINDRANCES
  NEW HINDRANCES
  The following new Hindrances are available. As Hin-
  drances, these are typically only accessible to starting 
  characters. However, WMs may allow characters to trade 
  Hindrances or even acquire these during play.
  BROKEN SPIRIT (MAJOR)
  BROKEN SPIRIT (MAJOR)
  The hero may have been captured and tortured by 
  Rephaim or heretics or simply witnessed too much 
  bloodshed and horror. Whatever the cause, his spirit is 
  broken.
  The hero’s Spirit may never be higher than d6 (except 
  temporarily through litanies), nor may he take the Com-
  bat Reﬂ exes or Courageous Edges.
  LOST FAITH (MINOR)
  LOST FAITH (MINOR)
  The Knight has lost his faith. He cannot take the Ar-
  cane Background (Miracles), Senses of the Faithful, or 
  Saintly Litany Edges, nor do beneﬁ cial miracles work 
  upon him. He is still subject to damaging attacks from 
  miraculous powers, however.
  NIGHTMARES (MINOR)
  NIGHTMARES (MINOR)
  The character has seen so much horror that he can 
  ﬁ nd no solace, even in sleep. At the start of each day, the 
  character must draw a card from the action deck. On a 
  black face card, he has suffered a nightmare during the 
  night and is Fatigued for the rest of the next day. With a 
  black deuce, he is Exhausted.
  A character can become Exhausted by successive 
  nightmares, but never Incapacitated. Fatigue from night-
  mares is removed only after six hours unbroken sleep 
  without a nightmare.
  NEW EDGES
  NEW EDGES
  These Edges can be added to your Necropolis game at 
  any time during the campaign. They are grouped as per 
  the core Savage Worlds rules, but with the addition of an 
  Ordo Edges category.
  COMBAT EDGES
  COMBAT EDGES
  COURAGEOUS
  COURAGEOUS
  Requirements: Novice, Guts d8+
  Against fearsome foes, a hero who can control his 
  fear stands a better chance of survival than one who suc-
  cumbs to panic.
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  9
  Knowledge of the region where the character is per-
  manently based is covered by Common Knowledge.
  Artillery: The Artillery skill covers the use of indirect 
  ﬁ re weapons like mortars, SPA, and MRLS systems. Usu-
  ally, a player character with this skill is operating a mor-
  tar, like a Levant or Megiddo. Direct ﬁ re artillery pieces, 
  like SBACs, use Shooting.
  Battle: The practical application of tactics and strat-
  egy, as well as battleﬁ eld logistics and movement. Also 
  covers knowledge of famous battles, tactics, and com-
  manders.
  Church: An in-depth knowledge of the Church. Well-
  known facts are covered by a Knight’s Common Knowl-
  edge. This skill covers obscure ceremonies, the nuances 
  of Church law, lesser known public ﬁ gures, location of 
  religious buildings and Curia ofﬁ ces, taxation policies by 
  diocese, and the like.
  This skill grants absolutely no knowledge about the 
  CIS or its workings, nor the existence of secret groups 
  or projects.
  Corporations: Like Knowledge (Area), this skill can be 
  broad (The Union), general (one speciﬁ c Corporation), 
  or very speciﬁ c (one aspect of a single Corporation). 
  The wider the area of study, the more penalties a hero is 
  likely to incur when seeking speciﬁ c information. 
  The skill covers knowledge of major settlements, key 
  personnel, products, military structure and senior ofﬁ -
  cers, law, and so on. It grants no knowledge regarding 
  secret installations, organizations, or projects.
  Demolitions: This skill covers all aspects of demoli-
  tions and the use of high explosives. It can be used to set 
  and defuse charges, and to estimate the amount of ex-
  plosives necessary to demolish buildings and structures.
  Engineering: A catchall technical skill covering civil 
  engineering, electronics, and mechanics. Unlike Repair, 
  this skill does not let you ﬁ x broken items or create new 
  ones, but you do understand how they work and may 
  even be able to design something useful from spare 
  parts.
  Rephaim: Covers knowledge of common Rephaim 
  types and their strengths, weaknesses, abilities, and 
  tactics. It does not provide any information on weird 
  science gizmos, necromancy, their history, or types of 
  Rephaim the character has yet to encounter, though in 
  the latter case it may prove helpful when the Rephaim is 
  similar to something the hero has run into before.
  Sacri Ordines: For the most part, members of the 
  Ordines use Common Knowledge to cover this topic, 
  though penalties should apply when trying to recall facts 
  about an Ordo other than one’s own.
  Taking a skill represents knowledge of every Ordo, 
  including major Preceptory locations and strengths, no-
  table Knights, call signs, preferred tactics, and the like. It 
  doesn’t cover secret Preceptories, like those used by the 
  Lazarites for their experiments, or covert projects.
  NEW HINDRANCES
  NEW HINDRANCES
  The following new Hindrances are available. As Hin-
  drances, these are typically only accessible to starting 
  characters. However, WMs may allow characters to trade 
  Hindrances or even acquire these during play.
  BROKEN SPIRIT (MAJOR)
  BROKEN SPIRIT (MAJOR)
  The hero may have been captured and tortured by 
  Rephaim or heretics or simply witnessed too much 
  bloodshed and horror. Whatever the cause, his spirit is 
  broken.
  The hero’s Spirit may never be higher than d6 (except 
  temporarily through litanies), nor may he take the Com-
  bat Reﬂ exes or Courageous Edges.
  LOST FAITH (MINOR)
  LOST FAITH (MINOR)
  The Knight has lost his faith. He cannot take the Ar-
  cane Background (Miracles), Senses of the Faithful, or 
  Saintly Litany Edges, nor do beneﬁ cial miracles work 
  upon him. He is still subject to damaging attacks from 
  miraculous powers, however.
  NIGHTMARES (MINOR)
  NIGHTMARES (MINOR)
  The character has seen so much horror that he can 
  ﬁ nd no solace, even in sleep. At the start of each day, the 
  character must draw a card from the action deck. On a 
  black face card, he has suffered a nightmare during the 
  night and is Fatigued for the rest of the next day. With a 
  black deuce, he is Exhausted.
  A character can become Exhausted by successive 
  nightmares, but never Incapacitated. Fatigue from night-
  mares is removed only after six hours unbroken sleep 
  without a nightmare.
  NEW EDGES
  NEW EDGES
  These Edges can be added to your Necropolis game at 
  any time during the campaign. They are grouped as per 
  the core Savage Worlds rules, but with the addition of an 
  Ordo Edges category.
  COMBAT EDGES
  COMBAT EDGES
  COURAGEOUS
  COURAGEOUS
  Requirements: Novice, Guts d8+
  Against fearsome foes, a hero who can control his 
  fear stands a better chance of survival than one who suc-
  cumbs to panic.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1010
  The hero adds +2 to all Guts rolls and subtracts 2 
  from rolls on the Fear Table.
  MOVE & FIRE
  MOVE & FIRE
  Requirements: Veteran, Agility d8+, Smarts d6+, 
  Shooting d10+, Marksman
  Snipers understand the necessity to move to a new 
  position immediately after ﬁ ring. This character has 
  taken that mentality to a new level.
  He may move up to half his Pace in a round and still 
  beneﬁ t from the Marksman Edge.
  URBAN WARRIOR
  URBAN WARRIOR
  Requirements: Seasoned, Agility d6+, Smarts d6+, 
  Notice d8+, Stealth d8+
  The Knight is a veteran of many urban battles and has 
  learned tricks for staying alive.
  He gains +2 to Notice rolls to detect traps or am-
  bushes and +2 to Stealth rolls while within an urban 
  environment. In addition, while moving through ruined 
  buildings strewn with debris the Knight treats difﬁ cult 
  ground as normal terrain.
  ORDO EDGES
  ORDO EDGES
  ARCANIST
  ARCANIST
  Requirements: Seasoned, Lazarite, Smarts d8+, 
  Knowledge (Rephaim) d8+
  The Lazarites’ continual research into the Rephaim 
  and their necromantic devices is slowly yielding results. 
  A new chapter within the Lazarites, the Arcanists, has 
  been founded to use the fell devices of the Rephaim 
  against their makers.
  The hero receives the Weird Science skill at a d4 and 
  may improve it as normal. He gains no other beneﬁ ts of 
  the Arcane Background (Weird Science) Edge, but he is 
  one of a select few humans who can now wield all weird 
  science gizmos. When studying new gizmos, a successful 
  Weird Science roll allows the Lazarite to understand its 
  purpose and how to operate it.
  Lazarite Arcanists with the Arcane Background 
  (Miracles) Edge do not suffer sin for using a necromantic 
  gizmo, having been granted special dispensation by the 
  Pope.
  FIREPROOF
  FIREPROOF
  Requirements: Seasoned, Incinerator, Spirit d8+, 
  Vigor d8+
  A small number of Incinerators regularly purge their 
  sins by scorching their ﬂ esh. 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 prac-
  tice has more beneﬁ ts than just cleansing their soul.
  The hero has developed a limited resistance to ﬁ re. 
  He has +2 Toughness against ﬁ re attacks (including ﬁ ery 
  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 (see Savage 
  Worlds).
  He 
  gains 
  no 
  beneﬁ t against most 
  explosions—only 
  sources of actual heat 
  or ﬁ re. An exploding 
  ﬂ amethrower 
  tank 
  counts as a ﬁ re attack 
  for these purposes.
  GOSSIP NETWORK
  GOSSIP NETWORK
  Requirements: 
  Seasoned, Preacher, 
  Persuasion 
  d8+, 
  Streetwise d8+
  Preachers 
  work 
  closely 
  with 
  the 
  citizens 
  of 
  Salus, 
  and have developed 
  many contacts from 
  all walks of life.
  Given half an hour 
  to talk to the local 
  citizens, the Preacher 
  has +1 his next Com-
  mon Knowledge roll 
  made 
  during 
  the 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1010
  The hero adds +2 to all Guts rolls and subtracts 2 
  from rolls on the Fear Table.
  MOVE & FIRE
  MOVE & FIRE
  Requirements: Veteran, Agility d8+, Smarts d6+, 
  Shooting d10+, Marksman
  Snipers understand the necessity to move to a new 
  position immediately after ﬁ ring. This character has 
  taken that mentality to a new level.
  He may move up to half his Pace in a round and still 
  beneﬁ t from the Marksman Edge.
  URBAN WARRIOR
  URBAN WARRIOR
  Requirements: Seasoned, Agility d6+, Smarts d6+, 
  Notice d8+, Stealth d8+
  The Knight is a veteran of many urban battles and has 
  learned tricks for staying alive.
  He gains +2 to Notice rolls to detect traps or am-
  bushes and +2 to Stealth rolls while within an urban 
  environment. In addition, while moving through ruined 
  buildings strewn with debris the Knight treats difﬁ cult 
  ground as normal terrain.
  ORDO EDGES
  ORDO EDGES
  ARCANIST
  ARCANIST
  Requirements: Seasoned, Lazarite, Smarts d8+, 
  Knowledge (Rephaim) d8+
  The Lazarites’ continual research into the Rephaim 
  and their necromantic devices is slowly yielding results. 
  A new chapter within the Lazarites, the Arcanists, has 
  been founded to use the fell devices of the Rephaim 
  against their makers.
  The hero receives the Weird Science skill at a d4 and 
  may improve it as normal. He gains no other beneﬁ ts of 
  the Arcane Background (Weird Science) Edge, but he is 
  one of a select few humans who can now wield all weird 
  science gizmos. When studying new gizmos, a successful 
  Weird Science roll allows the Lazarite to understand its 
  purpose and how to operate it.
  Lazarite Arcanists with the Arcane Background 
  (Miracles) Edge do not suffer sin for using a necromantic 
  gizmo, having been granted special dispensation by the 
  Pope.
  FIREPROOF
  FIREPROOF
  Requirements: Seasoned, Incinerator, Spirit d8+, 
  Vigor d8+
  A small number of Incinerators regularly purge their 
  sins by scorching their ﬂ esh. 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 prac-
  tice has more beneﬁ ts than just cleansing their soul.
  The hero has developed a limited resistance to ﬁ re. 
  He has +2 Toughness against ﬁ re attacks (including ﬁ ery 
  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 (see Savage 
  Worlds).
  He 
  gains 
  no 
  beneﬁ t against most 
  explosions—only 
  sources of actual heat 
  or ﬁ re. An exploding 
  ﬂ amethrower 
  tank 
  counts as a ﬁ re attack 
  for these purposes.
  GOSSIP NETWORK
  GOSSIP NETWORK
  Requirements: 
  Seasoned, Preacher, 
  Persuasion 
  d8+, 
  Streetwise d8+
  Preachers 
  work 
  closely 
  with 
  the 
  citizens 
  of 
  Salus, 
  and have developed 
  many contacts from 
  all walks of life.
  Given half an hour 
  to talk to the local 
  citizens, the Preacher 
  has +1 his next Com-
  mon Knowledge roll 
  made 
  during 
  the 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1111
  same adventure. Bonuses don’t stack up—the character 
  cannot gain another bonus until the previous one is 
  used.
  Once per session, the hero may make a Smarts roll to 
  remember some small but useful piece of information 
  important to his current mission. For instance, if the 
  heroes are attacking a captured village, the Knight may 
  recall hearing of a drainage ditch running alongside the 
  village, something which would allow the squad to sneak 
  up close without being seen. No citizen has any accurate 
  knowledge of the Dead Zones, however, and Smarts rolls 
  regarding the vast swathes of unoccupied territory are 
  made at –4.
  HOLY MAN
  HOLY MAN
  Requirements: Seasoned, Chaplain, Arcane Back-
  ground (Miracles), Spirit d8+, Faith d8+
  Chaplains aren’t the only people who can work 
  miracles, but they have a closer link to the source.
  The Chaplain gains the beneﬁ ts of the Wizard Edge 
  with respect to his litanies.
  SENSES OF THE FAITHFUL
  SENSES OF THE FAITHFUL
  Requirements: Seasoned, Teutonic, Spirit d8+, No-
  tice d8+
  Teutonics spend a great deal of time combating cor-
  rupt priests, crazed cultists, heretics, Rephaim inﬁ ltra-
  tors, and undercover Union psions. Through constant 
  exposure, special training, and Papal blessings, the 
  Knight has developed a limited ability to root out these 
  vile enemies of the Church.
  Knights with this Edge can use the detect arcana (but 
  not conceal) power. The Edge otherwise functions as the 
  Saintly Litany Edge (p. 12), which does not grant this 
  power.
  SERVE AND PROTECT
  SERVE AND PROTECT
  Requirements: Seasoned, Praetorian, Spirit d8+, 
  Guts d8+
  The Praetorians exist solely to protect the Pope, Cu-
  ria, and important Church buildings. This Knight knows 
  his duty all too well.
  When ordered to protect an important person or place 
  during a mission (only the WM can issue these orders), 
  the Knight gains an extra benny (maximum of one extra 
  benny per session, regardless of how many persons or 
  places he is protecting). He may give any of his bennies 
  to his charge, whether he is an Extra or Wild Card, as if 
  he had the Common Bond Edge.
  SPEAR MASTERY
  SPEAR MASTERY
  Requirements: Seasoned, Impaler, Strength d8+, 
  Fighting d8+
  The Impaler’s skill with spears and heartbreakers is 
  near legendary.
  When using a spear or heartbreaker, he inﬂ icts +1d8 
  damage with a raise on a Fighting roll. In addition, the 
  hero may use either weapon one handed, retaining all of 
  its beneﬁ ts. He may only use one spear or heartbreaker 
  at a time in this manner, however.
  TRADEMARK VEHICLE
  TRADEMARK VEHICLE
  Requirements: Seasoned, Templar, Driving d8+, 
  Repair d8+, Shooting d8+
  The Templars may be the elite tankers of the Sacri 
  Ordines, but within their ranks are a small few who can 
  work miracles when in a speciﬁ c vehicle.
  The hero must pick one speciﬁ c vehicle, not a general 
  type. When he commands the vehicle, it gains 2 bennies 
  of its own. Having multiple characters with this Edge in 
  the same vehicle provides no additional effect since only 
  the commander provides the beneﬁ t.
  Any crewmember in the vehicle may use these ben-
  nies to make Soak rolls for the vehicle (the driver makes 
  a Driving roll at –2, just like the Ace Edge), reroll any 
  Driving or Shooting roll made using the vehicle or its 
  armaments, or reroll Repair rolls to ﬁ x the vehicle. If 
  the driver has the Ace Edge, he can use his own bennies 
  as normal or the vehicle’s bennies to Soak damage. He 
  still gains the +2 bonus from that Edge when using the 
  vehicle’s bennies.
  Should the vehicle be destroyed, the Knight can trans-
  fer the Edge to a new vehicle after two weeks (16 days) 
  adjusting to the new machine.
  LEADERSHIP EDGES
  LEADERSHIP EDGES
  HEROIC LEADERSHIP
  HEROIC LEADERSHIP
  Requirements: Heroic, Command, Natural Leader
  The character can urge his men into performing far 
  better than they thought possible.
  Troops within the “command radius” of the hero may 
  use one of his Combat Edges as if they had the Edge 
  themselves. If the troops switch to a different leader (i.e. 
  make use of a different character’s Leadership Edges) or 
  leave the heroes’ command radius, they lose the ben-
  eﬁ ts of Heroic Leadership. The Combat Edge the troops 
  “learn” must be declared at the start of a mission and can 
  be changed before each new mission.
  LEGENDARY EDGES
  LEGENDARY EDGES
  FOLLOWERS
  FOLLOWERS
  This Edge remains unchanged from the Savage Worlds 
  rules, but requires some clariﬁ cation for this setting.
  Generally, support troops, including Lances of Ser-
  geants, are assigned as needed. The support is usually 
  different from mission to mission and tracking their ex-
  perience is not required in Necropolis 2350—any gains 
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1111
  same adventure. Bonuses don’t stack up—the character 
  cannot gain another bonus until the previous one is 
  used.
  Once per session, the hero may make a Smarts roll to 
  remember some small but useful piece of information 
  important to his current mission. For instance, if the 
  heroes are attacking a captured village, the Knight may 
  recall hearing of a drainage ditch running alongside the 
  village, something which would allow the squad to sneak 
  up close without being seen. No citizen has any accurate 
  knowledge of the Dead Zones, however, and Smarts rolls 
  regarding the vast swathes of unoccupied territory are 
  made at –4.
  HOLY MAN
  HOLY MAN
  Requirements: Seasoned, Chaplain, Arcane Back-
  ground (Miracles), Spirit d8+, Faith d8+
  Chaplains aren’t the only people who can work 
  miracles, but they have a closer link to the source.
  The Chaplain gains the beneﬁ ts of the Wizard Edge 
  with respect to his litanies.
  SENSES OF THE FAITHFUL
  SENSES OF THE FAITHFUL
  Requirements: Seasoned, Teutonic, Spirit d8+, No-
  tice d8+
  Teutonics spend a great deal of time combating cor-
  rupt priests, crazed cultists, heretics, Rephaim inﬁ ltra-
  tors, and undercover Union psions. Through constant 
  exposure, special training, and Papal blessings, the 
  Knight has developed a limited ability to root out these 
  vile enemies of the Church.
  Knights with this Edge can use the detect arcana (but 
  not conceal) power. The Edge otherwise functions as the 
  Saintly Litany Edge (p. 12), which does not grant this 
  power.
  SERVE AND PROTECT
  SERVE AND PROTECT
  Requirements: Seasoned, Praetorian, Spirit d8+, 
  Guts d8+
  The Praetorians exist solely to protect the Pope, Cu-
  ria, and important Church buildings. This Knight knows 
  his duty all too well.
  When ordered to protect an important person or place 
  during a mission (only the WM can issue these orders), 
  the Knight gains an extra benny (maximum of one extra 
  benny per session, regardless of how many persons or 
  places he is protecting). He may give any of his bennies 
  to his charge, whether he is an Extra or Wild Card, as if 
  he had the Common Bond Edge.
  SPEAR MASTERY
  SPEAR MASTERY
  Requirements: Seasoned, Impaler, Strength d8+, 
  Fighting d8+
  The Impaler’s skill with spears and heartbreakers is 
  near legendary.
  When using a spear or heartbreaker, he inﬂ icts +1d8 
  damage with a raise on a Fighting roll. In addition, the 
  hero may use either weapon one handed, retaining all of 
  its beneﬁ ts. He may only use one spear or heartbreaker 
  at a time in this manner, however.
  TRADEMARK VEHICLE
  TRADEMARK VEHICLE
  Requirements: Seasoned, Templar, Driving d8+, 
  Repair d8+, Shooting d8+
  The Templars may be the elite tankers of the Sacri 
  Ordines, but within their ranks are a small few who can 
  work miracles when in a speciﬁ c vehicle.
  The hero must pick one speciﬁ c vehicle, not a general 
  type. When he commands the vehicle, it gains 2 bennies 
  of its own. Having multiple characters with this Edge in 
  the same vehicle provides no additional effect since only 
  the commander provides the beneﬁ t.
  Any crewmember in the vehicle may use these ben-
  nies to make Soak rolls for the vehicle (the driver makes 
  a Driving roll at –2, just like the Ace Edge), reroll any 
  Driving or Shooting roll made using the vehicle or its 
  armaments, or reroll Repair rolls to ﬁ x the vehicle. If 
  the driver has the Ace Edge, he can use his own bennies 
  as normal or the vehicle’s bennies to Soak damage. He 
  still gains the +2 bonus from that Edge when using the 
  vehicle’s bennies.
  Should the vehicle be destroyed, the Knight can trans-
  fer the Edge to a new vehicle after two weeks (16 days) 
  adjusting to the new machine.
  LEADERSHIP EDGES
  LEADERSHIP EDGES
  HEROIC LEADERSHIP
  HEROIC LEADERSHIP
  Requirements: Heroic, Command, Natural Leader
  The character can urge his men into performing far 
  better than they thought possible.
  Troops within the “command radius” of the hero may 
  use one of his Combat Edges as if they had the Edge 
  themselves. If the troops switch to a different leader (i.e. 
  make use of a different character’s Leadership Edges) or 
  leave the heroes’ command radius, they lose the ben-
  eﬁ ts of Heroic Leadership. The Combat Edge the troops 
  “learn” must be declared at the start of a mission and can 
  be changed before each new mission.
  LEGENDARY EDGES
  LEGENDARY EDGES
  FOLLOWERS
  FOLLOWERS
  This Edge remains unchanged from the Savage Worlds 
  rules, but requires some clariﬁ cation for this setting.
  Generally, support troops, including Lances of Ser-
  geants, are assigned as needed. The support is usually 
  different from mission to mission and tracking their ex-
  perience is not required in Necropolis 2350—any gains 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1212
  from experience are assumed to be quickly lost through 
  casualties and the subsequent intake of raw recruits di-
  luting the skill base.
  Once a character takes the Followers Edge, the Knights 
  are automatically assigned the same Lance of Sergeants, 
  vehicle, or other unit (as chosen by the character when 
  he takes this Edge) every time the support is available. 
  This allows the support unit to advance in experience 
  as normal. It does not entitle the supporting allies to ac-
  company the hero on every mission.
  LEADER OF MEN
  LEADER OF MEN
  Requirements: Legendary, Wild Card, Command, 
  Rank
  The character is a true leader of men, and commands 
  respect and obedience from those who serve under him. 
  Wild Cards may beneﬁ t from his Leadership Edges.
  SIDEKICK
  SIDEKICK
  This Edge remains unchanged from the Savage Worlds 
  rules, but requires some clariﬁ cation for this setting.
  The exact nature of a Sidekick can be determined 
  by the character’s role in his Ordo. A Combat Medic or 
  Chaplain might receive a young Knight as a bodyguard 
  or be in charge of a Chorister (p. 71). A Senior Knight 
  may be given a Sergeant adjutant to help with the pa-
  perwork or to act as quartermaster or liaison with other 
  Sergeants), a radio operator, or a Chaplain who serves 
  as personal confessor, while a Knight Vehicle Crewman 
  may receive a Templar on secondment from his regular 
  unit. The Sidekick need not be a combatant. Perhaps a 
  Media Star has a permanent reporter who travels into 
  battle with him to record his glories.
  POWER EDGES
  POWER EDGES
  CONCENTRATION
  CONCENTRATION
  Requirements: 
  Seasoned, 
  Arcane 
  Background, 
  Smarts d6+, Spirit d6+, Vigor d6+
  The hero knows how to maintain concentration in 
  adverse conditions. He has +2 to resist disruption from 
  any source.
     IMPROVED CONCENTRATION
     IMPROVED CONCENTRATION
  Requirements: Veteran, Concentration
  As above, except the bonus increases to +4.
  PAPAL INDULGENCE
  PAPAL INDULGENCE
  Requirements: Novice, Arcane Background (Mira-
  cles)
  Sometimes even the most faithful stray and commit 
  sins. The road to Hell is paved with good intentions, 
  after all. Indulgences are pardons which remove all exist-
  ing sins from mortals.
  Taking an indulgence allows a character who has com-
  mitted a mortal sin to regain his powers without having 
  to undergo a lengthy quest or task of atonement. It costs 
  an advance to wipe the slate clean in this manner, but it 
  may be a safer, and quicker, option.
  You cannot take this in advance of committing a mortal 
  sin, and each mortal sin requires one Papal Indulgence.
  SAINTLY LITANY
  SAINTLY LITANY
  Requirements: Novice, Spirit d6+, WM’s permis-
  sion
  Instances of folk possessing miraculous powers are 
  on the increase. While only a few show an ability to wield 
  wide-ranging powers, a small number are developing a 
  knack for a single power. The Pope has declared these 
  to be blessings from the saints, a sure sign mankind is 
  winning the war. Critics adopt the opposite view, seeing 
  this as heavenly intervention to save mankind’s collective 
  butt. A small few secretly whisper that perhaps it isn’t 
  divine power at all.
  The WM may use a version of this Edge (known as 
  Dark Blessing) for heretics and Rephaim.
  The character has been blessed by a saint and learns 
  one power from the list below. Each power is its own 
  skill, which is automatically learned at a d4 when the 
  character takes this Edge. A hero taking the armor litany 
  has Armor d4, for instance. The skill has no linked at-
  tribute, and is thus always considered higher than the 
  attribute when increasing it.
  A hero cannot learn new powers, for only one saint 
  may bless a given person. The hero begins with 5 Power 
  Points but may gain more as normal. Backlash works as 
  for Arcane Background (Miracles).
  Heroes with the Arcane Background (Miracles) Edge 
  may not take this Edge—they are blessed by a higher 
  power.
  The following powers are available and the hero 
  may pick any one, ignoring Rank requirements: arcane 
  resistance* (page 13), armor*, beast friend, blessing*, 
  boost trait* (must pick one speciﬁ c trait, which cannot 
  be changed), champion of the faith* (page 14), char-
  ismatic aura* (page 14), deﬂ ection*, dispel, environ-
  mental protection*, healing, most blessed*, quickness*, 
  smite* (only the hero beneﬁ ts from using the weapon), 
  speed*, or succor*.
  * These spells have a range of Self. They cannot be 
  cast on others, but otherwise work as normal.
  TALISMAN CREATOR
  TALISMAN CREATOR
  Requirements: Veteran, Arcane Background (Mira-
  cles), Spirit d8+, Faith d8+
  This is the spiritual equivalent of the Gadgeteer Edge. 
  Rephaim necromancers may take a version of this Edge. 
  See Savage Worlds for details of how the Edge works.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1212
  from experience are assumed to be quickly lost through 
  casualties and the subsequent intake of raw recruits di-
  luting the skill base.
  Once a character takes the Followers Edge, the Knights 
  are automatically assigned the same Lance of Sergeants, 
  vehicle, or other unit (as chosen by the character when 
  he takes this Edge) every time the support is available. 
  This allows the support unit to advance in experience 
  as normal. It does not entitle the supporting allies to ac-
  company the hero on every mission.
  LEADER OF MEN
  LEADER OF MEN
  Requirements: Legendary, Wild Card, Command, 
  Rank
  The character is a true leader of men, and commands 
  respect and obedience from those who serve under him. 
  Wild Cards may beneﬁ t from his Leadership Edges.
  SIDEKICK
  SIDEKICK
  This Edge remains unchanged from the Savage Worlds 
  rules, but requires some clariﬁ cation for this setting.
  The exact nature of a Sidekick can be determined 
  by the character’s role in his Ordo. A Combat Medic or 
  Chaplain might receive a young Knight as a bodyguard 
  or be in charge of a Chorister (p. 71). A Senior Knight 
  may be given a Sergeant adjutant to help with the pa-
  perwork or to act as quartermaster or liaison with other 
  Sergeants), a radio operator, or a Chaplain who serves 
  as personal confessor, while a Knight Vehicle Crewman 
  may receive a Templar on secondment from his regular 
  unit. The Sidekick need not be a combatant. Perhaps a 
  Media Star has a permanent reporter who travels into 
  battle with him to record his glories.
  POWER EDGES
  POWER EDGES
  CONCENTRATION
  CONCENTRATION
  Requirements: 
  Seasoned, 
  Arcane 
  Background, 
  Smarts d6+, Spirit d6+, Vigor d6+
  The hero knows how to maintain concentration in 
  adverse conditions. He has +2 to resist disruption from 
  any source.
     IMPROVED CONCENTRATION
     IMPROVED CONCENTRATION
  Requirements: Veteran, Concentration
  As above, except the bonus increases to +4.
  PAPAL INDULGENCE
  PAPAL INDULGENCE
  Requirements: Novice, Arcane Background (Mira-
  cles)
  Sometimes even the most faithful stray and commit 
  sins. The road to Hell is paved with good intentions, 
  after all. Indulgences are pardons which remove all exist-
  ing sins from mortals.
  Taking an indulgence allows a character who has com-
  mitted a mortal sin to regain his powers without having 
  to undergo a lengthy quest or task of atonement. It costs 
  an advance to wipe the slate clean in this manner, but it 
  may be a safer, and quicker, option.
  You cannot take this in advance of committing a mortal 
  sin, and each mortal sin requires one Papal Indulgence.
  SAINTLY LITANY
  SAINTLY LITANY
  Requirements: Novice, Spirit d6+, WM’s permis-
  sion
  Instances of folk possessing miraculous powers are 
  on the increase. While only a few show an ability to wield 
  wide-ranging powers, a small number are developing a 
  knack for a single power. The Pope has declared these 
  to be blessings from the saints, a sure sign mankind is 
  winning the war. Critics adopt the opposite view, seeing 
  this as heavenly intervention to save mankind’s collective 
  butt. A small few secretly whisper that perhaps it isn’t 
  divine power at all.
  The WM may use a version of this Edge (known as 
  Dark Blessing) for heretics and Rephaim.
  The character has been blessed by a saint and learns 
  one power from the list below. Each power is its own 
  skill, which is automatically learned at a d4 when the 
  character takes this Edge. A hero taking the armor litany 
  has Armor d4, for instance. The skill has no linked at-
  tribute, and is thus always considered higher than the 
  attribute when increasing it.
  A hero cannot learn new powers, for only one saint 
  may bless a given person. The hero begins with 5 Power 
  Points but may gain more as normal. Backlash works as 
  for Arcane Background (Miracles).
  Heroes with the Arcane Background (Miracles) Edge 
  may not take this Edge—they are blessed by a higher 
  power.
  The following powers are available and the hero 
  may pick any one, ignoring Rank requirements: arcane 
  resistance* (page 13), armor*, beast friend, blessing*, 
  boost trait* (must pick one speciﬁ c trait, which cannot 
  be changed), champion of the faith* (page 14), char-
  ismatic aura* (page 14), deﬂ ection*, dispel, environ-
  mental protection*, healing, most blessed*, quickness*, 
  smite* (only the hero beneﬁ ts from using the weapon), 
  speed*, or succor*.
  * These spells have a range of Self. They cannot be 
  cast on others, but otherwise work as normal.
  TALISMAN CREATOR
  TALISMAN CREATOR
  Requirements: Veteran, Arcane Background (Mira-
  cles), Spirit d8+, Faith d8+
  This is the spiritual equivalent of the Gadgeteer Edge. 
  Rephaim necromancers may take a version of this Edge. 
  See Savage Worlds for details of how the Edge works.
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1313
  PROFESSIONAL EDGES
  PROFESSIONAL EDGES
  EXORCIST
  EXORCIST
  Requirements: Novice, Chaplain, Arcane Background 
  (Miracles), Spirit d8+, Faith d8+
  The discovery of actual demons (see the free down-
  load entitled Demons) has led to a new branch of 
  spiritual warrior being formed. The name is misleading, 
  for exorcists are not restricted to driving out possess-
  ing demons. Instead, they focus on combating demons 
  through their faith.
  Whenever the character invokes a litany targeted 
  against a demon, deﬁ ned as any creature with the De-
  mon monstrous ability (see the free handout), he adds 
  +2 to his Faith roll. Arcane Resistance functions as 
  normal against this, but that still gives the Chaplain an 
  overall beneﬁ t.
  For spells like consecrate, fear, or stun, which can 
  affect Rephaim and demons simultaneously, the caster 
  makes his Faith roll as normal. When a demon is allowed 
  an opposed roll, the hero adds +2 to his total. For in-
  stance, a Chaplain invokes stun and rolls a 7 on his Faith 
  roll. Within the template are a wight and a minor demon. 
  The wight makes a Vigor roll as normal. The demon, 
  however, rolls at –2, since the hero adds +2 to his roll 
  with regard targeting the demon and therefore scores a 
  raise.
  MECHANICAL APTITUDE
  MECHANICAL APTITUDE
  Requirements: Novice, Driving d6+, Repair d8+
  Armored vehicles are a fundamental part of the Sacri 
  Ordines’ war machine. This hero has the knack for keep-
  ing vehicles in the ﬁ eld despite serious damage to vital 
  systems.
  The hero can repair engine, locomotion, controls, 
  and weapon Critical Hits. For a successful repair job, 
  the mechanic must make a Repair roll, modiﬁ ed by the 
  vehicle’s wounds, and spend 1d20 x 20 minutes. Success 
  removes one Critical Hit, while a raise removes two Criti-
  cal Hits. Wounds are not removed through this Edge, just 
  the effect of the Critical Hit. The repairs hold for just a 
  short while—a number of hours equal to the ﬁ nal die 
  roll.
  The repairs and subsequent use of damaged systems 
  wear down the vehicle, making the repaired system com-
  pletely useless at the end of this extended operation. For 
  instance, a repaired locomotion Critical results in the 
  vehicle losing all speed when the repair fails. It is not 
  possible to use this ability on the same vehicle system 
  twice before the vehicle has been fully restored in the 
  meantime.
  STANDARD BEARER
  STANDARD BEARER
  Requirements: Novice, Knight, Command, Smarts 
  d6+, Spirit d8+, Fighting d8+, Guts d8+
  Every Lance, Banner, Squadron, and Battle formation 
  is issued a standard (a vexillum) listing its victories and 
  campaigns (see p. 25). The character is charged with 
  carrying his Lance’s vexillum into battle and, more im-
  portantly, keeping it safe.
  The hero has +2 Charisma among his Lance and any 
  Extras assigned to it, representing his honored position. 
  When the vexillum is carried and raised (requires one 
  hand), the hero gains the beneﬁ ts of one Leadership 
  Edge of his choice, though he must meet all the require-
  ments. He doesn’t have to buy the Edge, but he can only 
  use one Edge per adventure.
  Each time the hero gains a new character Rank, he may 
  (at the WM’s discretion) be appointed to carry the next 
  higher ﬂ ag. Note that he cannot carry the Commanderie’s 
  sole vexillum unless his Preceptory is the Commanderie 
  headquarters.
  As the level of vexillum increases, so does the number 
  of troops the Charisma bonus affects. For instance, a 
  standard bearer of a Squadron’s vexillum has +2 Charis-
  ma with regard every member of the Preceptory, whether 
  civilian, Squire, Chaplain, Sergeant, or Knight.
  SOCIAL EDGES
  SOCIAL EDGES
  PAPAL BLESSING
  PAPAL BLESSING
  Requirements: Novice, Knight or Chaplain, WM’s 
  approval
  The Pope does not hand out military commenda-
  tions, but he has decided to personally bless Knights 
  and Chaplains who prove their loyalty to the Church in 
  battle. Because of this, the WM must arbitrate if the Pope 
  singles out a hero for this special attention (allowing a 
  character to take the Edge).
  The character has received a blessing and receives an 
  extra benny. This Edge may be taken once per Rank (and 
  then every 20 XPs after reaching Legendary).
  NEW LITANIES
  NEW LITANIES
  The following litanies are available to heroes with 
  the Arcane Background (Miracles) Edge and, in some 
  instances, Saintly Litany. Rephaim may use the ﬁ rst four 
  litanies.
  ARCANE RESISTANCE
  ARCANE RESISTANCE
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1313
  PROFESSIONAL EDGES
  PROFESSIONAL EDGES
  EXORCIST
  EXORCIST
  Requirements: Novice, Chaplain, Arcane Background 
  (Miracles), Spirit d8+, Faith d8+
  The discovery of actual demons (see the free down-
  load entitled Demons) has led to a new branch of 
  spiritual warrior being formed. The name is misleading, 
  for exorcists are not restricted to driving out possess-
  ing demons. Instead, they focus on combating demons 
  through their faith.
  Whenever the character invokes a litany targeted 
  against a demon, deﬁ ned as any creature with the De-
  mon monstrous ability (see the free handout), he adds 
  +2 to his Faith roll. Arcane Resistance functions as 
  normal against this, but that still gives the Chaplain an 
  overall beneﬁ t.
  For spells like consecrate, fear, or stun, which can 
  affect Rephaim and demons simultaneously, the caster 
  makes his Faith roll as normal. When a demon is allowed 
  an opposed roll, the hero adds +2 to his total. For in-
  stance, a Chaplain invokes stun and rolls a 7 on his Faith 
  roll. Within the template are a wight and a minor demon. 
  The wight makes a Vigor roll as normal. The demon, 
  however, rolls at –2, since the hero adds +2 to his roll 
  with regard targeting the demon and therefore scores a 
  raise.
  MECHANICAL APTITUDE
  MECHANICAL APTITUDE
  Requirements: Novice, Driving d6+, Repair d8+
  Armored vehicles are a fundamental part of the Sacri 
  Ordines’ war machine. This hero has the knack for keep-
  ing vehicles in the ﬁ eld despite serious damage to vital 
  systems.
  The hero can repair engine, locomotion, controls, 
  and weapon Critical Hits. For a successful repair job, 
  the mechanic must make a Repair roll, modiﬁ ed by the 
  vehicle’s wounds, and spend 1d20 x 20 minutes. Success 
  removes one Critical Hit, while a raise removes two Criti-
  cal Hits. Wounds are not removed through this Edge, just 
  the effect of the Critical Hit. The repairs hold for just a 
  short while—a number of hours equal to the ﬁ nal die 
  roll.
  The repairs and subsequent use of damaged systems 
  wear down the vehicle, making the repaired system com-
  pletely useless at the end of this extended operation. For 
  instance, a repaired locomotion Critical results in the 
  vehicle losing all speed when the repair fails. It is not 
  possible to use this ability on the same vehicle system 
  twice before the vehicle has been fully restored in the 
  meantime.
  STANDARD BEARER
  STANDARD BEARER
  Requirements: Novice, Knight, Command, Smarts 
  d6+, Spirit d8+, Fighting d8+, Guts d8+
  Every Lance, Banner, Squadron, and Battle formation 
  is issued a standard (a vexillum) listing its victories and 
  campaigns (see p. 25). The character is charged with 
  carrying his Lance’s vexillum into battle and, more im-
  portantly, keeping it safe.
  The hero has +2 Charisma among his Lance and any 
  Extras assigned to it, representing his honored position. 
  When the vexillum is carried and raised (requires one 
  hand), the hero gains the beneﬁ ts of one Leadership 
  Edge of his choice, though he must meet all the require-
  ments. He doesn’t have to buy the Edge, but he can only 
  use one Edge per adventure.
  Each time the hero gains a new character Rank, he may 
  (at the WM’s discretion) be appointed to carry the next 
  higher ﬂ ag. Note that he cannot carry the Commanderie’s 
  sole vexillum unless his Preceptory is the Commanderie 
  headquarters.
  As the level of vexillum increases, so does the number 
  of troops the Charisma bonus affects. For instance, a 
  standard bearer of a Squadron’s vexillum has +2 Charis-
  ma with regard every member of the Preceptory, whether 
  civilian, Squire, Chaplain, Sergeant, or Knight.
  SOCIAL EDGES
  SOCIAL EDGES
  PAPAL BLESSING
  PAPAL BLESSING
  Requirements: Novice, Knight or Chaplain, WM’s 
  approval
  The Pope does not hand out military commenda-
  tions, but he has decided to personally bless Knights 
  and Chaplains who prove their loyalty to the Church in 
  battle. Because of this, the WM must arbitrate if the Pope 
  singles out a hero for this special attention (allowing a 
  character to take the Edge).
  The character has received a blessing and receives an 
  extra benny. This Edge may be taken once per Rank (and 
  then every 20 XPs after reaching Legendary).
  NEW LITANIES
  NEW LITANIES
  The following litanies are available to heroes with 
  the Arcane Background (Miracles) Edge and, in some 
  instances, Saintly Litany. Rephaim may use the ﬁ rst four 
  litanies.
  ARCANE RESISTANCE
  ARCANE RESISTANCE
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1414
  Trappings: Prayer, gestures.
  Arcane resistance is the bane of cultists, psions, and 
  Rephaim necromancers, since it reduces their ability to 
  inﬂ ict harm on the target. For the duration, the target 
  has the beneﬁ ts of the Arcane Resistance Edge, or the 
  Improved version if the caster scores a raise. Note that 
  Rephaim necromantic weapons are Weird Science de-
  vices and thus are affected.
  The beneﬁ ts do not stack if the target already has 
  either Edge. In such cases, the highest modiﬁ er applies. 
  Thus, a hero with Arcane Resistance who is granted the 
  Improved version through this spell gains only a +4 
  modiﬁ er to resist magic, not +6.
  BATTLE HYMN
  BATTLE HYMN
  Rank: Seasoned
  Power Points: 3/6
  Range: Special
  Duration: 3 (1/round)
  Trappings: Singing
  This litany, beloved of militant Chaplains, causes 
  those affected to ﬂ y into a battle frenzy. Many consider it 
  the litany of last resort, invoking it only when things are 
  bleak and in danger of getting worse.
  Every allied creature within a Medium Burst Template 
  centered on the caster is granted the Berserk Edge for the 
  duration of the spell. On a raise, those affected immedi-
  ately go berserk, as per the Edge. Unwilling recipients 
  are allowed a Spirit roll opposed by the caster’s arcane 
  skill to resist. The caster is not affected by this litany. For 
  6 Power Points, the template increases to a Large Burst 
  Template.
  CHAMPION OF THE FAITH
  CHAMPION OF THE FAITH
  Rank: Seasoned
  Power Points: 5
  Range: Touch
  Duration: 3 (2/round)
  Trappings: Holy aura.
  This litany grants the hero divine favor. For the dura-
  tion, the target gains the beneﬁ ts of the Champion Edge, 
  ignoring the requirements. Beneﬁ ts do not stack if the 
  target already has the Edge.
  CHARISMATIC AURA
  CHARISMATIC AURA
  Rank: Novice
  Power Points: 2 + target’s Charisma
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Commanding voice, intense looks, charm-
  ing personality.
  This litany, favored by Preachers and by Knights hav-
  ing to quell the growing number of riots, increases the 
  Charisma of the target, altering not just appearance but 
  also demeanor. For the duration of the spell, the target 
  gains +1 Charisma with success and +2 on a raise.
  WEAKEN REPHAIM
  WEAKEN REPHAIM
  Rank: Heroic
  Power Points: 5
  Range: Spirit
  Duration: 3 (1/round)
  Trappings: Chanting, prayers, hymns, symbols of 
  faith.
  Rephaim are fearsome creatures, but much of their 
  power comes from their special abilities. A caster with 
  this spell can strip a Rephaim of its link to the necroman-
  tic energy ﬁ elds surrounding it, if only for a short while.
  The caster makes an opposed arcane skill roll against 
  the Spirit of one target within range. With success, the 
  target’s Undead or Greater Undead special ability is ne-
  gated for the duration of the spell. This doesn’t make 
  the target a non-Rephaim, it simply makes them more 
  vulnerable to harm. Needless to say, this power only 
  works on creatures with the Undead or Greater Undead 
  special ability.
  NEW GEAR
  NEW GEAR
  And I heard a great voice out of the temple saying to 
  the seven angels, Go your ways, and pour out the vials 
  of the wrath of God upon the earth.
  Revelation 16:1
  The following new gear comes into Church hands be-
  tween 2351 and 2355. Suggested issue dates are given in 
  parentheses, and these will be used in ofﬁ cial products. 
  Stats are provided on page 23.
  In general, the Rephaim acquire sufﬁ cient stockpiles 
  of these weapons to bring them common usage the year 
  after the Church ﬁ rst issues them to its forces. For in-
  stance, the Flechette Assault Riﬂ e Mk II enters Church 
  service in 2353. By 2354, all Rephaim listed as having a 
  ﬂ echette riﬂ e are using the Mk II. Knights may encounter 
  one or two Rephaim with these weapons before them, 
  just to keep them on their toes.
  ARMOR
  ARMOR
  Ablative Vest (2351): Laser weapons are still in their 
  infancy, but already scientists are working on ways to 
  negate them. The vest is worn under regular body ar-
  mor (or clothes) and provides +10 Armor against laser 
  weapons only.
  Plans are in motion to seed ceramic armor with lay-
  ers of ablative material, thus providing protection for 
  Knights against a variety of weapons.
  HARD Armor (2351): Hazardous Atmosphere, 
  Radiation, and Disease armor is an enclosed, full-body, 
  servo-assisted suit. Air for 24 hours allows the wearer to 
  operate in dangerous environments in near-total safety. 
  The thick gloves make delicate work tricky, giving a –1 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1414
  Trappings: Prayer, gestures.
  Arcane resistance is the bane of cultists, psions, and 
  Rephaim necromancers, since it reduces their ability to 
  inﬂ ict harm on the target. For the duration, the target 
  has the beneﬁ ts of the Arcane Resistance Edge, or the 
  Improved version if the caster scores a raise. Note that 
  Rephaim necromantic weapons are Weird Science de-
  vices and thus are affected.
  The beneﬁ ts do not stack if the target already has 
  either Edge. In such cases, the highest modiﬁ er applies. 
  Thus, a hero with Arcane Resistance who is granted the 
  Improved version through this spell gains only a +4 
  modiﬁ er to resist magic, not +6.
  BATTLE HYMN
  BATTLE HYMN
  Rank: Seasoned
  Power Points: 3/6
  Range: Special
  Duration: 3 (1/round)
  Trappings: Singing
  This litany, beloved of militant Chaplains, causes 
  those affected to ﬂ y into a battle frenzy. Many consider it 
  the litany of last resort, invoking it only when things are 
  bleak and in danger of getting worse.
  Every allied creature within a Medium Burst Template 
  centered on the caster is granted the Berserk Edge for the 
  duration of the spell. On a raise, those affected immedi-
  ately go berserk, as per the Edge. Unwilling recipients 
  are allowed a Spirit roll opposed by the caster’s arcane 
  skill to resist. The caster is not affected by this litany. For 
  6 Power Points, the template increases to a Large Burst 
  Template.
  CHAMPION OF THE FAITH
  CHAMPION OF THE FAITH
  Rank: Seasoned
  Power Points: 5
  Range: Touch
  Duration: 3 (2/round)
  Trappings: Holy aura.
  This litany grants the hero divine favor. For the dura-
  tion, the target gains the beneﬁ ts of the Champion Edge, 
  ignoring the requirements. Beneﬁ ts do not stack if the 
  target already has the Edge.
  CHARISMATIC AURA
  CHARISMATIC AURA
  Rank: Novice
  Power Points: 2 + target’s Charisma
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Commanding voice, intense looks, charm-
  ing personality.
  This litany, favored by Preachers and by Knights hav-
  ing to quell the growing number of riots, increases the 
  Charisma of the target, altering not just appearance but 
  also demeanor. For the duration of the spell, the target 
  gains +1 Charisma with success and +2 on a raise.
  WEAKEN REPHAIM
  WEAKEN REPHAIM
  Rank: Heroic
  Power Points: 5
  Range: Spirit
  Duration: 3 (1/round)
  Trappings: Chanting, prayers, hymns, symbols of 
  faith.
  Rephaim are fearsome creatures, but much of their 
  power comes from their special abilities. A caster with 
  this spell can strip a Rephaim of its link to the necroman-
  tic energy ﬁ elds surrounding it, if only for a short while.
  The caster makes an opposed arcane skill roll against 
  the Spirit of one target within range. With success, the 
  target’s Undead or Greater Undead special ability is ne-
  gated for the duration of the spell. This doesn’t make 
  the target a non-Rephaim, it simply makes them more 
  vulnerable to harm. Needless to say, this power only 
  works on creatures with the Undead or Greater Undead 
  special ability.
  NEW GEAR
  NEW GEAR
  And I heard a great voice out of the temple saying to 
  the seven angels, Go your ways, and pour out the vials 
  of the wrath of God upon the earth.
  Revelation 16:1
  The following new gear comes into Church hands be-
  tween 2351 and 2355. Suggested issue dates are given in 
  parentheses, and these will be used in ofﬁ cial products. 
  Stats are provided on page 23.
  In general, the Rephaim acquire sufﬁ cient stockpiles 
  of these weapons to bring them common usage the year 
  after the Church ﬁ rst issues them to its forces. For in-
  stance, the Flechette Assault Riﬂ e Mk II enters Church 
  service in 2353. By 2354, all Rephaim listed as having a 
  ﬂ echette riﬂ e are using the Mk II. Knights may encounter 
  one or two Rephaim with these weapons before them, 
  just to keep them on their toes.
  ARMOR
  ARMOR
  Ablative Vest (2351): Laser weapons are still in their 
  infancy, but already scientists are working on ways to 
  negate them. The vest is worn under regular body ar-
  mor (or clothes) and provides +10 Armor against laser 
  weapons only.
  Plans are in motion to seed ceramic armor with lay-
  ers of ablative material, thus providing protection for 
  Knights against a variety of weapons.
  HARD Armor (2351): Hazardous Atmosphere, 
  Radiation, and Disease armor is an enclosed, full-body, 
  servo-assisted suit. Air for 24 hours allows the wearer to 
  operate in dangerous environments in near-total safety. 
  The thick gloves make delicate work tricky, giving a –1 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1515
  penalty to all skills involving touch (Fighting, Healing, 
  Shooting, and so on).
  Body waste is stripped of moisture and stored in small 
  chemical bottles, which hold 24 hours worth of material. 
  Modiﬁ ed MRE rations, with tubes of nutrients, can be 
  inserted into a special slot in the helmet, whereupon the 
  seal on the tube is broken in a clean environment, thus 
  preventing contamination.
  Wearers make a Vigor roll every day when in low ra-
  diation zones or every four hours if the radiation levels 
  are high. Vigor rolls to resist the effects of radiation are 
  made at +2, and rolls to resist heat and cold are at +4. 
  The armor provides total protection against airborne 
  diseases or poisons so long as suit integrity is 
  maintained.
  The bulky helmet has an emergency 1-hour 
  air tank, a headset communicator, cam-
  era, ﬂ ashlight, and both low light and 
  thermal imaging visor ﬁ lters (as 
  per the Low Light and Infravi-
  sion monstrous abilities). The 
  suit weighs 200 pounds when 
  carried and the equivalent of 
  30 pounds when in use 
  thanks to the servos.
  Improved Body Ar-
  mor (2352): In a bid to 
  curb rising casualties, the 
  Ordines have upgraded 
  light and medium armor. 
  Small advances in technol-
  ogy have allowed for lighter 
  armor plates, meaning more 
  armor can be worn without in-
  creasing a Knight’s encumbrance. 
  As a result, armor now provides 
  100% protection for the entire 
  body due to the addition of full helmets, 
  shoulder, forearm, and thigh plates, 
  elbow and knee guards, and armored 
  gauntlets.
  However, there are still gaps between 
  segments (so Called Shots can be made 
  to circumvent armor) and the suit is not 
  fully enclosed.
  The new helmet design, the Paladin 
  Combat Helm, comes with a built-in res-
  pirator, headset communicator, camera, 
  and a low light vision ﬁ lter. The latter 
  halves darkness penalties for Dim and 
  Dark Lighting and kicks in automatically 
  when light levels fall. The Paladin replaces 
  the standard helmet for infantry battle suits as well.
  Tabernacle Power Armor (2354): Although conven-
  tional armor provides adequate protection, the Church’s 
  military scientists are continually looking for that some-
  thing which will provide Knights with a vital edge over 
  their foes. 
  Powered armor is a full body suit of servo-assisted 
  battle armor. When powered up, it has zero effective 
  weight. Powered down, it weighs 150 pounds. It comes 
  ﬁ tted with a standard headset communicator and inte-
  gral respirator.
  Each suit has a large battery mounted on the upper 
  back, giving the wearer a “hunchback” appearance. The 
  battery lasts for just 72 hours before requiring recharg-
  ing, which must be done at a special recharging facility. 
  As such, Tabernacle-ﬁ tted troops are never dropped far 
  into enemy territory and their use has been conﬁ ned to 
  relatively minor engagements.
  Tabernacle armor grants the wearer a two dice in-
  crease to Strength (after a d12, this becomes d12+1, 
  d12+2, and so on), +2 to Pace, and allows him to jump 
  2d4” horizontally or 1d4” vertically. Unfortunately, the 
  servos are not very ﬁ nely tuned and the ar-
  mored gloves are extremely bulky, making 
  delicate work difﬁ cult—all Agility and Agil-
  ity-linked skill rolls suffer a –2 penalty.
  WEAPONS
  WEAPONS
  Advanced Laser Riﬂ e (2352):
  Although still continuing to use 
  and develop ﬂ echette weapons, 
  the Sacri Ordines have also 
  pushed more research funds 
  into laser weapons. The ALR, 
  while requiring a large backpack, 
  delivers a powerful punch over the 
  same range as a ﬂ echette riﬂ e. It is 
  a single rate of ﬁ re weapon, unlike 
  earlier models which allowed for au-
  tomatic ﬁ re, but has more endurance 
  and better penetration. Laser intensity is 
  controlled by trigger pressure. On release, it is 
  issued only to elite units.
  Cestus (2351): Hand-to-hand combat in 
  commonplace on the battleﬁ elds of Necropolis, 
  and sometimes a Knight doesn’t have a melee 
  weapon to hand.
  To help deliver a better punch, from 2351 
  all combat gloves for Knights are modiﬁ ed to 
  include rows of metal studs and a more solid 
  knuckle plate.
  Disc
  Thrower
  (2354): Although the 
  Church has no plans to replace ﬂ echette 
  weapons any time soon, scientists are con-
  tinually experimenting with new weapons. 
  The result of one such experiment is the disc 
  thrower.
  This unusual riﬂ e has a wide, ﬂ at barrel and a cylindri-
  cal top loading magazine. When ﬁ red, it launches a ce-
  ramic, razor-edged, spinning disc, which slices through 
  ﬂ esh and bone. Rephaim, in testing at least, have shown 
  no innate resistance to the discs.
  Unfortunately, the ceramic composition of the discs 
  has not been fully perfected and they are prone to shat-
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1515
  penalty to all skills involving touch (Fighting, Healing, 
  Shooting, and so on).
  Body waste is stripped of moisture and stored in small 
  chemical bottles, which hold 24 hours worth of material. 
  Modiﬁ ed MRE rations, with tubes of nutrients, can be 
  inserted into a special slot in the helmet, whereupon the 
  seal on the tube is broken in a clean environment, thus 
  preventing contamination.
  Wearers make a Vigor roll every day when in low ra-
  diation zones or every four hours if the radiation levels 
  are high. Vigor rolls to resist the effects of radiation are 
  made at +2, and rolls to resist heat and cold are at +4. 
  The armor provides total protection against airborne 
  diseases or poisons so long as suit integrity is 
  maintained.
  The bulky helmet has an emergency 1-hour 
  air tank, a headset communicator, cam-
  era, ﬂ ashlight, and both low light and 
  thermal imaging visor ﬁ lters (as 
  per the Low Light and Infravi-
  sion monstrous abilities). The 
  suit weighs 200 pounds when 
  carried and the equivalent of 
  30 pounds when in use 
  thanks to the servos.
  Improved Body Ar-
  mor (2352): In a bid to 
  curb rising casualties, the 
  Ordines have upgraded 
  light and medium armor. 
  Small advances in technol-
  ogy have allowed for lighter 
  armor plates, meaning more 
  armor can be worn without in-
  creasing a Knight’s encumbrance. 
  As a result, armor now provides 
  100% protection for the entire 
  body due to the addition of full helmets, 
  shoulder, forearm, and thigh plates, 
  elbow and knee guards, and armored 
  gauntlets.
  However, there are still gaps between 
  segments (so Called Shots can be made 
  to circumvent armor) and the suit is not 
  fully enclosed.
  The new helmet design, the Paladin 
  Combat Helm, comes with a built-in res-
  pirator, headset communicator, camera, 
  and a low light vision ﬁ lter. The latter 
  halves darkness penalties for Dim and 
  Dark Lighting and kicks in automatically 
  when light levels fall. The Paladin replaces 
  the standard helmet for infantry battle suits as well.
  Tabernacle Power Armor (2354): Although conven-
  tional armor provides adequate protection, the Church’s 
  military scientists are continually looking for that some-
  thing which will provide Knights with a vital edge over 
  their foes. 
  Powered armor is a full body suit of servo-assisted 
  battle armor. When powered up, it has zero effective 
  weight. Powered down, it weighs 150 pounds. It comes 
  ﬁ tted with a standard headset communicator and inte-
  gral respirator.
  Each suit has a large battery mounted on the upper 
  back, giving the wearer a “hunchback” appearance. The 
  battery lasts for just 72 hours before requiring recharg-
  ing, which must be done at a special recharging facility. 
  As such, Tabernacle-ﬁ tted troops are never dropped far 
  into enemy territory and their use has been conﬁ ned to 
  relatively minor engagements.
  Tabernacle armor grants the wearer a two dice in-
  crease to Strength (after a d12, this becomes d12+1, 
  d12+2, and so on), +2 to Pace, and allows him to jump 
  2d4” horizontally or 1d4” vertically. Unfortunately, the 
  servos are not very ﬁ nely tuned and the ar-
  mored gloves are extremely bulky, making 
  delicate work difﬁ cult—all Agility and Agil-
  ity-linked skill rolls suffer a –2 penalty.
  WEAPONS
  WEAPONS
  Advanced Laser Riﬂ e (2352):
  Although still continuing to use 
  and develop ﬂ echette weapons, 
  the Sacri Ordines have also 
  pushed more research funds 
  into laser weapons. The ALR, 
  while requiring a large backpack, 
  delivers a powerful punch over the 
  same range as a ﬂ echette riﬂ e. It is 
  a single rate of ﬁ re weapon, unlike 
  earlier models which allowed for au-
  tomatic ﬁ re, but has more endurance 
  and better penetration. Laser intensity is 
  controlled by trigger pressure. On release, it is 
  issued only to elite units.
  Cestus (2351): Hand-to-hand combat in 
  commonplace on the battleﬁ elds of Necropolis, 
  and sometimes a Knight doesn’t have a melee 
  weapon to hand.
  To help deliver a better punch, from 2351 
  all combat gloves for Knights are modiﬁ ed to 
  include rows of metal studs and a more solid 
  knuckle plate.
  Disc
  Thrower
  (2354): Although the 
  Church has no plans to replace ﬂ echette 
  weapons any time soon, scientists are con-
  tinually experimenting with new weapons. 
  The result of one such experiment is the disc 
  thrower.
  This unusual riﬂ e has a wide, ﬂ at barrel and a cylindri-
  cal top loading magazine. When ﬁ red, it launches a ce-
  ramic, razor-edged, spinning disc, which slices through 
  ﬂ esh and bone. Rephaim, in testing at least, have shown 
  no innate resistance to the discs.
  Unfortunately, the ceramic composition of the discs 
  has not been fully perfected and they are prone to shat-
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1616
  tering in the gun, ruining it. Any time a ﬁ rer rolls a 1 on 
  his Shooting die, regardless of Wild Die, the weapon is 
  ruined and must be returned to the armory for repairs.
  Dove AT-3 (2354): The Dove AT-3 is a multiple-shot 
  rocket launcher fed by a cylindrical magazine which sits 
  at the rear of the weapon. The warhead is lighter than 
  that in the previous Dove models and lacks any anti-air-
  craft capability.
  Although heavier than the Dove AT/AA–2, the AT–3’s 
  ability to ﬁ re multiple shots without the ﬁ rer having to 
  reload in between is considered adequate recompense 
  to all its shortcomings.
  Flechette Assault Riﬂ e, Mark II (2353): The Mark 
  II replaces the standard ﬂ echette riﬂ e in 2353. It came 
  about due to the popularity of the canister grenade (see 
  page 24). The new riﬂ e has three barrels arranged in 
  an inverted triangle. The top barrels ﬁ re ﬂ echettes, the 
  Church’s ammunition of choice, while the third is the 
  integral grenade launcher.
  Instead of the older style magazines, the Mark II ﬁ res 
  small shells packed with ﬂ echettes as its primary ammu-
  nition. A selector switch allows the ﬁ rer to ﬂ ick between 
  standard ﬁ re and burst ﬁ re (changing is a free action). 
  The ﬂ echette barrels cannot ﬁ re other forms of grenade.
  Standard ﬁ re delivers a hail of ﬂ echettes. For game 
  mechanics this functions like a double barrel shotgun 
  except it doesn’t have to be reloaded after each shot.
  Burst ﬁ re launches a single round which breaks apart 
  to ﬁ ll a Small Burst Template. This is not a true area-
  effect weapon, and thus Armor protects normally. Only 
  one burst shot can be ﬁ red per round.
  Grenades: Church armorers have recently approved 
  a new series of grenades, designed to be thrown or ﬁ red 
  from a standard grenade launcher (Brimstone or Hell-
  ﬁ re) or the Maximus variants (p. 24).
  Baton (pre-2350): Designed for riot suppression, 
  baton grenades are a gel round and inﬂ ict nonlethal 
  damage. They have a shorter range than other grenades.
  Canister (2351): When ﬁ red, canister grenades release 
  a hail of ﬂ echettes. They function exactly like shotguns. 
  Despite having less range than old-fashioned shotguns, 
  the round delivers a lot more punch. Many Assault 
  Knights soon adopt these as their weapon of choice, 
  ignoring the actual ﬂ echette riﬂ e. They are treated as 
  piercing weapons, though.
  Defoliant (2353): Warfare isn’t just conﬁ ned to the cit-
  ies of Salus. At the end of the round in which the grenade 
  detonates, any plant matter under the Burst Template is 
  stripped bare of foliage, eliminating any Cover protec-
  tion. The chemicals the grenade uses have no effect on 
  non-plant life. Black woods and other animated plants 
  suffer 3d8 damage.
  Foam (2352): Foam grenades release ﬁ re suppressant 
  foam on impact. Any conﬂ agration in the square in which 
  the grenade impacts is extinguished automatically. Roll a 
  d6 for each adjacent square currently on ﬁ re. On a roll 
  of 4+ that ﬁ re is also put out. The foam has no affect on 
  creatures, other than covering them in foam.
  HEAP (2351): Stands for high explosive armor pierc-
  ing. Although intended to give infantrymen a slim chance 
  against lightly armored AFVs, the burst radius of these 
  grenades has prompted many Knights to unleash them 
  against armored Rephaim. Place the center of the tem-
  plate over the edge of the vehicle struck.
  HEDP (2351): Stands for high explosive dual purpose. 
  The armor piercing warhead is intended for use against 
  lightly armored vehicles or troops. A secondary charge 
  ﬁ lls the area with monoﬁ lament wire, slicing through 
  ﬂ esh and bone. When striking a vehicle (or other large 
  obstacle), place the center of the template over the edge 
  of the target, not the center.
  The AP 8 (HW) rating of this grenade applies only to 
  the target directly struck by the grenade. Other targets 
  caught in the burst template suffer AP 4 (non-Heavy 
  Weapon) as for a normal monoﬁ lament grenade. If the 
  attack deviates and does not land on a target, only the 
  secondary explosion stats are used.
  For instance, a Knight ﬁ res an HEDP grenade at 
  Rephaim-operated Prophet, around which are standing 
  a handful of zombies. The grenade strikes the side of the 
  APC. The APC suffers 3d8 (AP 8, HW) damage, while the 
  zombies take 3d8 (AP 4) damage. If the grenade fell short 
  of the APC and missed all the zombies, the explosion 
  would be 3d8 (AP 4). As the monoﬁ laments are not a-
  Heavy Armor, the Prophet will not be damaged.
  Incendiary II (2352): The Incendiary II turns a gre-
  nade launcher into a single shot ﬂ amethrower, albeit 
  one with less damage potential than a true ﬂ amer. The 
  grenade uses the rules for ﬂ amethrowers.
  Screamer (2354): Ofﬁ cially designated as a non-lethal 
  weapon suitable for crowd dispersal, these sonic-based 
  grenades have been known to trigger heart attacks on 
  rare occasions. On impact, the grenade emits sonic 
  frequencies designed to trigger the fear centers in the 
  CAMOUFLAGED ARMOR
  CAMOUFLAGED ARMOR
  Impalers, Incinerators, Preachers, Teutonics, and 
  Templars wear camouﬂ age-pattern armor as a 
  matter of course when on the battleﬁ eld. There 
  are a variety of patterns available designed to 
  cover all Salus’ major terrain types (jungle, forest, 
  desert, arctic, urban, marsh, and so on).
  When in the appropriate terrain, Knights receive 
  +1 to Stealth rolls. This is actually of no use 
  against the Rephaim’s thermal vision, but it is 
  effective against human troops and standard opti-
  cal sensors (and provides some degree of comfort 
  to the troops). This bonus doesn’t stack with a 
  scout’s ghillie suit, which completely covers the 
  armor.
  Chaplains and Lazarites, who always wear black 
  armor, receive the bonus when the lighting is Dim 
  or worse and in other instances the WM deems to 
  be appropriate. Praetorians beneﬁ t only in urban 
  environments.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1616
  tering in the gun, ruining it. Any time a ﬁ rer rolls a 1 on 
  his Shooting die, regardless of Wild Die, the weapon is 
  ruined and must be returned to the armory for repairs.
  Dove AT-3 (2354): The Dove AT-3 is a multiple-shot 
  rocket launcher fed by a cylindrical magazine which sits 
  at the rear of the weapon. The warhead is lighter than 
  that in the previous Dove models and lacks any anti-air-
  craft capability.
  Although heavier than the Dove AT/AA–2, the AT–3’s 
  ability to ﬁ re multiple shots without the ﬁ rer having to 
  reload in between is considered adequate recompense 
  to all its shortcomings.
  Flechette Assault Riﬂ e, Mark II (2353): The Mark 
  II replaces the standard ﬂ echette riﬂ e in 2353. It came 
  about due to the popularity of the canister grenade (see 
  page 24). The new riﬂ e has three barrels arranged in 
  an inverted triangle. The top barrels ﬁ re ﬂ echettes, the 
  Church’s ammunition of choice, while the third is the 
  integral grenade launcher.
  Instead of the older style magazines, the Mark II ﬁ res 
  small shells packed with ﬂ echettes as its primary ammu-
  nition. A selector switch allows the ﬁ rer to ﬂ ick between 
  standard ﬁ re and burst ﬁ re (changing is a free action). 
  The ﬂ echette barrels cannot ﬁ re other forms of grenade.
  Standard ﬁ re delivers a hail of ﬂ echettes. For game 
  mechanics this functions like a double barrel shotgun 
  except it doesn’t have to be reloaded after each shot.
  Burst ﬁ re launches a single round which breaks apart 
  to ﬁ ll a Small Burst Template. This is not a true area-
  effect weapon, and thus Armor protects normally. Only 
  one burst shot can be ﬁ red per round.
  Grenades: Church armorers have recently approved 
  a new series of grenades, designed to be thrown or ﬁ red 
  from a standard grenade launcher (Brimstone or Hell-
  ﬁ re) or the Maximus variants (p. 24).
  Baton (pre-2350): Designed for riot suppression, 
  baton grenades are a gel round and inﬂ ict nonlethal 
  damage. They have a shorter range than other grenades.
  Canister (2351): When ﬁ red, canister grenades release 
  a hail of ﬂ echettes. They function exactly like shotguns. 
  Despite having less range than old-fashioned shotguns, 
  the round delivers a lot more punch. Many Assault 
  Knights soon adopt these as their weapon of choice, 
  ignoring the actual ﬂ echette riﬂ e. They are treated as 
  piercing weapons, though.
  Defoliant (2353): Warfare isn’t just conﬁ ned to the cit-
  ies of Salus. At the end of the round in which the grenade 
  detonates, any plant matter under the Burst Template is 
  stripped bare of foliage, eliminating any Cover protec-
  tion. The chemicals the grenade uses have no effect on 
  non-plant life. Black woods and other animated plants 
  suffer 3d8 damage.
  Foam (2352): Foam grenades release ﬁ re suppressant 
  foam on impact. Any conﬂ agration in the square in which 
  the grenade impacts is extinguished automatically. Roll a 
  d6 for each adjacent square currently on ﬁ re. On a roll 
  of 4+ that ﬁ re is also put out. The foam has no affect on 
  creatures, other than covering them in foam.
  HEAP (2351): Stands for high explosive armor pierc-
  ing. Although intended to give infantrymen a slim chance 
  against lightly armored AFVs, the burst radius of these 
  grenades has prompted many Knights to unleash them 
  against armored Rephaim. Place the center of the tem-
  plate over the edge of the vehicle struck.
  HEDP (2351): Stands for high explosive dual purpose. 
  The armor piercing warhead is intended for use against 
  lightly armored vehicles or troops. A secondary charge 
  ﬁ lls the area with monoﬁ lament wire, slicing through 
  ﬂ esh and bone. When striking a vehicle (or other large 
  obstacle), place the center of the template over the edge 
  of the target, not the center.
  The AP 8 (HW) rating of this grenade applies only to 
  the target directly struck by the grenade. Other targets 
  caught in the burst template suffer AP 4 (non-Heavy 
  Weapon) as for a normal monoﬁ lament grenade. If the 
  attack deviates and does not land on a target, only the 
  secondary explosion stats are used.
  For instance, a Knight ﬁ res an HEDP grenade at 
  Rephaim-operated Prophet, around which are standing 
  a handful of zombies. The grenade strikes the side of the 
  APC. The APC suffers 3d8 (AP 8, HW) damage, while the 
  zombies take 3d8 (AP 4) damage. If the grenade fell short 
  of the APC and missed all the zombies, the explosion 
  would be 3d8 (AP 4). As the monoﬁ laments are not a-
  Heavy Armor, the Prophet will not be damaged.
  Incendiary II (2352): The Incendiary II turns a gre-
  nade launcher into a single shot ﬂ amethrower, albeit 
  one with less damage potential than a true ﬂ amer. The 
  grenade uses the rules for ﬂ amethrowers.
  Screamer (2354): Ofﬁ cially designated as a non-lethal 
  weapon suitable for crowd dispersal, these sonic-based 
  grenades have been known to trigger heart attacks on 
  rare occasions. On impact, the grenade emits sonic 
  frequencies designed to trigger the fear centers in the 
  CAMOUFLAGED ARMOR
  CAMOUFLAGED ARMOR
  Impalers, Incinerators, Preachers, Teutonics, and 
  Templars wear camouﬂ age-pattern armor as a 
  matter of course when on the battleﬁ eld. There 
  are a variety of patterns available designed to 
  cover all Salus’ major terrain types (jungle, forest, 
  desert, arctic, urban, marsh, and so on).
  When in the appropriate terrain, Knights receive 
  +1 to Stealth rolls. This is actually of no use 
  against the Rephaim’s thermal vision, but it is 
  effective against human troops and standard opti-
  cal sensors (and provides some degree of comfort 
  to the troops). This bonus doesn’t stack with a 
  scout’s ghillie suit, which completely covers the 
  armor.
  Chaplains and Lazarites, who always wear black 
  armor, receive the bonus when the lighting is Dim 
  or worse and in other instances the WM deems to 
  be appropriate. Praetorians beneﬁ t only in urban 
  environments.
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1717
  human brain. Anyone in the Burst Template must make 
  a Guts roll at –2 or suffer the effects of Terror. These 
  grenades have no effect on creatures immune to Fear.
  Smoke (pre-2350): When a smoke grenade lands it 
  produces a Medium Burst Template of dense smoke for 
  three rounds. Treat vision through the cloud as Pitch 
  Black lighting. Various colors are available.
  Stun (2351): On impact, these grenades emit a bright 
  ﬂ ash and loud bang intended to disorient targets. Vic-
  tims within the blast template must make a Vigor roll or 
  be Shaken.
  Hand Flamer (2351): The Incinerators are, naturally, 
  leading research into new incendiary weapons. Their 
  biggest coup to date has been perfecting smaller, more 
  portable ﬂ amers. Though heavy and bulky, hand ﬂ amers 
  carry their fuel in twin tanks mounted below the weap-
  on, rather than on the soldier’s back. They are issued 
  to all Incinerator Infantry Support Knights, replacing the 
  heavier backpack versions.
  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 tar-
  geted from the rear. The tank has Toughness 8(4).
  Maximus Heavy Grenade Launcher (2352): The 
  Maximus HGL is a heavier version of the Maximus RGL. It 
  holds 100 grenades. It can be ﬁ tted to any ground vehicle 
  in place of an existing pintle or turret mounted ﬂ echette 
  MG and is popular with Daniel and Sinai vehicle crews. 
  Vehicles with twin MGs lose both guns and gain a single 
  Maximus.
  Maximus Rotary Grenade Launcher (2351): The 
  Maximus RGL is simply a more advanced version of the 
  standard grenade launcher. It is fed by a rotating drum, 
  which holds 20 grenades. Assault Knights may take one 
  in place of the Dove AT–1. They 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 speciﬁ c type of grenade in the drum takes an action.
  ARTILLERY UPGRADES
  ARTILLERY UPGRADES
  Defoliant (2352): Defoliant rounds can be ﬁ red from 
  MRLS or SPA batteries or dropped by aircraft as bombs 
  (for precision hits) or instead of napalm (for carpet 
  bombing). They function exactly like defoliant grenades 
  (p. 16), affecting all plant matter in their Burst Template. 
  Black woods and other animated plants suffer 4d10 dam-
  age.
  FASCAM (2351): Stands for “Family of Scatterable 
  Mines” and is ﬁ red from a MRLS or dropped by aircraft 
  in place of conventional bombs.
  Place a Large Burst Template over the battleﬁ eld and 
  roll for deviation as normal. Everything under the tem-
  plate is now considered a mixed mineﬁ eld. The density 
  depends on the caliber of the missile—bombs deliver a 
  light density ﬁ eld, 200mm rockets a medium density one, 
  and 300mm rockets or larger scatter a heavy mineﬁ eld. 
  Roll a d6 on the Mine Summary table if someone detects 
  or activates a mine.
  If a mineﬁ eld overlaps another mineﬁ eld template, 
  the area increases in density by one step per additional 
  template covering the same part of the battleﬁ eld, to a 
  maximum of very heavy.
  Proximity Fused (2351): Proximity shells can be 
  ﬁ red by an MRLS or SPA. Instead of exploding on impact, 
  they detonate in the air, showering the area with shrap-
  nel. Only overhead cover offers any Armor bonus against 
  such explosions. Simply being prone or hiding behind 
  an obstacle offers no protection from these deadly explo-
  sions. These types of warheads are normally only used 
  when allied troops have adequate overhead cover.
  SADARM (2352): Stands for “Sense and Destroy 
  Armor Munitions.” SADARM is a smart SPA shell which 
  actively seeks out vehicles using sensors and alters its 
  stabilizing ﬁ ns to target their weak deck armor.
  Warheads come in two varieties—Corporate Recogni-
  tion (COREC) and Freelance. COREC rounds are pro-
  grammed to recognize and home in only on Corporate 
  vehicles, ignoring Church designs. However, since the 
  Rephaim use captured Church vehicles, Freelance rounds 
  were invented. These target any vehicle, and thus are 
  used sparingly when actual Church armored units are 
  present. The Union has its own variation of these rounds 
  programmed to destroy Church armor (Heresy round).
  Roll for deviation as normal and place a Large Burst 
  Template. If there are any vehicles of the appropriate 
  type beneath the template, then the round automatically 
  hits one (determined randomly). Vehicles inside build-
  ings or beneath cover, such as trees, cannot be targeted. 
  If no vehicle is present, the shell hits the ground and 
  explodes in the center of the template.
  SADARM rounds do normal damage for the artillery 
  piece, but have AP 20 and explode in a Small Burst Tem-
  plate (these are AP rounds, not HE). Damage against a 
  successfully targeted vehicle is applied against half the 
  vehicle’s weakest Armor rating.
  Smoke (pre-2350): Smoke rounds can be ﬁ red from 
  any artillery piece or dropped instead of bombs. When the 
  EASY OPTION ARTILLERY
  EASY OPTION ARTILLERY
  The artillery rules in Necropolis 2350 aren’t overly 
  complex, but they involve several dice rolls. 
  Additionally, for those groups not using minis, the 
  results of deviation can be problematic.
  If you want to speed things up a notch, reduce artil-
  lery and air support to a single d6 roll. On a 4+, it 
  hits exactly where the players called it. On a failure, 
  it whistles overhead and explodes harmlessly away 
  from the action. Trajectory Correctable Munitions 
  (TCM) rounds and laser guided bombs (p. 22) hit 
  on a 2+ using these rules, as do rounds ﬁ red on 
  preset coordinates (p. 22).
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1717
  human brain. Anyone in the Burst Template must make 
  a Guts roll at –2 or suffer the effects of Terror. These 
  grenades have no effect on creatures immune to Fear.
  Smoke (pre-2350): When a smoke grenade lands it 
  produces a Medium Burst Template of dense smoke for 
  three rounds. Treat vision through the cloud as Pitch 
  Black lighting. Various colors are available.
  Stun (2351): On impact, these grenades emit a bright 
  ﬂ ash and loud bang intended to disorient targets. Vic-
  tims within the blast template must make a Vigor roll or 
  be Shaken.
  Hand Flamer (2351): The Incinerators are, naturally, 
  leading research into new incendiary weapons. Their 
  biggest coup to date has been perfecting smaller, more 
  portable ﬂ amers. Though heavy and bulky, hand ﬂ amers 
  carry their fuel in twin tanks mounted below the weap-
  on, rather than on the soldier’s back. They are issued 
  to all Incinerator Infantry Support Knights, replacing the 
  heavier backpack versions.
  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 tar-
  geted from the rear. The tank has Toughness 8(4).
  Maximus Heavy Grenade Launcher (2352): The 
  Maximus HGL is a heavier version of the Maximus RGL. It 
  holds 100 grenades. It can be ﬁ tted to any ground vehicle 
  in place of an existing pintle or turret mounted ﬂ echette 
  MG and is popular with Daniel and Sinai vehicle crews. 
  Vehicles with twin MGs lose both guns and gain a single 
  Maximus.
  Maximus Rotary Grenade Launcher (2351): The 
  Maximus RGL is simply a more advanced version of the 
  standard grenade launcher. It is fed by a rotating drum, 
  which holds 20 grenades. Assault Knights may take one 
  in place of the Dove AT–1. They 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 speciﬁ c type of grenade in the drum takes an action.
  ARTILLERY UPGRADES
  ARTILLERY UPGRADES
  Defoliant (2352): Defoliant rounds can be ﬁ red from 
  MRLS or SPA batteries or dropped by aircraft as bombs 
  (for precision hits) or instead of napalm (for carpet 
  bombing). They function exactly like defoliant grenades 
  (p. 16), affecting all plant matter in their Burst Template. 
  Black woods and other animated plants suffer 4d10 dam-
  age.
  FASCAM (2351): Stands for “Family of Scatterable 
  Mines” and is ﬁ red from a MRLS or dropped by aircraft 
  in place of conventional bombs.
  Place a Large Burst Template over the battleﬁ eld and 
  roll for deviation as normal. Everything under the tem-
  plate is now considered a mixed mineﬁ eld. The density 
  depends on the caliber of the missile—bombs deliver a 
  light density ﬁ eld, 200mm rockets a medium density one, 
  and 300mm rockets or larger scatter a heavy mineﬁ eld. 
  Roll a d6 on the Mine Summary table if someone detects 
  or activates a mine.
  If a mineﬁ eld overlaps another mineﬁ eld template, 
  the area increases in density by one step per additional 
  template covering the same part of the battleﬁ eld, to a 
  maximum of very heavy.
  Proximity Fused (2351): Proximity shells can be 
  ﬁ red by an MRLS or SPA. Instead of exploding on impact, 
  they detonate in the air, showering the area with shrap-
  nel. Only overhead cover offers any Armor bonus against 
  such explosions. Simply being prone or hiding behind 
  an obstacle offers no protection from these deadly explo-
  sions. These types of warheads are normally only used 
  when allied troops have adequate overhead cover.
  SADARM (2352): Stands for “Sense and Destroy 
  Armor Munitions.” SADARM is a smart SPA shell which 
  actively seeks out vehicles using sensors and alters its 
  stabilizing ﬁ ns to target their weak deck armor.
  Warheads come in two varieties—Corporate Recogni-
  tion (COREC) and Freelance. COREC rounds are pro-
  grammed to recognize and home in only on Corporate 
  vehicles, ignoring Church designs. However, since the 
  Rephaim use captured Church vehicles, Freelance rounds 
  were invented. These target any vehicle, and thus are 
  used sparingly when actual Church armored units are 
  present. The Union has its own variation of these rounds 
  programmed to destroy Church armor (Heresy round).
  Roll for deviation as normal and place a Large Burst 
  Template. If there are any vehicles of the appropriate 
  type beneath the template, then the round automatically 
  hits one (determined randomly). Vehicles inside build-
  ings or beneath cover, such as trees, cannot be targeted. 
  If no vehicle is present, the shell hits the ground and 
  explodes in the center of the template.
  SADARM rounds do normal damage for the artillery 
  piece, but have AP 20 and explode in a Small Burst Tem-
  plate (these are AP rounds, not HE). Damage against a 
  successfully targeted vehicle is applied against half the 
  vehicle’s weakest Armor rating.
  Smoke (pre-2350): Smoke rounds can be ﬁ red from 
  any artillery piece or dropped instead of bombs. When the 
  EASY OPTION ARTILLERY
  EASY OPTION ARTILLERY
  The artillery rules in Necropolis 2350 aren’t overly 
  complex, but they involve several dice rolls. 
  Additionally, for those groups not using minis, the 
  results of deviation can be problematic.
  If you want to speed things up a notch, reduce artil-
  lery and air support to a single d6 roll. On a 4+, it 
  hits exactly where the players called it. On a failure, 
  it whistles overhead and explodes harmlessly away 
  from the action. Trajectory Correctable Munitions 
  (TCM) rounds and laser guided bombs (p. 22) hit 
  on a 2+ using these rules, as do rounds ﬁ red on 
  preset coordinates (p. 22).
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1818
  warhead explodes, a Large Burst Template of smoke is im-
  mediately produced. Treat vision through the cloud as Pitch 
  Black lighting. The smoke dissipates after ﬁ ve rounds.
  TCM (2353): From 2353 onward, all SPA high ex-
  plosive, FASCAM, proximity fused, and smoke rounds 
  (Church or Union) are Trajectory Correctable Munitions. 
  These function as regular munitions, save for their im-
  proved accuracy through GPS and adjustable ﬁ ns. Initial 
  SPA deviation rolls are 2d10–2” rather than 2d10–1 x 2”.
  MUNDANE GEAR
  MUNDANE GEAR
  Comm Relay (2351): Satellite radios are expensive 
  pieces of kit, and the Church is loathe to issue them 
  unless absolutely necessary. With backpack radios being 
  limited to 500 mile range, scientists have come up with a 
  way to boost transmission ranges.
  A comm relay is a 6’ tall radio mast with a spike at 
  the bottom. The circuitry is contained in the mast itself. 
  They are typically dropped by aircraft from low altitude, 
  imbedding themselves in the ground. The impact of 
  landing activates the circuitry, which then functions for a 
  full week on battery power.
  Each relay has a range of 500 miles, and automati-
  cally links to other relays within range. They are usually 
  seeded about 400 miles apart, forming either a chain or 
  web across the landscape, depending on the nature of 
  the mission. Any radio within range of a chain or web of 
  relays can communicate with other radios in the pattern. 
  There is no effective maximum range, but if a relay is 
  damaged or runs out of power, the link is broken.
  Cutter/Welder (2351): Contains enough fuel to cut 
  or weld shut four man-sized holes through a bulkhead 
  of up to Armor +20. It takes four rounds to open or 
  seal the hole (one round per side). They are issued to 
  Combat Engineers as standard gear.
  HARD Air Tank (2351): Contains six hours of air. 
  HARD armor supports four such tanks. Changing a tank 
  takes two actions, but cannot be done by a HARD armor 
  wearer.
  Jammer (2351): Jamming radio transmission denies 
  the enemy communication between his troops. A jam-
  mer has a range of just 10 miles, but blocks all electronic 
  communication in that area. Getting a clear signal re-
  quires a Smarts roll at –4. The roll may be made once per 
  four hours. Jammers have enough battery power to run 
  for 24 hours continuously.
  Portable Aide (2353): This slim computer ﬁ tted with 
  a weatherproof case allows a commander to store mis-
  sion maps in 3D. He can input other details onto the 
  maps, such as known enemy forces, and ask the com-
  puter to provide a tactical analysis. This provides +2 to 
  Knowledge (Battle) rolls. (It also allows the WM to sug-
  gest ideas to players who aren’t tactically minded.) Can 
  be linked via a communicator to other portable aides, 
  such as those used by artillery positions.
  Shelter (2351): A lightly armored (Armor +4), semi-
  rigid shelter capable of sleeping a six-man Lance. Typi-
  cally carried on top of a Prophet or delivered by Angel 
  dropships. Takes 10 minutes to erect.
  Shelter, HARD (2351): A lightweight, pre-fabricated 
  shelter carried on the back of a HARD Prophet. The shel-
  ter has an airlock and a self-contained air system to pre-
  vent contamination and is shielded against radiation.
  Occupants make a Vigor roll every day in a low ra-
  diation zone (at +2) or every four hours in high radia-
  tion areas (also at +2). It is also armored (Armor +8). 
  There are facilities for a Lance of troops in HARD armor 
  to survive up to a week, though conditions are far from 
  comfortable.
  Thermal Suits (2355): Thermal suits, known to 
  Knights as “chillers,” are thick cat suits of manmade fabrics 
  interwoven with minute boron tubes designed to mask 
  body heat. A canister worn at the hip pumps coolant ﬂ uid 
  through the tubes. This negates a Rephaim’s Thermal Vi-
  sion. 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.
  NEW VEHICLES
  NEW VEHICLES
  Having proven its value in combat, the Calvary Heavy 
  Tank goes into mass production. Each year from 2351 to 
  2355, one-ﬁ fth of the total number of Templar Golgothas 
  are replaced with Calvaries. Other Ordines’ tanks are 
  replaced at the rate of 10% per year.
  NEW VEHICULAR MODIFICATION
  NEW VEHICULAR MODIFICATION
  Exposed Crew: Some or all of the crew are exposed 
  to enemy ﬁ re. They do not beneﬁ t from the vehicle’s 
  armor on a Crew Critical Hit.
  ANAKIM COMBAT WALKER
  ANAKIM COMBAT WALKER
  The Church’s ﬁ rst tentative steps toward a bipedal 
  combat machine produced the Anakim. Essentially a 
  large, metal, servo-assisted skeleton into which the pilot 
  straps himself, the Anakim is more an extension of the 
  pilot than a true vehicle. Each movement the pilot makes 
  with his arms or feet is magniﬁ ed through the servos, 
  making the stride much longer than that of an infantry-
  man, but leaving the machine hard to steer.
  Although the Anakim has arms, it does not have grasp-
  ing or lifting appendages. The right arm ends in a ﬂ ech-
  ette chain gun. An ammo bin in the “hip” allows rapid 
  reloading, but only outside the vehicle. The left arm is 
  a Maximus rotary grenade launcher, adapted from the 
  handheld version.
  Because the pilot aims using his own limbs, the penal-
  ties for off-hand weapons and using two weapons are 
  used. Until these ﬂ aws are ironed out, only Ambidextrous 
  and Two Fisted Vehicle Knights are permitted to pilot the 
  Anakim. The ﬁ rst models are handed to the Templars for 
  live ﬁ eld testing in 2354.
  Crawling into an Anakim’s cockpit takes one action, 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  1818
  warhead explodes, a Large Burst Template of smoke is im-
  mediately produced. Treat vision through the cloud as Pitch 
  Black lighting. The smoke dissipates after ﬁ ve rounds.
  TCM (2353): From 2353 onward, all SPA high ex-
  plosive, FASCAM, proximity fused, and smoke rounds 
  (Church or Union) are Trajectory Correctable Munitions. 
  These function as regular munitions, save for their im-
  proved accuracy through GPS and adjustable ﬁ ns. Initial 
  SPA deviation rolls are 2d10–2” rather than 2d10–1 x 2”.
  MUNDANE GEAR
  MUNDANE GEAR
  Comm Relay (2351): Satellite radios are expensive 
  pieces of kit, and the Church is loathe to issue them 
  unless absolutely necessary. With backpack radios being 
  limited to 500 mile range, scientists have come up with a 
  way to boost transmission ranges.
  A comm relay is a 6’ tall radio mast with a spike at 
  the bottom. The circuitry is contained in the mast itself. 
  They are typically dropped by aircraft from low altitude, 
  imbedding themselves in the ground. The impact of 
  landing activates the circuitry, which then functions for a 
  full week on battery power.
  Each relay has a range of 500 miles, and automati-
  cally links to other relays within range. They are usually 
  seeded about 400 miles apart, forming either a chain or 
  web across the landscape, depending on the nature of 
  the mission. Any radio within range of a chain or web of 
  relays can communicate with other radios in the pattern. 
  There is no effective maximum range, but if a relay is 
  damaged or runs out of power, the link is broken.
  Cutter/Welder (2351): Contains enough fuel to cut 
  or weld shut four man-sized holes through a bulkhead 
  of up to Armor +20. It takes four rounds to open or 
  seal the hole (one round per side). They are issued to 
  Combat Engineers as standard gear.
  HARD Air Tank (2351): Contains six hours of air. 
  HARD armor supports four such tanks. Changing a tank 
  takes two actions, but cannot be done by a HARD armor 
  wearer.
  Jammer (2351): Jamming radio transmission denies 
  the enemy communication between his troops. A jam-
  mer has a range of just 10 miles, but blocks all electronic 
  communication in that area. Getting a clear signal re-
  quires a Smarts roll at –4. The roll may be made once per 
  four hours. Jammers have enough battery power to run 
  for 24 hours continuously.
  Portable Aide (2353): This slim computer ﬁ tted with 
  a weatherproof case allows a commander to store mis-
  sion maps in 3D. He can input other details onto the 
  maps, such as known enemy forces, and ask the com-
  puter to provide a tactical analysis. This provides +2 to 
  Knowledge (Battle) rolls. (It also allows the WM to sug-
  gest ideas to players who aren’t tactically minded.) Can 
  be linked via a communicator to other portable aides, 
  such as those used by artillery positions.
  Shelter (2351): A lightly armored (Armor +4), semi-
  rigid shelter capable of sleeping a six-man Lance. Typi-
  cally carried on top of a Prophet or delivered by Angel 
  dropships. Takes 10 minutes to erect.
  Shelter, HARD (2351): A lightweight, pre-fabricated 
  shelter carried on the back of a HARD Prophet. The shel-
  ter has an airlock and a self-contained air system to pre-
  vent contamination and is shielded against radiation.
  Occupants make a Vigor roll every day in a low ra-
  diation zone (at +2) or every four hours in high radia-
  tion areas (also at +2). It is also armored (Armor +8). 
  There are facilities for a Lance of troops in HARD armor 
  to survive up to a week, though conditions are far from 
  comfortable.
  Thermal Suits (2355): Thermal suits, known to 
  Knights as “chillers,” are thick cat suits of manmade fabrics 
  interwoven with minute boron tubes designed to mask 
  body heat. A canister worn at the hip pumps coolant ﬂ uid 
  through the tubes. This negates a Rephaim’s Thermal Vi-
  sion. 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.
  NEW VEHICLES
  NEW VEHICLES
  Having proven its value in combat, the Calvary Heavy 
  Tank goes into mass production. Each year from 2351 to 
  2355, one-ﬁ fth of the total number of Templar Golgothas 
  are replaced with Calvaries. Other Ordines’ tanks are 
  replaced at the rate of 10% per year.
  NEW VEHICULAR MODIFICATION
  NEW VEHICULAR MODIFICATION
  Exposed Crew: Some or all of the crew are exposed 
  to enemy ﬁ re. They do not beneﬁ t from the vehicle’s 
  armor on a Crew Critical Hit.
  ANAKIM COMBAT WALKER
  ANAKIM COMBAT WALKER
  The Church’s ﬁ rst tentative steps toward a bipedal 
  combat machine produced the Anakim. Essentially a 
  large, metal, servo-assisted skeleton into which the pilot 
  straps himself, the Anakim is more an extension of the 
  pilot than a true vehicle. Each movement the pilot makes 
  with his arms or feet is magniﬁ ed through the servos, 
  making the stride much longer than that of an infantry-
  man, but leaving the machine hard to steer.
  Although the Anakim has arms, it does not have grasp-
  ing or lifting appendages. The right arm ends in a ﬂ ech-
  ette chain gun. An ammo bin in the “hip” allows rapid 
  reloading, but only outside the vehicle. The left arm is 
  a Maximus rotary grenade launcher, adapted from the 
  handheld version.
  Because the pilot aims using his own limbs, the penal-
  ties for off-hand weapons and using two weapons are 
  used. Until these ﬂ aws are ironed out, only Ambidextrous 
  and Two Fisted Vehicle Knights are permitted to pilot the 
  Anakim. The ﬁ rst models are handed to the Templars for 
  live ﬁ eld testing in 2354.
  Crawling into an Anakim’s cockpit takes one action, 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1919
  as does fastening all the safety harnesses and control 
  mechanisms (the walker won’t move or ﬁ re without 
  these being activated).
  Combat walkers are a unique vehicle category with 
  regard Templar special training, despite using Driving 
  as the controlling skill. At the WM’s discretion, existing 
  player characters can switch to the Walker speciality after 
  a month. They lose their previous training, however.
  Issued: 2354; Acc/Top Speed: pilot’s Pace and running 
  die; Toughness: 12 (2); Handling: –1; Crew: 1
  Notes: Exposed Crew, Night Vision, Stabilizer; the pilot 
  beneﬁ ts from Medium Cover
  Weapons:
  * Flechette chain gun (1,000 rounds)
  * Maximus RGL (no reloads)
  ANAKIM II COMBAT WALKER
  ANAKIM II COMBAT WALKER
  The Anakim II is an improvement on the original in 
  several key areas. The ﬂ echette chain gun ammo bin 
  has been enlarged to allow greater sustained ﬁ re, the 
  Maximus RGL replaced with the HGL variant, the move-
  ment controls were reﬁ ned to allow more precision, the 
  stabilizer improved, and the cockpit encased in ceramic 
  armor to provide the pilot with full protection.
  Enhanced ﬁ re controls remove the need for the pilot 
  to be Ambidextrous, but he still requires the Two Fisted 
  Edge to use the vehicle effectively.
  Issued: 2355; Acc/Top Speed: pilot’s Pace and running 
  die; Toughness: 14 (4); Handling: +0; Crew: 1
  Notes: Heavy Armor, Improved Stabilizer, Night Vision
  Weapons:
  * Flechette chain gun (2,000 rounds)
  * Maximus HGL (no reloads)
  ANGEL II DROPSHIP
  ANGEL II DROPSHIP
  Except for a few adjustment the Angel II is essentially 
  the same as its predecessor. Infrared sensors have been 
  installed for use in night operations against Corporate 
  forces and two chain guns have been added, one on each 
  door. These are manned by door gunners, which has in-
  creased the crew compliment to four.
  The Angel II is not intended to replace the Angel. 
  Rather, the two are designed to work in tandem. The 
  Angel II is a vanguard craft, dropping off pathﬁ nders and 
  assault troops while simultaneously laying down wither-
  ing ﬁ re to clear landing zones. The Angel Is then bring in 
  the bulk of the ground forces.
  Issued: 2353; Acc/Top Speed: 30/300; Toughness: 40 
  (24); Handling: +1; Crew: 4+16
  Notes: AMCM x 8, Fixed Gun, Heavy Armor, Improved 
  Stabilizer, Infrared Night Vision, Night Vision
  Weapons:
  * Flechette chain gun, nose (2000 rounds)
  * 2 x Flechette chain guns, door gunners (2000 
  rounds)
  * 2 x Passover 9cm missiles (no reloads)
   BEHEMOTH ARMORED TANK TRANSPORTER
   BEHEMOTH ARMORED TANK TRANSPORTER
  This large 8x8 vehicle forms a key part of the Church's 
  logistics chain. Capable of carrying up to 80 tons of equip-
  ment, it is commonly seen transporting tanks, APCs, and 
  artillery guns to the battleﬁ eld, as well as pre-constructed 
  bunkers, buildings, and engineering equipment. 
  The crew compartment has two forward facing seats 
  for the driver and gunner with two benches behind it. 
  The turret is mounted above the rear quarter. Inside are 
  four small lockers for personal equipment. A winch is 
  installed to the front of the vehicle and a small crane 
  is mounted behind the crew compartment. Additional 
  equipment such as cutting torches, shovels, and the like, 
  is stored in a armored box next to the crane.
  Common trailers include vehicle transporters (can 
  carry one MBT or 2 light tanks/APCs), water/fuel tanks, 
  and cargo containers. The cargo containers are com-
  monly converted to other uses, such as mobile com-
  mand centers, temporary housing, machine shops (Ordo 
  Templi Novi), or schools or medical clinics (Ordo Verbi 
  Baenedicti.)
  A similar vehicle is produced by Outremer for civilian 
  use. The Church has codenamed it the Whale. It has no 
  heavy armor or weapons, has a cargo capacity of 65 tons, 
  and seats 1+1.
  Acc/Top Speed: 5/40; Toughness: 22 (8); Handling: –1; 
  Crew: 2+4 
  Notes: Four Wheel Drive, Heavy Armor, Night Vision 
  Weapons: 2 x Flechette MGs in remote controlled turret. 
  (2000 rounds)
  DROP POD
  DROP POD
  Until 2352, troops were ﬂ own onto the battleﬁ eld 
  by Angel. (Grav belts are still far from perfected, and 
  most Knights prefer not to become impact craters.) This 
  was all well and good in friendly territory on in lightly 
  contested landing zones, but with the rise of the skull 
  spawners loses began to mount when attempting drops 
  behind enemy lines. The result of this dilemma was the 
  drop pod.
  Mounted on the wings of Deliverance bombers (three 
  per wing), each drop pod holds a single Knight in con-
  ditions beyond cramped. Knights quickly dub the pods 
  “ﬂ ying cofﬁ ns.”
  Flying at high altitude, the drop pods are released and 
  automatically guided to their landing site; the Knight is 
  a helpless passenger during the high-speed descent. Ad-
  vanced stealth technology shields the pod from doom 
  skulls and observers on the ground. Once the pod 
  impacts, the sides blow outward, giving the occupant a 
  clear ﬁ eld of ﬁ re and escape route. The AST is also sup-
  posed to self-destruct.
  The pods are withdrawn from service in 2354, after 
  it became clear a signiﬁ cant number had failed to self-
  destruct—the Ordines feared the Rephaim would use 
  the technology to create their own version of AST, thus 
  gaining another advantage.
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  1919
  as does fastening all the safety harnesses and control 
  mechanisms (the walker won’t move or ﬁ re without 
  these being activated).
  Combat walkers are a unique vehicle category with 
  regard Templar special training, despite using Driving 
  as the controlling skill. At the WM’s discretion, existing 
  player characters can switch to the Walker speciality after 
  a month. They lose their previous training, however.
  Issued: 2354; Acc/Top Speed: pilot’s Pace and running 
  die; Toughness: 12 (2); Handling: –1; Crew: 1
  Notes: Exposed Crew, Night Vision, Stabilizer; the pilot 
  beneﬁ ts from Medium Cover
  Weapons:
  * Flechette chain gun (1,000 rounds)
  * Maximus RGL (no reloads)
  ANAKIM II COMBAT WALKER
  ANAKIM II COMBAT WALKER
  The Anakim II is an improvement on the original in 
  several key areas. The ﬂ echette chain gun ammo bin 
  has been enlarged to allow greater sustained ﬁ re, the 
  Maximus RGL replaced with the HGL variant, the move-
  ment controls were reﬁ ned to allow more precision, the 
  stabilizer improved, and the cockpit encased in ceramic 
  armor to provide the pilot with full protection.
  Enhanced ﬁ re controls remove the need for the pilot 
  to be Ambidextrous, but he still requires the Two Fisted 
  Edge to use the vehicle effectively.
  Issued: 2355; Acc/Top Speed: pilot’s Pace and running 
  die; Toughness: 14 (4); Handling: +0; Crew: 1
  Notes: Heavy Armor, Improved Stabilizer, Night Vision
  Weapons:
  * Flechette chain gun (2,000 rounds)
  * Maximus HGL (no reloads)
  ANGEL II DROPSHIP
  ANGEL II DROPSHIP
  Except for a few adjustment the Angel II is essentially 
  the same as its predecessor. Infrared sensors have been 
  installed for use in night operations against Corporate 
  forces and two chain guns have been added, one on each 
  door. These are manned by door gunners, which has in-
  creased the crew compliment to four.
  The Angel II is not intended to replace the Angel. 
  Rather, the two are designed to work in tandem. The 
  Angel II is a vanguard craft, dropping off pathﬁ nders and 
  assault troops while simultaneously laying down wither-
  ing ﬁ re to clear landing zones. The Angel Is then bring in 
  the bulk of the ground forces.
  Issued: 2353; Acc/Top Speed: 30/300; Toughness: 40 
  (24); Handling: +1; Crew: 4+16
  Notes: AMCM x 8, Fixed Gun, Heavy Armor, Improved 
  Stabilizer, Infrared Night Vision, Night Vision
  Weapons:
  * Flechette chain gun, nose (2000 rounds)
  * 2 x Flechette chain guns, door gunners (2000 
  rounds)
  * 2 x Passover 9cm missiles (no reloads)
   BEHEMOTH ARMORED TANK TRANSPORTER
   BEHEMOTH ARMORED TANK TRANSPORTER
  This large 8x8 vehicle forms a key part of the Church's 
  logistics chain. Capable of carrying up to 80 tons of equip-
  ment, it is commonly seen transporting tanks, APCs, and 
  artillery guns to the battleﬁ eld, as well as pre-constructed 
  bunkers, buildings, and engineering equipment. 
  The crew compartment has two forward facing seats 
  for the driver and gunner with two benches behind it. 
  The turret is mounted above the rear quarter. Inside are 
  four small lockers for personal equipment. A winch is 
  installed to the front of the vehicle and a small crane 
  is mounted behind the crew compartment. Additional 
  equipment such as cutting torches, shovels, and the like, 
  is stored in a armored box next to the crane.
  Common trailers include vehicle transporters (can 
  carry one MBT or 2 light tanks/APCs), water/fuel tanks, 
  and cargo containers. The cargo containers are com-
  monly converted to other uses, such as mobile com-
  mand centers, temporary housing, machine shops (Ordo 
  Templi Novi), or schools or medical clinics (Ordo Verbi 
  Baenedicti.)
  A similar vehicle is produced by Outremer for civilian 
  use. The Church has codenamed it the Whale. It has no 
  heavy armor or weapons, has a cargo capacity of 65 tons, 
  and seats 1+1.
  Acc/Top Speed: 5/40; Toughness: 22 (8); Handling: –1; 
  Crew: 2+4 
  Notes: Four Wheel Drive, Heavy Armor, Night Vision 
  Weapons: 2 x Flechette MGs in remote controlled turret. 
  (2000 rounds)
  DROP POD
  DROP POD
  Until 2352, troops were ﬂ own onto the battleﬁ eld 
  by Angel. (Grav belts are still far from perfected, and 
  most Knights prefer not to become impact craters.) This 
  was all well and good in friendly territory on in lightly 
  contested landing zones, but with the rise of the skull 
  spawners loses began to mount when attempting drops 
  behind enemy lines. The result of this dilemma was the 
  drop pod.
  Mounted on the wings of Deliverance bombers (three 
  per wing), each drop pod holds a single Knight in con-
  ditions beyond cramped. Knights quickly dub the pods 
  “ﬂ ying cofﬁ ns.”
  Flying at high altitude, the drop pods are released and 
  automatically guided to their landing site; the Knight is 
  a helpless passenger during the high-speed descent. Ad-
  vanced stealth technology shields the pod from doom 
  skulls and observers on the ground. Once the pod 
  impacts, the sides blow outward, giving the occupant a 
  clear ﬁ eld of ﬁ re and escape route. The AST is also sup-
  posed to self-destruct.
  The pods are withdrawn from service in 2354, after 
  it became clear a signiﬁ cant number had failed to self-
  destruct—the Ordines feared the Rephaim would use 
  the technology to create their own version of AST, thus 
  gaining another advantage.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2020
  Issued: 2352; Acc/Top Speed: —; Toughness: 10 (4); 
  Handling: —; Crew: 0+1
  Notes: Advanced Stealth Technology, Heavy Armor
  Weapons: —
  GETHSEMANE SRV
  GETHSEMANE SRV
  The Gethsemane Specimen Recovery Vehicle has been 
  custom-built for Lazarite snatch and grab operations. 
  Though based on a long-wheel base Sinai, the vehicle 
  has been heavy modiﬁ ed.
  The rear seating has gone, replaced with a sturdy, 
  solid metal cage (Toughness 16) capable of holding two 
  human-sized Rephaim, a single specimen of Size +1 or 
  +2, or up to four creatures with negative Size. Access is 
  via a hatchback door.
  The front passenger seat and side armor have been 
  modiﬁ ed to allow the armor to fold back and the seat to 
  extend out from the vehicle on hydraulic pistons. Sliding 
  in or out takes an entire round and is usually controlled 
  by the passenger (there are overrides in the cab for safety 
  reasons). The passenger normally uses a tangle gun to 
  capture specimens. When outside the vehicle, he gains 
  no beneﬁ ts from the vehicle’s armor. Typically he wears 
  an infantry battle suit for protection.
  Armor has been greatly strengthened and a bigger 
  engine installed, perfect for quick strikes through enemy 
  lines and then rapid escapes to safety.
  Issued: 2352; Acc/Top Speed: 6/30; Toughness: 16 (4); 
  Handling: +1; Crew: 2+1 captive
  Notes: Advanced Stealth Technology, Exposed Crew 
  (passenger), Four Wheel Drive, Heavy Armor, Night Vi-
  sion
  Weapons: —
  HARD PROPHET
  HARD PROPHET
  The HARD Prophet, code-named the Hezekiah, is an 
  emergency rescue vehicle. The front has been modiﬁ ed 
  to allow six Knights in HARD armor to sit in three rows of 
  two. The rear passenger compartment has been replaced 
  with a ﬂ atbed on which is stored a HARD shelter. A small 
  crane lifts the shelter on and off.
  The Prophet also carries a small supply of chemicals 
  which when mixed with water produce foam. Decon-
  tamination ﬂ uid can be carried instead of water.
  Issued: 2351; Acc/Top Speed: 5/20; Toughness: 
  25/20/20 (15/10/10); Handling: +0; Crew: 2+4
  Notes: Heavy Armor, Infrared Night Vision, Night Vision
  Weapons:
  * Water cannon (30 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  JUDEA II MEDIUM TANK
  JUDEA II MEDIUM TANK
  Although the main battles tanks are the Ordines’ most 
  potent weapons, they are expensive to produce. With 
  the Judea already several decades old, the decision was 
  made to use upgrade the model.
  The stabilization system was improved, the armor 
  lightened by using steeper sloping panels, and the en-
  gine given a minor tweak. The rocket pack was discarded 
  in favor of mounting a heavier main gun with a larger 
  ammo bin.
  Issued: 2353; Acc/Top Speed: 6/24; Toughness: 
  69/59/49 (55/45/35); Handling: –1; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night Vision, 
  Sloped Armor (–2), Tracked
  Weapons:
  * 60mm railgun (60 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  KUTIEL FIRE TENDER
  KUTIEL FIRE TENDER
  Yet another of the seemingly endless Prophet variants, 
  the Kutiel is the ﬁ reﬁ ghting vehicle of the Sacri Ordines 
  and most Church ﬁ re departments. The entire rear com-
  partment has been converted into a huge water tank. A 
  smaller, secondary tank contains a chemical which when 
  mixed with the water produces foam for ﬁ ghting fuel 
  ﬁ res. A switch allows the gunner to toggle between foam 
  and water sprays.
  Despite removing much of the armor and using a 
  more powerful engine, the sheer weight of water makes 
  the Kutiel rather slow and cumbersome to drive. Still, 
  it is an extremely cheap vehicle, which pleases the ac-
  countants.
  Issued: pre-2350; Acc/Top Speed: 3/24; Toughness: 
  25/15/15 (10/5/5); Handling: –1; Crew: 2
  Notes: Heavy Armor, Improved Stabilizer, Infrared Night 
  Vision
  Weapons:
  * Water cannon (75 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  NAZARETH III HEAVY APC
  NAZARETH III HEAVY APC
  Although based on the existing Nazareth chassis, the 
  Nazareth III (to be renamed the “Dominion Heavy APC” 
  when it goes into full production) trades weaponry and 
  armor for a small, very cramped passenger bay.
  Whereas the Prophet APC is designed to deliver troops 
  into relatively quiet areas, the Nazareth III is intended 
  to drop Knights straight into the heart of a raging battle 
  and then remain with them to provide ﬁ re support and a 
  quick means of escape.
  Unfortunately, the rear ramp has a tendency to jam, 
  which has resulted in troops being unable to enter or 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2020
  Issued: 2352; Acc/Top Speed: —; Toughness: 10 (4); 
  Handling: —; Crew: 0+1
  Notes: Advanced Stealth Technology, Heavy Armor
  Weapons: —
  GETHSEMANE SRV
  GETHSEMANE SRV
  The Gethsemane Specimen Recovery Vehicle has been 
  custom-built for Lazarite snatch and grab operations. 
  Though based on a long-wheel base Sinai, the vehicle 
  has been heavy modiﬁ ed.
  The rear seating has gone, replaced with a sturdy, 
  solid metal cage (Toughness 16) capable of holding two 
  human-sized Rephaim, a single specimen of Size +1 or 
  +2, or up to four creatures with negative Size. Access is 
  via a hatchback door.
  The front passenger seat and side armor have been 
  modiﬁ ed to allow the armor to fold back and the seat to 
  extend out from the vehicle on hydraulic pistons. Sliding 
  in or out takes an entire round and is usually controlled 
  by the passenger (there are overrides in the cab for safety 
  reasons). The passenger normally uses a tangle gun to 
  capture specimens. When outside the vehicle, he gains 
  no beneﬁ ts from the vehicle’s armor. Typically he wears 
  an infantry battle suit for protection.
  Armor has been greatly strengthened and a bigger 
  engine installed, perfect for quick strikes through enemy 
  lines and then rapid escapes to safety.
  Issued: 2352; Acc/Top Speed: 6/30; Toughness: 16 (4); 
  Handling: +1; Crew: 2+1 captive
  Notes: Advanced Stealth Technology, Exposed Crew 
  (passenger), Four Wheel Drive, Heavy Armor, Night Vi-
  sion
  Weapons: —
  HARD PROPHET
  HARD PROPHET
  The HARD Prophet, code-named the Hezekiah, is an 
  emergency rescue vehicle. The front has been modiﬁ ed 
  to allow six Knights in HARD armor to sit in three rows of 
  two. The rear passenger compartment has been replaced 
  with a ﬂ atbed on which is stored a HARD shelter. A small 
  crane lifts the shelter on and off.
  The Prophet also carries a small supply of chemicals 
  which when mixed with water produce foam. Decon-
  tamination ﬂ uid can be carried instead of water.
  Issued: 2351; Acc/Top Speed: 5/20; Toughness: 
  25/20/20 (15/10/10); Handling: +0; Crew: 2+4
  Notes: Heavy Armor, Infrared Night Vision, Night Vision
  Weapons:
  * Water cannon (30 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  JUDEA II MEDIUM TANK
  JUDEA II MEDIUM TANK
  Although the main battles tanks are the Ordines’ most 
  potent weapons, they are expensive to produce. With 
  the Judea already several decades old, the decision was 
  made to use upgrade the model.
  The stabilization system was improved, the armor 
  lightened by using steeper sloping panels, and the en-
  gine given a minor tweak. The rocket pack was discarded 
  in favor of mounting a heavier main gun with a larger 
  ammo bin.
  Issued: 2353; Acc/Top Speed: 6/24; Toughness: 
  69/59/49 (55/45/35); Handling: –1; Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Night Vision, 
  Sloped Armor (–2), Tracked
  Weapons:
  * 60mm railgun (60 rounds)
  * Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  KUTIEL FIRE TENDER
  KUTIEL FIRE TENDER
  Yet another of the seemingly endless Prophet variants, 
  the Kutiel is the ﬁ reﬁ ghting vehicle of the Sacri Ordines 
  and most Church ﬁ re departments. The entire rear com-
  partment has been converted into a huge water tank. A 
  smaller, secondary tank contains a chemical which when 
  mixed with the water produces foam for ﬁ ghting fuel 
  ﬁ res. A switch allows the gunner to toggle between foam 
  and water sprays.
  Despite removing much of the armor and using a 
  more powerful engine, the sheer weight of water makes 
  the Kutiel rather slow and cumbersome to drive. Still, 
  it is an extremely cheap vehicle, which pleases the ac-
  countants.
  Issued: pre-2350; Acc/Top Speed: 3/24; Toughness: 
  25/15/15 (10/5/5); Handling: –1; Crew: 2
  Notes: Heavy Armor, Improved Stabilizer, Infrared Night 
  Vision
  Weapons:
  * Water cannon (75 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  NAZARETH III HEAVY APC
  NAZARETH III HEAVY APC
  Although based on the existing Nazareth chassis, the 
  Nazareth III (to be renamed the “Dominion Heavy APC” 
  when it goes into full production) trades weaponry and 
  armor for a small, very cramped passenger bay.
  Whereas the Prophet APC is designed to deliver troops 
  into relatively quiet areas, the Nazareth III is intended 
  to drop Knights straight into the heart of a raging battle 
  and then remain with them to provide ﬁ re support and a 
  quick means of escape.
  Unfortunately, the rear ramp has a tendency to jam, 
  which has resulted in troops being unable to enter or 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  2121
  exit the vehicle. The designers claim the bug will be ﬁ xed 
  before it enters active service.
  The Nazareth IIIC Command APC has an onboard 
  mobile command center.
  Issued: 2354; Acc/Top Speed: 6/30; Toughness: 
  42/37/32 (30/25/20); Handling: +0; Crew: 3+6
  Notes: Heavy Armor, Improved Stabilizer, Night Vision, 
  Sloped Armor (–2), Tracked
  Weapons:
  * 40mm autocannon (35 rounds)
  * Twin Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  PEACEMAKER RCV
  PEACEMAKER RCV
  A modiﬁ ed Prophet, the Peacemaker Riot Control Ve-
  hicle has entered service with the Teutonics as a riot con-
  trol wagon. Its weapons are designed to dispel crowds 
  and break up disturbances with nonlethal intensity. 
  It usually carries four riot police (one of the roles of 
  the Teutonics). A holding cage (Toughness 12) is capable 
  of holding a dozen suspects. The cage can be removed in 
  about ten minutes, with the right tools, to provide seat-
  ing for another 8 Knights in full battle dress.
  Issued: 2351; Acc/Top Speed: 6/25; Toughness: 
  25/20/20 (15/10/10); Handling: –1; Crew: 2+4 (+12 
  prisoners)
  Notes: Heavy Armor, Improved Stabilizer, Night Vision
  Weapons:
  * Megiddo mortar, roof mounted (no reloads; ﬁ res 
  tear gas—any living creature in the template not 
  wearing a respirator must make a Vigor roll or 
  be Shaken for 1d6 rounds due to retching and 
  streaming eyes)
  * Water cannon (30 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  XENOPHON MCSAV
  XENOPHON MCSAV
  The Crusader SBACs and Jericho cannon have proven 
  reliable close support weapons, but they are hampered 
  by their inability to move and ﬁ re simultaneously.
  In order to provide continuing support for advancing 
  troops and allow troops to shift heavy support quickly 
  during defensive operations, Church designers mounted 
  these weapons on a small, tracked vehicle. The result was 
  the Xenophon Mobile Close Support Artillery Vehicle.
  Just about fast enough to keep pace with troops mov-
  ing at a run, the Xenophon carries two crew—a driver/
  gunner and the loader/target spotter. Its lacks any frills, 
  including heavy armor.
  In the event the vehicle breaks down or is damaged, 
  the gun can be dismantled from the chassis in a matter 
  of seconds (two rounds with two persons or four rounds 
  with a single person) and set up as a static weapon with 
  a collapsible tripod mounted on the chassis.
  Plans are afoot to mount a Megiddo on the same chas-
  sis to provide mobile indirect ﬁ re support.
  Issued: 2352; Acc/Top Speed: 5/10; Toughness: 10 (2); 
  Handling: +0; Crew: 2
  Notes: Fixed Weapon (Front), Improved Stabilizer, 
  Tracked
  Weapons:
  * SBAC 25mm (40 rounds) or
  * SBAC 50mm (30 rounds) or
  * Jericho cannon (20 rounds)
  NEW SETTING RULES
  NEW SETTING RULES
  The ﬁ rst two setting rules are available in 2350. The 
  others become available anytime after 2350. As always, 
  using them is optional, but they may be used in future 
  ofﬁ cial products.
  IMPALING
  IMPALING
  Spears and heartbreakers are piercing weapons, 
  which means they are less effective against Rephaim than 
  a sword slash (or a grenade). Despite this, the Impalers 
  refuse to abandon their beloved “pointy sticks.” Over 
  the decades, they have become quite adept at impaling 
  targets, and all new recruits are taught basic impaling 
  techniques during training.
  When a Knight using a spear or heartbreaker scores a 
  raise on his Fighting roll, he has the option of impaling 
  his foe (either to the ground or an inanimate solid ob-
  ject behind him, like a wall) rather than inﬂ icting +1d6 
  damage. Victims are impaled even if they don’t suffer a 
  wound (the spear may simply have impaled his cloth-
  ing). Against lesser Rephaim this isn’t necessarily a useful 
  tactic, but against stronger foes it can leave the victim at 
  a disadvantage.
  A Rephaim takes half damage from the spear as nor-
  mal. While impaled, the creature cannot move, suffers a 
  –2 penalty to all physical actions, as well as those which 
  require concentration (like spellcasting), and has –2 
  Parry due to the loss of mobility. The impaler loses the 
  use of his spear while it is keeping the victim pinned.
  Each round thereafter, the victim may attempt to pull 
  the spear free (or slide its body along the spear, snap the 
  weapon, and so on). This requires a Strength roll at –2 
  as a free action. With success, the creature removes the 
  spear but cannot take other actions, though it can move 
  up to its Pace. On a raise, the foe may act as normal.
  SWORDPLAY
  SWORDPLAY
  Molecular swords are designed to be swung single-
  handed. Many Knights keep a pistol or SMG in their 
  offhand when engaged in melee, just in case of emergen-
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  2121
  exit the vehicle. The designers claim the bug will be ﬁ xed 
  before it enters active service.
  The Nazareth IIIC Command APC has an onboard 
  mobile command center.
  Issued: 2354; Acc/Top Speed: 6/30; Toughness: 
  42/37/32 (30/25/20); Handling: +0; Crew: 3+6
  Notes: Heavy Armor, Improved Stabilizer, Night Vision, 
  Sloped Armor (–2), Tracked
  Weapons:
  * 40mm autocannon (35 rounds)
  * Twin Flechette MG coaxial (2000 rounds)
  * Six AP packs (2 each side and rear)
  PEACEMAKER RCV
  PEACEMAKER RCV
  A modiﬁ ed Prophet, the Peacemaker Riot Control Ve-
  hicle has entered service with the Teutonics as a riot con-
  trol wagon. Its weapons are designed to dispel crowds 
  and break up disturbances with nonlethal intensity. 
  It usually carries four riot police (one of the roles of 
  the Teutonics). A holding cage (Toughness 12) is capable 
  of holding a dozen suspects. The cage can be removed in 
  about ten minutes, with the right tools, to provide seat-
  ing for another 8 Knights in full battle dress.
  Issued: 2351; Acc/Top Speed: 6/25; Toughness: 
  25/20/20 (15/10/10); Handling: –1; Crew: 2+4 (+12 
  prisoners)
  Notes: Heavy Armor, Improved Stabilizer, Night Vision
  Weapons:
  * Megiddo mortar, roof mounted (no reloads; ﬁ res 
  tear gas—any living creature in the template not 
  wearing a respirator must make a Vigor roll or 
  be Shaken for 1d6 rounds due to retching and 
  streaming eyes)
  * Water cannon (30 shots) (Treat as a vehicular 
  ﬂ amethrower. Any creature caught in the template 
  must make a Strength roll at –2 or be knocked 
  prone and Shaken. Size acts as a modiﬁ er to the 
  roll.)
  XENOPHON MCSAV
  XENOPHON MCSAV
  The Crusader SBACs and Jericho cannon have proven 
  reliable close support weapons, but they are hampered 
  by their inability to move and ﬁ re simultaneously.
  In order to provide continuing support for advancing 
  troops and allow troops to shift heavy support quickly 
  during defensive operations, Church designers mounted 
  these weapons on a small, tracked vehicle. The result was 
  the Xenophon Mobile Close Support Artillery Vehicle.
  Just about fast enough to keep pace with troops mov-
  ing at a run, the Xenophon carries two crew—a driver/
  gunner and the loader/target spotter. Its lacks any frills, 
  including heavy armor.
  In the event the vehicle breaks down or is damaged, 
  the gun can be dismantled from the chassis in a matter 
  of seconds (two rounds with two persons or four rounds 
  with a single person) and set up as a static weapon with 
  a collapsible tripod mounted on the chassis.
  Plans are afoot to mount a Megiddo on the same chas-
  sis to provide mobile indirect ﬁ re support.
  Issued: 2352; Acc/Top Speed: 5/10; Toughness: 10 (2); 
  Handling: +0; Crew: 2
  Notes: Fixed Weapon (Front), Improved Stabilizer, 
  Tracked
  Weapons:
  * SBAC 25mm (40 rounds) or
  * SBAC 50mm (30 rounds) or
  * Jericho cannon (20 rounds)
  NEW SETTING RULES
  NEW SETTING RULES
  The ﬁ rst two setting rules are available in 2350. The 
  others become available anytime after 2350. As always, 
  using them is optional, but they may be used in future 
  ofﬁ cial products.
  IMPALING
  IMPALING
  Spears and heartbreakers are piercing weapons, 
  which means they are less effective against Rephaim than 
  a sword slash (or a grenade). Despite this, the Impalers 
  refuse to abandon their beloved “pointy sticks.” Over 
  the decades, they have become quite adept at impaling 
  targets, and all new recruits are taught basic impaling 
  techniques during training.
  When a Knight using a spear or heartbreaker scores a 
  raise on his Fighting roll, he has the option of impaling 
  his foe (either to the ground or an inanimate solid ob-
  ject behind him, like a wall) rather than inﬂ icting +1d6 
  damage. Victims are impaled even if they don’t suffer a 
  wound (the spear may simply have impaled his cloth-
  ing). Against lesser Rephaim this isn’t necessarily a useful 
  tactic, but against stronger foes it can leave the victim at 
  a disadvantage.
  A Rephaim takes half damage from the spear as nor-
  mal. While impaled, the creature cannot move, suffers a 
  –2 penalty to all physical actions, as well as those which 
  require concentration (like spellcasting), and has –2 
  Parry due to the loss of mobility. The impaler loses the 
  use of his spear while it is keeping the victim pinned.
  Each round thereafter, the victim may attempt to pull 
  the spear free (or slide its body along the spear, snap the 
  weapon, and so on). This requires a Strength roll at –2 
  as a free action. With success, the creature removes the 
  spear but cannot take other actions, though it can move 
  up to its Pace. On a raise, the foe may act as normal.
  SWORDPLAY
  SWORDPLAY
  Molecular swords are designed to be swung single-
  handed. Many Knights keep a pistol or SMG in their 
  offhand when engaged in melee, just in case of emergen-
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2222
  cies. A Knight may, however, use his sword in both hands 
  to increase the power of his blows.
  Using a sword in this manner gives the wielder –1 
  Parry and, naturally, requires him to have both hands 
  free. The upside is that the hero increases the weapon’s 
  damage die by one step.
  This one-dice bonus ignores the minimum Strength 
  rule. Thus, a Knight with Strength d8 would inﬂ ict 
  2d8+2 damage normally, but d8+d10+2 when swinging 
  his blade with both hands. A hero with Strength d4 (an 
  unlikely occurrence), would normally do just 2d4+2, but 
  using two hands he would deal out d4+d6+2 damage.
  PRESET ARTILLERY COORDINATES
  PRESET ARTILLERY COORDINATES
  Preset coordinates allow Knights to call in artillery 
  on predetermined targets. These must be static features, 
  such as a hill, section of wood, or a set of coordinates. 
  Only dedicated artillery support can be used in this man-
  ner. Due to the practicalities of forewarning an enemy by 
  ﬁ ring test shots, and because dedicated support is more 
  common on defensive missions, it is rarely used during 
  offensive actions.
  In order to set this up, the artillery battery ﬁ res war-
  heads which the forward observer continually adjusts 
  until he is happy with their accuracy. The coordinates are 
  then stored in the artillery system’s onboard computer, 
  allowing the artillery to automatically zero in when 
  needed.
  Unless time is an issue, the WM should assume dedi-
  cated artillery support type available to the Knights on a 
  defensive mission can be given up to four preset coordi-
  nates before the battle begins, thus allowing the Knights 
  a choice of targets.
  When called on to provide ﬁ re support, SPA rounds 
  ﬁ red on preset coordinates roll a d6–1 inches each turn 
  for deviation using a d12 to determine the direction. Roll 
  d10–1 for rockets.
  Indirect ﬁ re close support artillery, such as Levant and 
  Megiddo mortars, can use the same system if the Knights 
  had time to zero in on the coordinates. Deviation for 
  missed rounds launched in this manner is d6–1”.
  LASER GUIDED BOMBS
  LASER GUIDED BOMBS
  Laser guided bombs (LGBs) aren’t a new innovation 
  to mankind, though they are new to the Third Reforma-
  tion Church. The Battle of New Budapest convinced the 
  Ordines that precision bombing rather than the tradi-
  tional near-as-damn drops would ensure a higher enemy 
  mortality rate and reduce friendly-ﬁ re incidents and 
  collateral damage. The higher monetary cost involved in 
  manufacturing new ordnance and modifying aircraft is 
  countered by the need to drop fewer warheads to ensure 
  a direct hit.
  As of 2352, all aircraft dropping bombs use LGBs. 
  Deviation is 2d8–2”. Napalm, which tumbles through 
  the air unguided, retains the standard deviation rules of 
  1d10–1 x 3”.
  NEW ARTILLERY PIECE
  NEW ARTILLERY PIECE
  In early 2351 military scientists of the Church unveiled 
  a new artillery piece—the Armageddon MRLS. Existing 
  rocket launcher systems ﬁ red a handful of large caliber 
  rockets, often with mixed results due to their inherent 
  inaccuracy. The new weapon ﬁ res sixty smaller rockets, 
  saturating a much larger area though with less destruc-
  tive force.
  When unveiled, the Armageddon only ﬁ res HE 
  rounds. Within the year, it can ﬁ re any type of artillery 
  shells supported by standard MRLS artillery. In either 
  mode, deviation is as per a rocket barrage in Necropolis 
  2350. An Armageddon has two ﬁ ring modes.
  The ﬁ rst is saturation ﬁ re. All the missiles are launched 
  simultaneously, exploding in a square template measur-
  ing 12” to a side. Everything under the template takes 
  3d6 damage (HW) with no Agility roll allowed to escape 
  harm.
  The second is known as hollow ﬁ re. Instead of satu-
  rating the entire area, a hollow zone is left in the center 
  (by ﬁ ring selected rockets). Within the template is a sec-
  ond square, this one measuring 6” to a side and located 
  in the dead centre of the larger template. No rockets 
  impact on this point and shrapnel is negligible due to 
  the placement of the warheads. The designers hope this 
  will allow Knights in danger of being overrun to call in 
  artillery right on their preset coordinates and yet remain 
  safe. Who will be the ﬁ rst to test this dangerous theory in 
  the ﬁ eld remains to be seen.
  When launching saturation ﬁ re, the MRLS empties its 
  entire load in a single volley—its Bingo die is automati-
  cally considered a 1 as it must reload (a lengthy process). 
  Using hollow ﬁ re allows two volleys to be ﬁ red, but both 
  must be hollow ﬁ re.
  The Artillery Support Table has been modiﬁ ed to ac-
  count for the new weapon.
  MODIFIED ARTILLERY SUPPORT TABLE
  MODIFIED ARTILLERY SUPPORT TABLE
  d10 Type 
  Delay Die Bingo Die
  1 
  Judea Medium Tank 
  d4 
  d6
  2–3 
  Constantine SPA 
  d6 
  d10
  4–6 
  Basilica SPA 
  d6 
  d10
  7–8 
  Goliath 200mm MRLS 
  d4 
  d4
  9 
  Goliath 300mm MRLS 
  d4 
  d4
  10 
  Armageddon MRLS 
  d6 
  d4
  UNCHAINED ANGEL
  UNCHAINED ANGEL
  For all the media reports, the Sacri Ordines are not 
  indestructible or all-conquering. Inevitably, there comes 
  a time when a large unit is in danger of being overrun 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2222
  cies. A Knight may, however, use his sword in both hands 
  to increase the power of his blows.
  Using a sword in this manner gives the wielder –1 
  Parry and, naturally, requires him to have both hands 
  free. The upside is that the hero increases the weapon’s 
  damage die by one step.
  This one-dice bonus ignores the minimum Strength 
  rule. Thus, a Knight with Strength d8 would inﬂ ict 
  2d8+2 damage normally, but d8+d10+2 when swinging 
  his blade with both hands. A hero with Strength d4 (an 
  unlikely occurrence), would normally do just 2d4+2, but 
  using two hands he would deal out d4+d6+2 damage.
  PRESET ARTILLERY COORDINATES
  PRESET ARTILLERY COORDINATES
  Preset coordinates allow Knights to call in artillery 
  on predetermined targets. These must be static features, 
  such as a hill, section of wood, or a set of coordinates. 
  Only dedicated artillery support can be used in this man-
  ner. Due to the practicalities of forewarning an enemy by 
  ﬁ ring test shots, and because dedicated support is more 
  common on defensive missions, it is rarely used during 
  offensive actions.
  In order to set this up, the artillery battery ﬁ res war-
  heads which the forward observer continually adjusts 
  until he is happy with their accuracy. The coordinates are 
  then stored in the artillery system’s onboard computer, 
  allowing the artillery to automatically zero in when 
  needed.
  Unless time is an issue, the WM should assume dedi-
  cated artillery support type available to the Knights on a 
  defensive mission can be given up to four preset coordi-
  nates before the battle begins, thus allowing the Knights 
  a choice of targets.
  When called on to provide ﬁ re support, SPA rounds 
  ﬁ red on preset coordinates roll a d6–1 inches each turn 
  for deviation using a d12 to determine the direction. Roll 
  d10–1 for rockets.
  Indirect ﬁ re close support artillery, such as Levant and 
  Megiddo mortars, can use the same system if the Knights 
  had time to zero in on the coordinates. Deviation for 
  missed rounds launched in this manner is d6–1”.
  LASER GUIDED BOMBS
  LASER GUIDED BOMBS
  Laser guided bombs (LGBs) aren’t a new innovation 
  to mankind, though they are new to the Third Reforma-
  tion Church. The Battle of New Budapest convinced the 
  Ordines that precision bombing rather than the tradi-
  tional near-as-damn drops would ensure a higher enemy 
  mortality rate and reduce friendly-ﬁ re incidents and 
  collateral damage. The higher monetary cost involved in 
  manufacturing new ordnance and modifying aircraft is 
  countered by the need to drop fewer warheads to ensure 
  a direct hit.
  As of 2352, all aircraft dropping bombs use LGBs. 
  Deviation is 2d8–2”. Napalm, which tumbles through 
  the air unguided, retains the standard deviation rules of 
  1d10–1 x 3”.
  NEW ARTILLERY PIECE
  NEW ARTILLERY PIECE
  In early 2351 military scientists of the Church unveiled 
  a new artillery piece—the Armageddon MRLS. Existing 
  rocket launcher systems ﬁ red a handful of large caliber 
  rockets, often with mixed results due to their inherent 
  inaccuracy. The new weapon ﬁ res sixty smaller rockets, 
  saturating a much larger area though with less destruc-
  tive force.
  When unveiled, the Armageddon only ﬁ res HE 
  rounds. Within the year, it can ﬁ re any type of artillery 
  shells supported by standard MRLS artillery. In either 
  mode, deviation is as per a rocket barrage in Necropolis 
  2350. An Armageddon has two ﬁ ring modes.
  The ﬁ rst is saturation ﬁ re. All the missiles are launched 
  simultaneously, exploding in a square template measur-
  ing 12” to a side. Everything under the template takes 
  3d6 damage (HW) with no Agility roll allowed to escape 
  harm.
  The second is known as hollow ﬁ re. Instead of satu-
  rating the entire area, a hollow zone is left in the center 
  (by ﬁ ring selected rockets). Within the template is a sec-
  ond square, this one measuring 6” to a side and located 
  in the dead centre of the larger template. No rockets 
  impact on this point and shrapnel is negligible due to 
  the placement of the warheads. The designers hope this 
  will allow Knights in danger of being overrun to call in 
  artillery right on their preset coordinates and yet remain 
  safe. Who will be the ﬁ rst to test this dangerous theory in 
  the ﬁ eld remains to be seen.
  When launching saturation ﬁ re, the MRLS empties its 
  entire load in a single volley—its Bingo die is automati-
  cally considered a 1 as it must reload (a lengthy process). 
  Using hollow ﬁ re allows two volleys to be ﬁ red, but both 
  must be hollow ﬁ re.
  The Artillery Support Table has been modiﬁ ed to ac-
  count for the new weapon.
  MODIFIED ARTILLERY SUPPORT TABLE
  MODIFIED ARTILLERY SUPPORT TABLE
  d10 Type 
  Delay Die Bingo Die
  1 
  Judea Medium Tank 
  d4 
  d6
  2–3 
  Constantine SPA 
  d6 
  d10
  4–6 
  Basilica SPA 
  d6 
  d10
  7–8 
  Goliath 200mm MRLS 
  d4 
  d4
  9 
  Goliath 300mm MRLS 
  d4 
  d4
  10 
  Armageddon MRLS 
  d6 
  d4
  UNCHAINED ANGEL
  UNCHAINED ANGEL
  For all the media reports, the Sacri Ordines are not 
  indestructible or all-conquering. Inevitably, there comes 
  a time when a large unit is in danger of being overrun 
  
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  2323
  and requires immediate assistance from every source 
  available.
  The code phrase “Unchained Angel” is usable only by 
  Knight Commanders and above whose Banner or Battle 
  faces imminent and total destruction without outside 
  assistance. Few Knights below that rank even know the 
  phrase exists. Every aircraft within range is diverted to 
  the caller’s position and placed under his command.
  In game terms, the Knight rolls on the Air Support 
  Table. The aircraft indicated by the result arrives after 
  its Delay Die as normal. Each round for the next 2d6–1 
  consecutive rounds another aircraft arrives, one at a time 
  (don’t roll a Delay Die for these). Roll a d10 on the Air 
  Support Table at the start of each round to determine the 
  type of asset that answers the call. This represents the 
  aircraft being stacked over the battleﬁ eld awaiting a clear 
  run against a designated target.
  Each aircraft makes one attack run and then departs 
  (as if the Bingo Die came up a 1). This gives a wide-range 
  of support for an average of 7 consecutive rounds, but 
  the commander must use it wisely, as sustained ﬁ re is 
  not possible (due to aircraft being low on fuel once 
  they arrive or having used weapons on other missions 
  already).
  Unchained Angel can be used just once per day by a unit. 
  It can be used even if other support has previously been re-
  quested or the unit has no dedicated support assigned.
  Misusing the Unchained Angel signal is punishable by 
  a minimum of four years in the Penitents, followed by 
  loss of rank back to Knight and little hope of promotion 
  ever again.
  MARTYRDOM
  MARTYRDOM
  Replacement characters in Savage Worlds normally 
  begin at half the Experience of the previous hero.
  In Necropolis 2350, a hero who reaches Veteran or 
  Heroic and dies a noteworthy death against the Rephaim 
  may by labeled a Martyr of the Church by the Pope. In this 
  instance, a noteworthy death means ﬁ ghting a horde of 
  Rephaim in vicious hand-to-hand combat, not being blown 
  up in an artillery barrage or mineﬁ eld, shot while hiding in 
  cover, or gunned down by a lowly zombie from 48” away.
  The martyr’s replacement begins at 75% of his Experience. 
  A Legendary character who meets a similar death is replaced 
  by a hero with exactly the same Experience as the Martyr.
  Awarding martyrdom is the WM’s decision, but 
  it should not be over used. It should be given out as 
  a reward to players who have immersed themselves in 
  the campaign and added greatly to the game. As such, it 
  should be something players strive toward, not expect 
  to receive by default. As the Pope said in a speech before 
  the Battle of New Budapest, “A glorious death must be 
  earned, not sought.”
  Martyrs, when the body can be recovered, are buried 
  with full honors, either in their Preceptory cathedral or, 
  if the Knight was deemed important enough, in the main 
  cathedral in Vatican City. The Pope always attends, as 
  do senior members of the Curia and the Martyr’s Sacer 
  Ordo. A day of public mourning is declared, and media 
  channels devote large chunks of programming to the de-
  ceased’s life and deeds. With typical Church pragmatism, 
  multiple Martyrs are buried at once to ensure workers 
  don’t get too many holidays.
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Ablative vest
  +10
  5
  Covers torso; protects against lasers only, see notes
  HARD armor
  +8
  30
  Full body coverage, see notes
  Improved light armor
  +4
  8
  See notes
  Improved medium armor
  +6
  12
  See notes
  Tabernacle powered armor
  +10
  0
  See notes
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Min Str.
  Notes
  Cestus
  Str+d4
  —
  —
  Cannot be Disarmed
  RANGED WEAPONS
  RANGED WEAPONS
  Type
  Range
  Damage
  ROF
  Weight
  Shots
  Min Str. Notes
  Riﬂ es
  ALR
  24/48/96
  1-3d6*
  1
  20
  120
  d6
  AP 2; see notes
  Disc thrower
  12/24/48
  2d8
  1
  10
  10
  d6
  AP 2; see notes
  FAR Mk. II
  20/40/80
  1–3d6/2d8
  1/2
  12
  30
  d6
  AP 2, integral grenade launcher; see 
  notes
  * Increasing the damage uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  SACRI ORDINES UPDATE
  SACRI ORDINES UPDATE
  2323
  and requires immediate assistance from every source 
  available.
  The code phrase “Unchained Angel” is usable only by 
  Knight Commanders and above whose Banner or Battle 
  faces imminent and total destruction without outside 
  assistance. Few Knights below that rank even know the 
  phrase exists. Every aircraft within range is diverted to 
  the caller’s position and placed under his command.
  In game terms, the Knight rolls on the Air Support 
  Table. The aircraft indicated by the result arrives after 
  its Delay Die as normal. Each round for the next 2d6–1 
  consecutive rounds another aircraft arrives, one at a time 
  (don’t roll a Delay Die for these). Roll a d10 on the Air 
  Support Table at the start of each round to determine the 
  type of asset that answers the call. This represents the 
  aircraft being stacked over the battleﬁ eld awaiting a clear 
  run against a designated target.
  Each aircraft makes one attack run and then departs 
  (as if the Bingo Die came up a 1). This gives a wide-range 
  of support for an average of 7 consecutive rounds, but 
  the commander must use it wisely, as sustained ﬁ re is 
  not possible (due to aircraft being low on fuel once 
  they arrive or having used weapons on other missions 
  already).
  Unchained Angel can be used just once per day by a unit. 
  It can be used even if other support has previously been re-
  quested or the unit has no dedicated support assigned.
  Misusing the Unchained Angel signal is punishable by 
  a minimum of four years in the Penitents, followed by 
  loss of rank back to Knight and little hope of promotion 
  ever again.
  MARTYRDOM
  MARTYRDOM
  Replacement characters in Savage Worlds normally 
  begin at half the Experience of the previous hero.
  In Necropolis 2350, a hero who reaches Veteran or 
  Heroic and dies a noteworthy death against the Rephaim 
  may by labeled a Martyr of the Church by the Pope. In this 
  instance, a noteworthy death means ﬁ ghting a horde of 
  Rephaim in vicious hand-to-hand combat, not being blown 
  up in an artillery barrage or mineﬁ eld, shot while hiding in 
  cover, or gunned down by a lowly zombie from 48” away.
  The martyr’s replacement begins at 75% of his Experience. 
  A Legendary character who meets a similar death is replaced 
  by a hero with exactly the same Experience as the Martyr.
  Awarding martyrdom is the WM’s decision, but 
  it should not be over used. It should be given out as 
  a reward to players who have immersed themselves in 
  the campaign and added greatly to the game. As such, it 
  should be something players strive toward, not expect 
  to receive by default. As the Pope said in a speech before 
  the Battle of New Budapest, “A glorious death must be 
  earned, not sought.”
  Martyrs, when the body can be recovered, are buried 
  with full honors, either in their Preceptory cathedral or, 
  if the Knight was deemed important enough, in the main 
  cathedral in Vatican City. The Pope always attends, as 
  do senior members of the Curia and the Martyr’s Sacer 
  Ordo. A day of public mourning is declared, and media 
  channels devote large chunks of programming to the de-
  ceased’s life and deeds. With typical Church pragmatism, 
  multiple Martyrs are buried at once to ensure workers 
  don’t get too many holidays.
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Ablative vest
  +10
  5
  Covers torso; protects against lasers only, see notes
  HARD armor
  +8
  30
  Full body coverage, see notes
  Improved light armor
  +4
  8
  See notes
  Improved medium armor
  +6
  12
  See notes
  Tabernacle powered armor
  +10
  0
  See notes
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  Min Str.
  Notes
  Cestus
  Str+d4
  —
  —
  Cannot be Disarmed
  RANGED WEAPONS
  RANGED WEAPONS
  Type
  Range
  Damage
  ROF
  Weight
  Shots
  Min Str. Notes
  Riﬂ es
  ALR
  24/48/96
  1-3d6*
  1
  20
  120
  d6
  AP 2; see notes
  Disc thrower
  12/24/48
  2d8
  1
  10
  10
  d6
  AP 2; see notes
  FAR Mk. II
  20/40/80
  1–3d6/2d8
  1/2
  12
  30
  d6
  AP 2, integral grenade launcher; see 
  notes
  * Increasing the damage uses a like number of shots. A 3d6 attack, for instance, uses 3 shots.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2424
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  ROF
  Shots
  Min Str.
  Notes
  Dove AT-3
  30/60/120
  3d8
  22
  1
  6
  d8
  AP 40; HW; Medium Burst; see 
  notes
  Hand ﬂ amer
  Cone
  2d10
  10
  1
  5+5
  d8
  Ignores armor
  Maximus RGL
  20/40/80
  as grenade
  14
  1
  20
  d8
  Grenade
  Baton
  10/20/40*
  2d6
  0.5
  1
  —
  —
  See notes
  Canister
  10/20/40*
  1–3d8
  0.5
  1
  —
  —
  See notes
  Defoliant
  5/10/20**
  —
  0.5
  1
  —
  —
  Small Burst, see notes
  Foam
  5/10/20**
  —
  0.5
  1
  —
  —
  See notes
  HEAP
  As GL
  4d8
  0.5
  1
  —
  —
  AP 12, Small Burst, HW
  HEDP
  As GL
  3d8
  0.5
  1
  —
  —
  AP 8 (HW) or AP 4, Medium 
  Burst, see notes
  Incendiary II
  Cone*
  2d8
  0.5
  1
  —
  —
  Ignores armor
  Screamer
  5/10/20**
  Special
  0.5
  1
  —
  —
  Medium Burst; see notes
  Smoke
  5/10/20**
  —
  0.5
  1
  —
  —
  See notes
  Stun
  5/10/20**
  Special
  0.5
  1
  —
  —
  Medium Burst, see notes
  * Cannot be thrown. Range is from any grenade launcher.
  ** Thrown range. Grenades ﬁ red from a grenade launcher use the GL range brackets.
  VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  Type
  Range
  Damage
  Burst
  ROF
  Shots
  Notes
  Maximus HGL
  20/40/80
  as grenade
  as grenade
  1
  100
  See notes
  AMMUNITION
  AMMUNITION
  Type 
  Weight
  Notes
  Discs, ceramic
  5
  Ten-round magazine
  Dove AT–3 rocket
  2
  One rocket
  FAR II
  2
  One magazine
  Hand ﬂ amer tank
  2
  Holds 5 shots (each hand ﬂ amer mounts two tanks)
  MUNDANE GEAR
  MUNDANE GEAR
  Item
  Weight
  Notes
  Comm relay
  12
  Boosts radio transmission range
  Cutter/welder
  1
  See notes
  HARD air tank
  30
  Contains 6 hours of air, see notes
  Jammer
  3
  Blocks radio communication
  Portable aide
  6
  See notes
  Shelter
  2000
  Sleeps six
  Shelter, HARD
  8000
  Sleeps six, environmentally shielded
  Thermal suit
  5
  Negates Thermal Vision, cannot be worn with full armor
  Coolant canister
  2
  Lasts for four hours
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2424
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  ROF
  Shots
  Min Str.
  Notes
  Dove AT-3
  30/60/120
  3d8
  22
  1
  6
  d8
  AP 40; HW; Medium Burst; see 
  notes
  Hand ﬂ amer
  Cone
  2d10
  10
  1
  5+5
  d8
  Ignores armor
  Maximus RGL
  20/40/80
  as grenade
  14
  1
  20
  d8
  Grenade
  Baton
  10/20/40*
  2d6
  0.5
  1
  —
  —
  See notes
  Canister
  10/20/40*
  1–3d8
  0.5
  1
  —
  —
  See notes
  Defoliant
  5/10/20**
  —
  0.5
  1
  —
  —
  Small Burst, see notes
  Foam
  5/10/20**
  —
  0.5
  1
  —
  —
  See notes
  HEAP
  As GL
  4d8
  0.5
  1
  —
  —
  AP 12, Small Burst, HW
  HEDP
  As GL
  3d8
  0.5
  1
  —
  —
  AP 8 (HW) or AP 4, Medium 
  Burst, see notes
  Incendiary II
  Cone*
  2d8
  0.5
  1
  —
  —
  Ignores armor
  Screamer
  5/10/20**
  Special
  0.5
  1
  —
  —
  Medium Burst; see notes
  Smoke
  5/10/20**
  —
  0.5
  1
  —
  —
  See notes
  Stun
  5/10/20**
  Special
  0.5
  1
  —
  —
  Medium Burst, see notes
  * Cannot be thrown. Range is from any grenade launcher.
  ** Thrown range. Grenades ﬁ red from a grenade launcher use the GL range brackets.
  VEHICULAR WEAPONS
  VEHICULAR WEAPONS
  Type
  Range
  Damage
  Burst
  ROF
  Shots
  Notes
  Maximus HGL
  20/40/80
  as grenade
  as grenade
  1
  100
  See notes
  AMMUNITION
  AMMUNITION
  Type 
  Weight
  Notes
  Discs, ceramic
  5
  Ten-round magazine
  Dove AT–3 rocket
  2
  One rocket
  FAR II
  2
  One magazine
  Hand ﬂ amer tank
  2
  Holds 5 shots (each hand ﬂ amer mounts two tanks)
  MUNDANE GEAR
  MUNDANE GEAR
  Item
  Weight
  Notes
  Comm relay
  12
  Boosts radio transmission range
  Cutter/welder
  1
  See notes
  HARD air tank
  30
  Contains 6 hours of air, see notes
  Jammer
  3
  Blocks radio communication
  Portable aide
  6
  See notes
  Shelter
  2000
  Sleeps six
  Shelter, HARD
  8000
  Sleeps six, environmentally shielded
  Thermal suit
  5
  Negates Thermal Vision, cannot be worn with full armor
  Coolant canister
  2
  Lasts for four hours
  
  For I also am a man set under authority, having un-
  der me soldiers, and I say unto one, Go, and he goeth; 
  and to another, Come, and he cometh; and to my ser-
  vant, Do this, and he doeth it.
  Luke 7:8
  This chapter takes a look at battle ﬂ ags, the strength 
  of the Sacri Ordines, and the various types of Lances, and 
  details a typical mid-size Preceptory. The latter is ideal for 
  the headquarters of the player Knights.
  BATTLE FLAGS
  BATTLE FLAGS
  Every Lance, Banner, Squadron, and Battle within 
  each Sacer Ordo has a battle ﬂ ag, known as a vexillum 
  (but it can also be referred to as a standard).
  A Battle’s standard is marked solely with the Battle 
  group’s name, that being one of the many popes of his-
  tory. A Squadron’s ﬂ ag has the addition of the Precepto-
  ry’s name beneath that of the Battle group. A Banner’s 
  vexillum lists its designation letter, while a Lance has its 
  designation number as well.
  The Pope can grant each formation honors for service 
  in campaigns, earning the unit the right to display them 
  on their vexillum as well as memorabilia. The more en-
  gagements the unit ﬁ ghts in, the more honors it earns 
  and the greater its reputation among the Sacri Ordines 
  and populace in general.
  Recruitment levels and merchandise sales for units 
  with high honors are often as much as 33% higher than 
  less-renowned units. In a bid to curb reckless expen-
  diture of men and materiel, the Pope does not reward 
  bravery, only victory.
  Until the start of 2351, vexilli were displayed outside 
  a Preceptory’s headquarters building and only ever car-
  ried during parades. However, during the now-legendary 
  Battle of New Budapest, several waves of reinforcements 
  carried their standards into the heart of the conﬂ ict to 
  spur on the troops. The Pope has now decreed that com-
  bat units may carry their vexillum into battle.
  This provides a great psychological boost to the men, 
  but does come with a drawback—the Pope has person-
  ally sanctiﬁ ed each and every vexillum and losing it to 
  enemy forces carries severe punishments.
  Ten percent of the unit, drawn by random lot, is sent 
  to the Penitents for a minimum two-year period. The 
  standard bearer automatically receives this punishment 
  and after serving his term is excommunicated and ex-
  pelled from the Ordo. The other 90% receive 100 lashes 
  each from their comrades in the Preceptory.
  Worse still, in terms of future recruitment, every 
  battle honor is stripped from the unit. This can also have 
  a negative impact on proﬁ ts from merchandising.
  One Knight from each formation has sole responsibil-
  ity for the vexillum. It is his job to ensure it remains in 
  good order and to carry it on parade or in battle. Should 
  he fall in action, it is the sworn duty of the nearest sol-
  dier, regardless of rank, status, or occupation, to pick it 
  up and carry it forth.
  On more than one occasion a Sergeant has retrieved a 
  fallen standard. Such men, should they survive, are often 
  knighted as reward for saving the honor and reputation 
  of the unit.
  When stored in the Preceptory, the Banner’s battle 
  ﬂ ags form a processional path outside the headquarters 
  building. The Squadron’s vexilli hangs over the main 
  doors and the Banners’ standards form two ranks at 
  ground level. All personnel approaching the doors are 
  expected to walk between the rows with their heads 
  bowed to honor those who have fallen in battle—cross-
  ing through them or raising one’s head is a minor sin 
  punishable by 20 lashes. The Lances’ vexilli ring the 
  parade ground, spaced equidistantly.
  Typically, the appropriate standards are lowered to 
  half mast after battles to honor the dead. For instance, 
  if a single Knight fell, his Lance, Banner, and Squadron 
  ﬂ ags would be lowered as a mark of respect. By tradition, 
  the lowering of every ﬂ ag only occurs on the death of 
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  2525
  For I also am a man set under authority, having un-
  der me soldiers, and I say unto one, Go, and he goeth; 
  and to another, Come, and he cometh; and to my ser-
  vant, Do this, and he doeth it.
  Luke 7:8
  This chapter takes a look at battle ﬂ ags, the strength 
  of the Sacri Ordines, and the various types of Lances, and 
  details a typical mid-size Preceptory. The latter is ideal for 
  the headquarters of the player Knights.
  BATTLE FLAGS
  BATTLE FLAGS
  Every Lance, Banner, Squadron, and Battle within 
  each Sacer Ordo has a battle ﬂ ag, known as a vexillum 
  (but it can also be referred to as a standard).
  A Battle’s standard is marked solely with the Battle 
  group’s name, that being one of the many popes of his-
  tory. A Squadron’s ﬂ ag has the addition of the Precepto-
  ry’s name beneath that of the Battle group. A Banner’s 
  vexillum lists its designation letter, while a Lance has its 
  designation number as well.
  The Pope can grant each formation honors for service 
  in campaigns, earning the unit the right to display them 
  on their vexillum as well as memorabilia. The more en-
  gagements the unit ﬁ ghts in, the more honors it earns 
  and the greater its reputation among the Sacri Ordines 
  and populace in general.
  Recruitment levels and merchandise sales for units 
  with high honors are often as much as 33% higher than 
  less-renowned units. In a bid to curb reckless expen-
  diture of men and materiel, the Pope does not reward 
  bravery, only victory.
  Until the start of 2351, vexilli were displayed outside 
  a Preceptory’s headquarters building and only ever car-
  ried during parades. However, during the now-legendary 
  Battle of New Budapest, several waves of reinforcements 
  carried their standards into the heart of the conﬂ ict to 
  spur on the troops. The Pope has now decreed that com-
  bat units may carry their vexillum into battle.
  This provides a great psychological boost to the men, 
  but does come with a drawback—the Pope has person-
  ally sanctiﬁ ed each and every vexillum and losing it to 
  enemy forces carries severe punishments.
  Ten percent of the unit, drawn by random lot, is sent 
  to the Penitents for a minimum two-year period. The 
  standard bearer automatically receives this punishment 
  and after serving his term is excommunicated and ex-
  pelled from the Ordo. The other 90% receive 100 lashes 
  each from their comrades in the Preceptory.
  Worse still, in terms of future recruitment, every 
  battle honor is stripped from the unit. This can also have 
  a negative impact on proﬁ ts from merchandising.
  One Knight from each formation has sole responsibil-
  ity for the vexillum. It is his job to ensure it remains in 
  good order and to carry it on parade or in battle. Should 
  he fall in action, it is the sworn duty of the nearest sol-
  dier, regardless of rank, status, or occupation, to pick it 
  up and carry it forth.
  On more than one occasion a Sergeant has retrieved a 
  fallen standard. Such men, should they survive, are often 
  knighted as reward for saving the honor and reputation 
  of the unit.
  When stored in the Preceptory, the Banner’s battle 
  ﬂ ags form a processional path outside the headquarters 
  building. The Squadron’s vexilli hangs over the main 
  doors and the Banners’ standards form two ranks at 
  ground level. All personnel approaching the doors are 
  expected to walk between the rows with their heads 
  bowed to honor those who have fallen in battle—cross-
  ing through them or raising one’s head is a minor sin 
  punishable by 20 lashes. The Lances’ vexilli ring the 
  parade ground, spaced equidistantly.
  Typically, the appropriate standards are lowered to 
  half mast after battles to honor the dead. For instance, 
  if a single Knight fell, his Lance, Banner, and Squadron 
  ﬂ ags would be lowered as a mark of respect. By tradition, 
  the lowering of every ﬂ ag only occurs on the death of 
  MILITIA DEI
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  2525
  
  NECROPOLIS 2350: 2351-55 UPDATE
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  2626
  a Pope (which has yet to happen) or the Ordo’s Grand 
  Master. After massive engagements, there is always the 
  chance that every Lance and Banner will have lost at least 
  one member. To ensure one ﬂ ag always remains ﬂ ying, 
  most Preceptories invent a Banner, ofﬁ cially designated 
  Banner Z. The ﬂ ag is always plain white and marked with 
  a simple cross.
  MILITARY STRENGTH
  MILITARY STRENGTH
  To date, there have been 299 accepted popes, includ-
  ing the current pontiff. Of these, 266 were used to name 
  the original Battles (Benedict XVI was the last one used 
  in this manner). Of the remaining 32, 10 have been as-
  signed to the new Sacri Ordines and 22 held in reserve 
  for future expansion. No Battles are currently named for 
  Pope John XXIV.
  With 276 working Commanderies, each with a maxi-
  mum of 10 Preceptories, it falls to reason there are a 
  maximum of 2760 Preceptories. At full strength, some-
  thing no Sacer Ordo has yet achieved across its Com-
  manderies, there would be around 6,600,000 Knights, 
  with 90% of these being active combatants of one type of 
  another. Adding to this are the Sergeants, who outnum-
  ber Knights by almost ten-to-one, for a total strength of 
  some 70 million men. Given the entire Church popula-
  tion at the last census in 2350 was just shy of 460 million, 
  this would mean one citizen in every seven is a soldier.
  In truth, actual ﬁ gures are closer to 2 million Knights 
  and 18 million Sergeants, or approximately 4.4% of the 
  population. For a comparison, the top 100 countries on 
  Earth during the early 21st century, in terms of military 
  strength, totaled just under 60 million troops including 
  reservists and volunteers, or around 0.8% of the world’s 
  population.
  However, these countries were not ﬁ ghting a lengthy 
  and bitter war for the survival of their species and many 
  reservists were never called up to ﬁ ght.
  OTHER LANCES
  OTHER LANCES
  As listed in Necropolis 2350, a standard Infantry Lance 
  typically has 4–6 members. Of these, one is a Senior 
  Knight, one Infantry Support, one Combat Medic, and 
  one to three are Infantry. Most Lances are kept at ﬁ ve 
  members, so-called “readiness strength.”
  Infantry Lances are, however, highly organic, and 
  troops are added or removed as required for each mis-
  sion. To support this ﬂ exibility, a range of other common 
  Lance types exist. Again, numbers are based on ﬁ ve 
  members for ease.
  Most Lances are actually “paper Lances,” in that they 
  exist only on ofﬁ cial records. During an operation, it is 
  not unusual for an Armor Lance to be split between up 
  to ﬁ ve Infantry Lances to provide individual vehicular 
  support, or for an infantryman to be removed from an 
  Infantry Lance and replaced with a specialist, such as a 
  Scout or Combat Engineer. When this occurs, all Lance 
  members become part of the Lance they join and serve 
  under its commander.
  Thus, while on paper a Senior Knight controls just a 
  single Lance, in the ﬁ eld he may actually command mul-
  tiple Lance elements, such as his own Infantry Lance, a 
  vehicle from an Armor Lance, elements of an Anti-Tank 
  Lance, and perhaps part of a Scout Lance. Who is in over-
  all command depends on the speciﬁ c battle orders.
  AIR SUPPORT
  AIR SUPPORT
  Air Support Lances are used to destroy or suppress 
  enemy air and ground units, or to ferry troops into and 
  out of battle. Air Support Lances never contain mixed 
  aircraft on paper, though battleﬁ eld requirements mean 
  that this is actually the most common type of Lance. 
  Thus, in theory at least, there are ﬁ ve distinct types of Air 
  Support Lance available to the Ordines.
  Partly in a bid to keep crew numbers down, and partly 
  due to budgetary constraints during the design phase, all 
  Church combat aircraft require a crew of two, a pilot and 
  gunner (or bombardier in bombers).
  Personnel: 10 (all Vehicle Crew, one of whom, jok-
  ingly called the Choirmaster, is a Senior Knight).
  Vehicles: 5 aircraft (Archangel, Angel, Crown, Deliv-
  erance, or Scourge).
  ARMOR
  ARMOR
  Despite possessing devastating ﬁ repower, Armor 
  Lances are rarely sent into action without infantry troops 
  in support. Even the mightiest main battle tank can be de-
  stroyed or disabled by a well-placed demolition charge, 
  and mines are a constant problem along the front line
  Armor Lances are designated as heavy, medium, or 
  light, depending on the vehicles used. Armor Banners 
  rarely comprise more than ten Lances in total, even in 
  frontline Preceptories. Only the Templars regularly main-
  tain Armor Banners of 20 Lances, but they have far fewer 
  infantry Lances at their disposal.
  While Armor Lances often work together, all vehicles 
  with a given organizational Lance are of the same exact 
  type. Thus, while the Nazareth and Puriﬁ ers are both light 
  tanks, they are never found in the same paper Lance.
  Personnel: 15 (Vehicle Crew, one of whom is a Senior 
  Knight).
  Vehicles: 5 ground vehicles.
  ARTILLERY, ANTI-TANK
  ARTILLERY, ANTI-TANK
  Anti-Tank Lances are made up of four close support 
  artillery pieces with two Infantry Support Knights to pro-
  vide protection from enemy infantry attacks.
  They are deployed only against enemy fortiﬁ cations 
  or light armor, lacking the capability to deliver much 
  damage against dispersed infantry formations. 
  Standard Church design has ensured every close 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2626
  a Pope (which has yet to happen) or the Ordo’s Grand 
  Master. After massive engagements, there is always the 
  chance that every Lance and Banner will have lost at least 
  one member. To ensure one ﬂ ag always remains ﬂ ying, 
  most Preceptories invent a Banner, ofﬁ cially designated 
  Banner Z. The ﬂ ag is always plain white and marked with 
  a simple cross.
  MILITARY STRENGTH
  MILITARY STRENGTH
  To date, there have been 299 accepted popes, includ-
  ing the current pontiff. Of these, 266 were used to name 
  the original Battles (Benedict XVI was the last one used 
  in this manner). Of the remaining 32, 10 have been as-
  signed to the new Sacri Ordines and 22 held in reserve 
  for future expansion. No Battles are currently named for 
  Pope John XXIV.
  With 276 working Commanderies, each with a maxi-
  mum of 10 Preceptories, it falls to reason there are a 
  maximum of 2760 Preceptories. At full strength, some-
  thing no Sacer Ordo has yet achieved across its Com-
  manderies, there would be around 6,600,000 Knights, 
  with 90% of these being active combatants of one type of 
  another. Adding to this are the Sergeants, who outnum-
  ber Knights by almost ten-to-one, for a total strength of 
  some 70 million men. Given the entire Church popula-
  tion at the last census in 2350 was just shy of 460 million, 
  this would mean one citizen in every seven is a soldier.
  In truth, actual ﬁ gures are closer to 2 million Knights 
  and 18 million Sergeants, or approximately 4.4% of the 
  population. For a comparison, the top 100 countries on 
  Earth during the early 21st century, in terms of military 
  strength, totaled just under 60 million troops including 
  reservists and volunteers, or around 0.8% of the world’s 
  population.
  However, these countries were not ﬁ ghting a lengthy 
  and bitter war for the survival of their species and many 
  reservists were never called up to ﬁ ght.
  OTHER LANCES
  OTHER LANCES
  As listed in Necropolis 2350, a standard Infantry Lance 
  typically has 4–6 members. Of these, one is a Senior 
  Knight, one Infantry Support, one Combat Medic, and 
  one to three are Infantry. Most Lances are kept at ﬁ ve 
  members, so-called “readiness strength.”
  Infantry Lances are, however, highly organic, and 
  troops are added or removed as required for each mis-
  sion. To support this ﬂ exibility, a range of other common 
  Lance types exist. Again, numbers are based on ﬁ ve 
  members for ease.
  Most Lances are actually “paper Lances,” in that they 
  exist only on ofﬁ cial records. During an operation, it is 
  not unusual for an Armor Lance to be split between up 
  to ﬁ ve Infantry Lances to provide individual vehicular 
  support, or for an infantryman to be removed from an 
  Infantry Lance and replaced with a specialist, such as a 
  Scout or Combat Engineer. When this occurs, all Lance 
  members become part of the Lance they join and serve 
  under its commander.
  Thus, while on paper a Senior Knight controls just a 
  single Lance, in the ﬁ eld he may actually command mul-
  tiple Lance elements, such as his own Infantry Lance, a 
  vehicle from an Armor Lance, elements of an Anti-Tank 
  Lance, and perhaps part of a Scout Lance. Who is in over-
  all command depends on the speciﬁ c battle orders.
  AIR SUPPORT
  AIR SUPPORT
  Air Support Lances are used to destroy or suppress 
  enemy air and ground units, or to ferry troops into and 
  out of battle. Air Support Lances never contain mixed 
  aircraft on paper, though battleﬁ eld requirements mean 
  that this is actually the most common type of Lance. 
  Thus, in theory at least, there are ﬁ ve distinct types of Air 
  Support Lance available to the Ordines.
  Partly in a bid to keep crew numbers down, and partly 
  due to budgetary constraints during the design phase, all 
  Church combat aircraft require a crew of two, a pilot and 
  gunner (or bombardier in bombers).
  Personnel: 10 (all Vehicle Crew, one of whom, jok-
  ingly called the Choirmaster, is a Senior Knight).
  Vehicles: 5 aircraft (Archangel, Angel, Crown, Deliv-
  erance, or Scourge).
  ARMOR
  ARMOR
  Despite possessing devastating ﬁ repower, Armor 
  Lances are rarely sent into action without infantry troops 
  in support. Even the mightiest main battle tank can be de-
  stroyed or disabled by a well-placed demolition charge, 
  and mines are a constant problem along the front line
  Armor Lances are designated as heavy, medium, or 
  light, depending on the vehicles used. Armor Banners 
  rarely comprise more than ten Lances in total, even in 
  frontline Preceptories. Only the Templars regularly main-
  tain Armor Banners of 20 Lances, but they have far fewer 
  infantry Lances at their disposal.
  While Armor Lances often work together, all vehicles 
  with a given organizational Lance are of the same exact 
  type. Thus, while the Nazareth and Puriﬁ ers are both light 
  tanks, they are never found in the same paper Lance.
  Personnel: 15 (Vehicle Crew, one of whom is a Senior 
  Knight).
  Vehicles: 5 ground vehicles.
  ARTILLERY, ANTI-TANK
  ARTILLERY, ANTI-TANK
  Anti-Tank Lances are made up of four close support 
  artillery pieces with two Infantry Support Knights to pro-
  vide protection from enemy infantry attacks.
  They are deployed only against enemy fortiﬁ cations 
  or light armor, lacking the capability to deliver much 
  damage against dispersed infantry formations. 
  Standard Church design has ensured every close 
  
  MILITIA DEI
  MILITIA DEI
  2727
  support artillery piece requires just two crewmembers, 
  allowing great ﬂ exibility in terms of ﬁ repower.
  Personnel: 10 (eight Artillerists, one of whom is a 
  Senior Knight, and two Infantry Support Knights).
  Guns: Four guns (SBAC 25mm, SBAC 50mm, or Jeri-
  cho). These may be used in any combination. Typically a 
  Preceptory stocks all three, allowing variation based on 
  speciﬁ c mission objectives.
  Vehicles: None as standard. Guns are usually carried 
  into battle attached to Prophets transporting infantry. As 
  of 2352, the MCSAV replaces most guns (requiring Artil-
  lerists to have some Driving skill).
  ARTILLERY, INFANTRY SUPPORT
  ARTILLERY, INFANTRY SUPPORT
  ISA Lances are assigned to Infantry Lances to provide 
  close range artillery support through Levant ﬁ eld mor-
  tars. Typically they are used to soften enemy infantry 
  positions before an advance or conduct suppressive ﬁ re 
  as the infantry moves to engage.
  Personnel: 5 (ﬁ ve Artillerists, one of whom is a Se-
  nior Knight).
  Vehicles: None as standard. When required for sus-
  tained or mobile ﬁ re support they are assigned a Prophet 
  (with two Knight Vehicle Crew).
  ARTILLERY, MOBILE
  ARTILLERY, MOBILE
  Mobile artillery comprises MRLS and SPA batteries. 
  These are rarely seen on the frontline. It is not uncom-
  mon for them to be 
  provided with an In-
  fantry Support Lance 
  for security.
  In terms of man-
  power, Mobile Artil-
  lery Lances are the 
  largest regular Lance 
  formation.
  Personnel: 
  20 
  (20 Artillerists, one 
  of whom is a Senior 
  Knight with the title 
  Battery 
  Command-
  er).
  Vehicles: 5 mo-
  bile artillery pieces 
  (Basilica, 
  Constan-
  tine, or Goliath).
  ASSAULT
  ASSAULT
  When the Church 
  faces enemy armor 
  or hardpoints it must 
  take intact, or when 
  ﬁ ghting 
  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 elit 
  force, their comrades routinely label them “the Crazy 
  Gang,” for they go where other Knights fear to tread.
  Personnel: 5 (ﬁ ve Assault Knights, one of whom is 
  a Senior Knight, though sometimes a Knight Artillerist 
  replaces one soldier to allow added ﬁ repower).
  Vehicles: None.
  COMBAT ENGINEER
  COMBAT ENGINEER
  Laying mines, clearing enemy mineﬁ elds, communi-
  cations, laying bridges and a host of other duties fall to 
  the Combat Engineers. As with other Lances, mobility is 
  provided by Prophet APCs when required.
  Personnel: 5 (four Combat Engineers, one of whom 
  is a Senior Knight, and one Infantry Support gunner).
  Vehicles: None as standard.
  COMMAND
  COMMAND
  Command Lances rarely ever operate as a complete 
  Lance. Instead, they divide their vehicles as necessary to 
  provide command support for other Lances. Often, they 
  serve in different Banners while in the ﬁ eld, the senior 
  commanders using the Eloi APCs as their headquarters.
  Personnel: 10 (all Vehicle Crew, one of whom is a Se-
  nior Knight). Command staff are assigned as required.
  Vehicles: 5 Eloi command vehicles.
  MILITIA DEI
  MILITIA DEI
  2727
  support artillery piece requires just two crewmembers, 
  allowing great ﬂ exibility in terms of ﬁ repower.
  Personnel: 10 (eight Artillerists, one of whom is a 
  Senior Knight, and two Infantry Support Knights).
  Guns: Four guns (SBAC 25mm, SBAC 50mm, or Jeri-
  cho). These may be used in any combination. Typically a 
  Preceptory stocks all three, allowing variation based on 
  speciﬁ c mission objectives.
  Vehicles: None as standard. Guns are usually carried 
  into battle attached to Prophets transporting infantry. As 
  of 2352, the MCSAV replaces most guns (requiring Artil-
  lerists to have some Driving skill).
  ARTILLERY, INFANTRY SUPPORT
  ARTILLERY, INFANTRY SUPPORT
  ISA Lances are assigned to Infantry Lances to provide 
  close range artillery support through Levant ﬁ eld mor-
  tars. Typically they are used to soften enemy infantry 
  positions before an advance or conduct suppressive ﬁ re 
  as the infantry moves to engage.
  Personnel: 5 (ﬁ ve Artillerists, one of whom is a Se-
  nior Knight).
  Vehicles: None as standard. When required for sus-
  tained or mobile ﬁ re support they are assigned a Prophet 
  (with two Knight Vehicle Crew).
  ARTILLERY, MOBILE
  ARTILLERY, MOBILE
  Mobile artillery comprises MRLS and SPA batteries. 
  These are rarely seen on the frontline. It is not uncom-
  mon for them to be 
  provided with an In-
  fantry Support Lance 
  for security.
  In terms of man-
  power, Mobile Artil-
  lery Lances are the 
  largest regular Lance 
  formation.
  Personnel: 
  20 
  (20 Artillerists, one 
  of whom is a Senior 
  Knight with the title 
  Battery 
  Command-
  er).
  Vehicles: 5 mo-
  bile artillery pieces 
  (Basilica, 
  Constan-
  tine, or Goliath).
  ASSAULT
  ASSAULT
  When the Church 
  faces enemy armor 
  or hardpoints it must 
  take intact, or when 
  ﬁ ghting 
  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 elit 
  force, their comrades routinely label them “the Crazy 
  Gang,” for they go where other Knights fear to tread.
  Personnel: 5 (ﬁ ve Assault Knights, one of whom is 
  a Senior Knight, though sometimes a Knight Artillerist 
  replaces one soldier to allow added ﬁ repower).
  Vehicles: None.
  COMBAT ENGINEER
  COMBAT ENGINEER
  Laying mines, clearing enemy mineﬁ elds, communi-
  cations, laying bridges and a host of other duties fall to 
  the Combat Engineers. As with other Lances, mobility is 
  provided by Prophet APCs when required.
  Personnel: 5 (four Combat Engineers, one of whom 
  is a Senior Knight, and one Infantry Support gunner).
  Vehicles: None as standard.
  COMMAND
  COMMAND
  Command Lances rarely ever operate as a complete 
  Lance. Instead, they divide their vehicles as necessary to 
  provide command support for other Lances. Often, they 
  serve in different Banners while in the ﬁ eld, the senior 
  commanders using the Eloi APCs as their headquarters.
  Personnel: 10 (all Vehicle Crew, one of whom is a Se-
  nior Knight). Command staff are assigned as required.
  Vehicles: 5 Eloi command vehicles.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2828
  FIELD HOSPITAL
  FIELD HOSPITAL
  Field Hospitals are kept in the rear and are usu-
  ally protected by a minimum of three Infantry Lances. 
  When casualties occur, the Samaritan APC is sent into 
  the action along with two medics. Air Logistic (Medevac) 
  Lances are usually assigned to Field Hospitals in major 
  engagements.
  Personnel: 7 (three Combat Medics, one of whom is 
  a Senior Knight, two Chaplains, and two Vehicle Crew 
  with basic ﬁ rst aid training (Healing d4)).
  Vehicles: 1 Samaritan APC.
  HARD
  HARD
  HARD Lances are only used in hazardous environ-
  ments, whether these are radioactive zones, areas of 
  contagion, or chemically saturated locations. They are 
  most often employed as emergency rescue crews.
  Personnel: 5 (ﬁ ve HARD Knights, one of who is a 
  Senior Knight. Three are technical specialists and two 
  medics).
  Vehicles: 1 HARD Prophet (but no crew).
  INQUISITORIAL
  INQUISITORIAL
  Only the Teutonics works closely enough with the 
  Inquisition to ﬁ eld these Lances. Unlike regular Lances, 
  they are commanded by an Inquisitor. They are univer-
  sally despised by Impalers, Incinerators, Preachers, and 
  Templars, who view them as little more than Inquisitorial 
  lapdogs.
  Personnel: 5 (one Inquisitor and four Knights of his 
  choosing).
  Vehicles: None as standard.
  LOGISTICS, AIR
  LOGISTICS, AIR
  Air Logistics carry supplies to remote battleﬁ elds and 
  provide emergency aid when the situation requires it. 
  There are two speciﬁ c Air Logistics Lances—Medevac 
  and Cargo—and these are never mixed.
  Personnel: 10 (Vehicle Crew, one of whom is a Senior 
  Knight who carries the title Loadmaster)
  Vehicles: 5 dropships. Medevac Lances use Gabriel 
  variants while Cargo Lances ﬂ y the Pedael.
  LOGISTICS, GROUND
  LOGISTICS, GROUND
  Ground Logistics support infantry and armor assaults 
  by delivering supplies and ammunition, as well as pro-
  viding emergency repair facilities. Although not trained 
  to ﬁ ght as infantry, their duties require them to drive into 
  the thick of the action to make their deliveries.
  Personnel: 12 (ten Vehicle Crew, one of whom is a 
  Senior Knight who carries the title Loadmaster, and two 
  Combat Engineers).
  Vehicles: 5 (one Ezekiel repair truck and four Job 
  cargo transports).
  LOGISTICS, TRANSPORT
  LOGISTICS, TRANSPORT
  The infantry may be the backbone of the Sacri Or-
  dines, but they can’t get very far without the support of 
  the Transport Logistic Lances and their Prophet APCs. 
  There are calls for each Infantry Lance to be assigned 
  a permanent Prophet and crew, so the two groups can 
  develop their own tactics and more efﬁ cient ways of 
  working. Critics who oppose the system point out that 
  if a Prophet is suddenly forced to switch to a new Lance 
  there is likely to be tactical blunders based on over famil-
  iarity with one Lance’s methods of operating in the ﬁ eld. 
  There is also, they add, the danger that with speciﬁ c 
  Prophet’s appointed to a Lance there may be no vehicles 
  available in emergencies.
  Personnel: 10 (all Vehicle Crew, one of whom is a 
  Senior Knight who carries the title Loadmaster)
  Vehicles: 5 Prophet APCs.
  MARITIME ASSAULT
  MARITIME ASSAULT
  Maritime Assault Lances are the rarest of the Sacri 
  Ordines’ Lances. Coastal Preceptories are usually close 
  to (if not actually) busy ports. Despite the name, these 
  Lances are usually for escort purposes and coastal de-
  fense, not assaulting enemy positions (although they 
  have provided artillery support for amphibious assaults). 
  Few coastal Preceptories actually maintain a full Lance of 
  these vessels.
  Personnel: 60 (all Vehicle Crew, one of whom is a 
  Senior Knight).
  Vehicles: 5 Jonah light destroyers.
  MARITIME PATROL
  MARITIME PATROL
  Maritime Patrol Lances are actually found only in 
  Preceptories on major rivers or areas of marsh and 
  swamp—the shallow bottom of the PBR makes it unsuit-
  able for sailing on open water. Although capable of con-
  ducting combat actions, maritime patrols are primarily 
  concerned with border defense and thwarting enemy 
  incursions.
  Personnel: 30 (all Vehicle Crew, one of whom is a 
  Senior Knight).
  Vehicles: 5 Galilee PBRs.
  SCOUT
  SCOUT
  Inﬁ ltration, assassination, reconnaissance, and artil-
  lery spotting are the duties of the Scouts. Although many 
  younger Knights consider Scouts the elite of the Sacri Or-
  dines, they quickly learn that every Knight has an equally 
  important role to play. They are jokingly called Ghost 
  Lances because they aren’t meant to be seen.
  Personnel: 5 (ﬁ ve Scouts, one of whom is a Senior 
  Knight. When artillery spotting, one Scout is often 
  swapped for an Artillerist.).
  Vehicles: None as standard (may be issued Daniel or 
  Sinai vehicles).
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  2828
  FIELD HOSPITAL
  FIELD HOSPITAL
  Field Hospitals are kept in the rear and are usu-
  ally protected by a minimum of three Infantry Lances. 
  When casualties occur, the Samaritan APC is sent into 
  the action along with two medics. Air Logistic (Medevac) 
  Lances are usually assigned to Field Hospitals in major 
  engagements.
  Personnel: 7 (three Combat Medics, one of whom is 
  a Senior Knight, two Chaplains, and two Vehicle Crew 
  with basic ﬁ rst aid training (Healing d4)).
  Vehicles: 1 Samaritan APC.
  HARD
  HARD
  HARD Lances are only used in hazardous environ-
  ments, whether these are radioactive zones, areas of 
  contagion, or chemically saturated locations. They are 
  most often employed as emergency rescue crews.
  Personnel: 5 (ﬁ ve HARD Knights, one of who is a 
  Senior Knight. Three are technical specialists and two 
  medics).
  Vehicles: 1 HARD Prophet (but no crew).
  INQUISITORIAL
  INQUISITORIAL
  Only the Teutonics works closely enough with the 
  Inquisition to ﬁ eld these Lances. Unlike regular Lances, 
  they are commanded by an Inquisitor. They are univer-
  sally despised by Impalers, Incinerators, Preachers, and 
  Templars, who view them as little more than Inquisitorial 
  lapdogs.
  Personnel: 5 (one Inquisitor and four Knights of his 
  choosing).
  Vehicles: None as standard.
  LOGISTICS, AIR
  LOGISTICS, AIR
  Air Logistics carry supplies to remote battleﬁ elds and 
  provide emergency aid when the situation requires it. 
  There are two speciﬁ c Air Logistics Lances—Medevac 
  and Cargo—and these are never mixed.
  Personnel: 10 (Vehicle Crew, one of whom is a Senior 
  Knight who carries the title Loadmaster)
  Vehicles: 5 dropships. Medevac Lances use Gabriel 
  variants while Cargo Lances ﬂ y the Pedael.
  LOGISTICS, GROUND
  LOGISTICS, GROUND
  Ground Logistics support infantry and armor assaults 
  by delivering supplies and ammunition, as well as pro-
  viding emergency repair facilities. Although not trained 
  to ﬁ ght as infantry, their duties require them to drive into 
  the thick of the action to make their deliveries.
  Personnel: 12 (ten Vehicle Crew, one of whom is a 
  Senior Knight who carries the title Loadmaster, and two 
  Combat Engineers).
  Vehicles: 5 (one Ezekiel repair truck and four Job 
  cargo transports).
  LOGISTICS, TRANSPORT
  LOGISTICS, TRANSPORT
  The infantry may be the backbone of the Sacri Or-
  dines, but they can’t get very far without the support of 
  the Transport Logistic Lances and their Prophet APCs. 
  There are calls for each Infantry Lance to be assigned 
  a permanent Prophet and crew, so the two groups can 
  develop their own tactics and more efﬁ cient ways of 
  working. Critics who oppose the system point out that 
  if a Prophet is suddenly forced to switch to a new Lance 
  there is likely to be tactical blunders based on over famil-
  iarity with one Lance’s methods of operating in the ﬁ eld. 
  There is also, they add, the danger that with speciﬁ c 
  Prophet’s appointed to a Lance there may be no vehicles 
  available in emergencies.
  Personnel: 10 (all Vehicle Crew, one of whom is a 
  Senior Knight who carries the title Loadmaster)
  Vehicles: 5 Prophet APCs.
  MARITIME ASSAULT
  MARITIME ASSAULT
  Maritime Assault Lances are the rarest of the Sacri 
  Ordines’ Lances. Coastal Preceptories are usually close 
  to (if not actually) busy ports. Despite the name, these 
  Lances are usually for escort purposes and coastal de-
  fense, not assaulting enemy positions (although they 
  have provided artillery support for amphibious assaults). 
  Few coastal Preceptories actually maintain a full Lance of 
  these vessels.
  Personnel: 60 (all Vehicle Crew, one of whom is a 
  Senior Knight).
  Vehicles: 5 Jonah light destroyers.
  MARITIME PATROL
  MARITIME PATROL
  Maritime Patrol Lances are actually found only in 
  Preceptories on major rivers or areas of marsh and 
  swamp—the shallow bottom of the PBR makes it unsuit-
  able for sailing on open water. Although capable of con-
  ducting combat actions, maritime patrols are primarily 
  concerned with border defense and thwarting enemy 
  incursions.
  Personnel: 30 (all Vehicle Crew, one of whom is a 
  Senior Knight).
  Vehicles: 5 Galilee PBRs.
  SCOUT
  SCOUT
  Inﬁ ltration, assassination, reconnaissance, and artil-
  lery spotting are the duties of the Scouts. Although many 
  younger Knights consider Scouts the elite of the Sacri Or-
  dines, they quickly learn that every Knight has an equally 
  important role to play. They are jokingly called Ghost 
  Lances because they aren’t meant to be seen.
  Personnel: 5 (ﬁ ve Scouts, one of whom is a Senior 
  Knight. When artillery spotting, one Scout is often 
  swapped for an Artillerist.).
  Vehicles: None as standard (may be issued Daniel or 
  Sinai vehicles).
  
  MILITIA DEI
  MILITIA DEI
  2929
  SAMPLE PRECEPTORY
  SAMPLE PRECEPTORY
  The sample Preceptory hasn’t been given a name, 
  location, or afﬁ liation, allowing the WM to use it as the 
  base for his party of Knights regardless of their geograph-
  ic position or Sacer Ordo. Given its total Knight combat 
  strength, the Preceptory is likely to be located behind 
  the frontline, though close enough to provide support 
  to forward units.
  MANPOWER
  MANPOWER
  Commanders: The Preceptory is run by a Preceptor 
  Master. Beneath him are 12 Knight Commanders (one 
  per Banner) and 167 Senior Knights (one per Lance).
  Knight Combat Strength: The Squadron has 1215 
  combat Knights. This number includes Senior Knights 
  and Knight Commanders. They are broken down into 
  Banners and Lances as detailed below.
  Banners A through F (Infantry): Each Banner com-
  prises 15 Infantry Lances.
  Total strength: 450 (75 per Banner).
  Banner G (Infantry Support): Three Assault Lances, 
  ﬁ ve Combat Engineer Lances, three Scout Lances, and 
  four Infantry Support Artillery Lances.
  Total strength: 75.
  Banner H (Artillery): While the infantry support artil-
  lery is placed in Banner G, anti-tank and mobile artillery 
  are grouped together here. The Banner has 10 Anti-Tank 
  Lances and two Mobile Artillery Lances.
  Total strength: 140.
  Banner I (Armor): One Golgotha Armor Lance, three 
  Judea Armor Lances, ﬁ ve Nazareth Armor Lances, and 
  one Flagellant Armor Lance.
  Total strength: 150. If the WM elects to make this an 
  Incinerator Preceptory, exchange three Nazareth Lances 
  for Puriﬁ er Lances.
  Banner J (Air Support): Eight Air Support Lances of 
  Angel dropships, one Air Support Lance of Archangels, 
  and one Air Support Lance of Deliverance bombers. If 
  this is made an Incinerator Preceptory, exchange the 
  Deliverances for Scourges.
  Total strength: 100.
  Banner K (Transport): Twenty Transport Logistics 
  Lances.
  Total strength: 200.
  Banner L (Logistics): Two Field Hospital Lances, one 
  Air Logistics (Medevac) Lance, three Air Logistics (Cargo) 
  Lances, three Ground Logistics Lances, and one Com-
  mand Lance.
  Total strength: 100.
  Knight Support Strength: There are 20 support 
  Knights.
  The Preceptor Master and his permanent bodyguard 
  of four experienced Knight Infantry clad in infantry battle 
  suits form the Primary Command Lance. In battle, these 
  are attached to Banner A.
  Senior Staff: Serving as the senior staff in the Pre-
  ceptory are another 15 Knights, detailed below. As the 
  Sacri Ordines only award actual ranks to combat person-
  nel, none hold any ofﬁ cial rank. However, due to their 
  positions, they are accorded the same respect as Knight 
  Commanders. Each has the honoriﬁ c “Preceptor” before 
  his occupation, highlighting him as the top dog in his 
  chosen ﬁ eld.
  The positions are Administrator*, Air Technician, 
  Armorer (in charge of all armaments)*, Chaplain*, Com-
  munications Ofﬁ cer*, Estate Manager (in charge of the 
  civilian population), Flight Controller*, Ground Techni-
  cian, Hospitaller (in charge of medicine)*, Intelligence 
  Ofﬁ cer*, Media and Merchandising Ofﬁ cer, Personnel 
  Ofﬁ cer, Quartermaster*, Training Ofﬁ cer, and Treasurer.
  Technically, individuals marked “*” are grouped un-
  der Banner L as a unique over-sized Command Lance, 
  though it is rare for them to ever enter combat. In most 
  campaigns they serve alongside the Preceptor Master at 
  his headquarters.
  Normally, their positions place them in command 
  of large numbers of Sergeants, though Knights also fall 
  under their auspices as required. For instance, all ﬂ ight 
  crews must answer to the Preceptor Flight Controller.
  Chaplain Strength: In addition to the Preceptor 
  Chaplains and Chaplains permanently assigned to the 
  ﬁ eld hospital Lances, the Squadron has another 17 
  Chaplains at its disposal. These are assigned to Lances 
  as required.
  Sergeant Strength: Supporting the Knights are 
  10,000 Sergeants. Of these, 7000 form Infantry Lances. 
  The remainder is divided into air maintenance and sup-
  port (500), vehicle maintenance and support (500), and 
  general support staff, such as quartermasters, cooks, 
  ﬁ remen, admin workers, and permanent security guards 
  (2000).
  Sergeants are rarely assigned to the same Knight 
  Lances on a permanent basis, but are instead rotated 
  regularly between active duty and the garrison. While 
  they are well-trained combatants, the Church feels Ser-
  geants lack the strength of faith required to engage in 
  constant warfare.
  Sergeant Lances are maintained at 10 men, all per-
  forming the same basic role, but receive different unit 
  designations to those of Knights. Lances are given the 
  Squadron name but are labeled purely numerically and 
  preﬁ xed with an “S.” Numbers go as high as needed. 
  They do not possess vexilli.
  Squires: A standard Preceptory has a number of 
  Squires equal to about 50% of the Knights, usually 
  spread over eight intakes. This one houses 600 Squires. 
  Larger training Preceptories have Squires numbering far 
  in excess of the Knights, who are there purely to bring 
  the recruits up to scratch.
  STRUCTURES
  STRUCTURES
  The Squadron has infantry, artillery pieces, ground 
  vehicles, and aircraft at its disposal. With over 11,000 
  MILITIA DEI
  MILITIA DEI
  2929
  SAMPLE PRECEPTORY
  SAMPLE PRECEPTORY
  The sample Preceptory hasn’t been given a name, 
  location, or afﬁ liation, allowing the WM to use it as the 
  base for his party of Knights regardless of their geograph-
  ic position or Sacer Ordo. Given its total Knight combat 
  strength, the Preceptory is likely to be located behind 
  the frontline, though close enough to provide support 
  to forward units.
  MANPOWER
  MANPOWER
  Commanders: The Preceptory is run by a Preceptor 
  Master. Beneath him are 12 Knight Commanders (one 
  per Banner) and 167 Senior Knights (one per Lance).
  Knight Combat Strength: The Squadron has 1215 
  combat Knights. This number includes Senior Knights 
  and Knight Commanders. They are broken down into 
  Banners and Lances as detailed below.
  Banners A through F (Infantry): Each Banner com-
  prises 15 Infantry Lances.
  Total strength: 450 (75 per Banner).
  Banner G (Infantry Support): Three Assault Lances, 
  ﬁ ve Combat Engineer Lances, three Scout Lances, and 
  four Infantry Support Artillery Lances.
  Total strength: 75.
  Banner H (Artillery): While the infantry support artil-
  lery is placed in Banner G, anti-tank and mobile artillery 
  are grouped together here. The Banner has 10 Anti-Tank 
  Lances and two Mobile Artillery Lances.
  Total strength: 140.
  Banner I (Armor): One Golgotha Armor Lance, three 
  Judea Armor Lances, ﬁ ve Nazareth Armor Lances, and 
  one Flagellant Armor Lance.
  Total strength: 150. If the WM elects to make this an 
  Incinerator Preceptory, exchange three Nazareth Lances 
  for Puriﬁ er Lances.
  Banner J (Air Support): Eight Air Support Lances of 
  Angel dropships, one Air Support Lance of Archangels, 
  and one Air Support Lance of Deliverance bombers. If 
  this is made an Incinerator Preceptory, exchange the 
  Deliverances for Scourges.
  Total strength: 100.
  Banner K (Transport): Twenty Transport Logistics 
  Lances.
  Total strength: 200.
  Banner L (Logistics): Two Field Hospital Lances, one 
  Air Logistics (Medevac) Lance, three Air Logistics (Cargo) 
  Lances, three Ground Logistics Lances, and one Com-
  mand Lance.
  Total strength: 100.
  Knight Support Strength: There are 20 support 
  Knights.
  The Preceptor Master and his permanent bodyguard 
  of four experienced Knight Infantry clad in infantry battle 
  suits form the Primary Command Lance. In battle, these 
  are attached to Banner A.
  Senior Staff: Serving as the senior staff in the Pre-
  ceptory are another 15 Knights, detailed below. As the 
  Sacri Ordines only award actual ranks to combat person-
  nel, none hold any ofﬁ cial rank. However, due to their 
  positions, they are accorded the same respect as Knight 
  Commanders. Each has the honoriﬁ c “Preceptor” before 
  his occupation, highlighting him as the top dog in his 
  chosen ﬁ eld.
  The positions are Administrator*, Air Technician, 
  Armorer (in charge of all armaments)*, Chaplain*, Com-
  munications Ofﬁ cer*, Estate Manager (in charge of the 
  civilian population), Flight Controller*, Ground Techni-
  cian, Hospitaller (in charge of medicine)*, Intelligence 
  Ofﬁ cer*, Media and Merchandising Ofﬁ cer, Personnel 
  Ofﬁ cer, Quartermaster*, Training Ofﬁ cer, and Treasurer.
  Technically, individuals marked “*” are grouped un-
  der Banner L as a unique over-sized Command Lance, 
  though it is rare for them to ever enter combat. In most 
  campaigns they serve alongside the Preceptor Master at 
  his headquarters.
  Normally, their positions place them in command 
  of large numbers of Sergeants, though Knights also fall 
  under their auspices as required. For instance, all ﬂ ight 
  crews must answer to the Preceptor Flight Controller.
  Chaplain Strength: In addition to the Preceptor 
  Chaplains and Chaplains permanently assigned to the 
  ﬁ eld hospital Lances, the Squadron has another 17 
  Chaplains at its disposal. These are assigned to Lances 
  as required.
  Sergeant Strength: Supporting the Knights are 
  10,000 Sergeants. Of these, 7000 form Infantry Lances. 
  The remainder is divided into air maintenance and sup-
  port (500), vehicle maintenance and support (500), and 
  general support staff, such as quartermasters, cooks, 
  ﬁ remen, admin workers, and permanent security guards 
  (2000).
  Sergeants are rarely assigned to the same Knight 
  Lances on a permanent basis, but are instead rotated 
  regularly between active duty and the garrison. While 
  they are well-trained combatants, the Church feels Ser-
  geants lack the strength of faith required to engage in 
  constant warfare.
  Sergeant Lances are maintained at 10 men, all per-
  forming the same basic role, but receive different unit 
  designations to those of Knights. Lances are given the 
  Squadron name but are labeled purely numerically and 
  preﬁ xed with an “S.” Numbers go as high as needed. 
  They do not possess vexilli.
  Squires: A standard Preceptory has a number of 
  Squires equal to about 50% of the Knights, usually 
  spread over eight intakes. This one houses 600 Squires. 
  Larger training Preceptories have Squires numbering far 
  in excess of the Knights, who are there purely to bring 
  the recruits up to scratch.
  STRUCTURES
  STRUCTURES
  The Squadron has infantry, artillery pieces, ground 
  vehicles, and aircraft at its disposal. With over 11,000 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3030
  inhabitants and a sizeable airﬁ eld, the Preceptory covers 
  an area greater than that of many large towns.
  Defenses: The outermost zone is the external pe-
  rimeter, a line of defenses designed to keep the base 
  occupants safe from enemy attack. As a near-frontline 
  base, this Preceptory has razor wire fences, tank traps, 
  medium-density mixed mineﬁ elds, sentry guns, and con-
  stant guard patrols.
  There are also watchtowers ﬁ tted with searchlights 
  placed at regular intervals, and hardened bunkers con-
  taining SBACs and sentry ﬂ echette MGs. 
  Zones within the Preceptory are also warded with 
  razor wire and guard patrols. A high-density mixed mine-
  ﬁ eld surrounded with razor wire protects the airﬁ eld and 
  tank laager.
  Administration Zone: Typically there is one main 
  entrance to the Preceptory, which leads to the central 
  administration zone. Here can be found the Squadron’s 
  headquarters, the nerve center of all operations concern-
  ing the Preceptory.
  Within this impressive structure are the tactical plan-
  ning, intelligence, and central communications suites, 
  as well as personnel, ﬁ nance, administration, and other 
  general bureaucratic ofﬁ ces, archives, and the central 
  library. The Preceptor Master has an ofﬁ ce and living 
  quarters here.
  Outside the main headquarters building, leading to 
  the main parade ground, ﬂ y the Squadron and Banner 
  vexilli. The parade ground, surrounded by the Lance 
  vexilli, is large enough for 12,000 soldiers to parade 
  simultaneously. Corporal punishment is also meted out 
  here, usually in front of the guilty party’s comrades.
  Airﬁ eld: Further out from the main camp is the air-
  ﬁ eld. Here are the runways (typically three arranged in 
  an “A”), taxi routes, VTOL landing pads, control tower, 
  hardened hangars, subterranean fuel tanks and armor-
  ies, and the main ﬁ re department. In addition, there are 
  half a dozen fortiﬁ ed hardpoints containing Flagellant 
  tank turrets and stores of Dove–2 missile launchers to 
  protect against air raids.
  Cathedral Zone: Close to the administration center 
  is the Preceptory’s cathedral, an imposing Gothic struc-
  ture capable of holding 15,000 souls.
  The honored dead of the Preceptory are buried in 
  subterranean vaults deep beneath the cathedral. Most 
  dead Knights have their bones stored in the cathedral’s 
  subterranean ossuary. Only Preceptor Masters and above 
  automatically have sepulchers inside the cathedral prop-
  er. Martyrs, those fallen Knights honored by the Pope for 
  their services to the Church, are entombed nearest the 
  altar as a mark of respect.
  Tombs always take the form of a stone sarcophagus. 
  An image of the fallen Knight clad in full armor and with 
  his weapon ready adorns the top. Unit designations are 
  carved at his feet and prayers for his soul are engraved 
  around the edge of the lid.
  The main hospital, surgical theaters, biological con-
  tainment and decontamination suites, and medical stores 
  are located in this zone. Smaller medical centers are dot-
  ted around the Preceptory near potentially hazardous 
  areas, such as the fuel 
  stores, armories, and 
  training facilities.
  Chaplains, regard-
  less of Lance afﬁ lia-
  tion, have their own 
  barracks block in this 
  precinct, with each 
  Chaplain having a sin-
  gle cell. Washrooms 
  and other basic facili-
  ties are shared.
  Common Train-
  ing Facilities: Further 
  out are the commonly 
  shared facilities—the 
  ﬁ ring range, grenade 
  ﬁ ring 
  range, 
  main 
  sports stadium, as-
  sault course, outdoor 
  swimming 
  pools, 
  gymnasiums, and so 
  on.
  Estate: 
  Precep-
  tories never operate 
  in isolation. Armies 
  march on their stom-
  achs and the Sacri Or-
  dines need a regular 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3030
  inhabitants and a sizeable airﬁ eld, the Preceptory covers 
  an area greater than that of many large towns.
  Defenses: The outermost zone is the external pe-
  rimeter, a line of defenses designed to keep the base 
  occupants safe from enemy attack. As a near-frontline 
  base, this Preceptory has razor wire fences, tank traps, 
  medium-density mixed mineﬁ elds, sentry guns, and con-
  stant guard patrols.
  There are also watchtowers ﬁ tted with searchlights 
  placed at regular intervals, and hardened bunkers con-
  taining SBACs and sentry ﬂ echette MGs. 
  Zones within the Preceptory are also warded with 
  razor wire and guard patrols. A high-density mixed mine-
  ﬁ eld surrounded with razor wire protects the airﬁ eld and 
  tank laager.
  Administration Zone: Typically there is one main 
  entrance to the Preceptory, which leads to the central 
  administration zone. Here can be found the Squadron’s 
  headquarters, the nerve center of all operations concern-
  ing the Preceptory.
  Within this impressive structure are the tactical plan-
  ning, intelligence, and central communications suites, 
  as well as personnel, ﬁ nance, administration, and other 
  general bureaucratic ofﬁ ces, archives, and the central 
  library. The Preceptor Master has an ofﬁ ce and living 
  quarters here.
  Outside the main headquarters building, leading to 
  the main parade ground, ﬂ y the Squadron and Banner 
  vexilli. The parade ground, surrounded by the Lance 
  vexilli, is large enough for 12,000 soldiers to parade 
  simultaneously. Corporal punishment is also meted out 
  here, usually in front of the guilty party’s comrades.
  Airﬁ eld: Further out from the main camp is the air-
  ﬁ eld. Here are the runways (typically three arranged in 
  an “A”), taxi routes, VTOL landing pads, control tower, 
  hardened hangars, subterranean fuel tanks and armor-
  ies, and the main ﬁ re department. In addition, there are 
  half a dozen fortiﬁ ed hardpoints containing Flagellant 
  tank turrets and stores of Dove–2 missile launchers to 
  protect against air raids.
  Cathedral Zone: Close to the administration center 
  is the Preceptory’s cathedral, an imposing Gothic struc-
  ture capable of holding 15,000 souls.
  The honored dead of the Preceptory are buried in 
  subterranean vaults deep beneath the cathedral. Most 
  dead Knights have their bones stored in the cathedral’s 
  subterranean ossuary. Only Preceptor Masters and above 
  automatically have sepulchers inside the cathedral prop-
  er. Martyrs, those fallen Knights honored by the Pope for 
  their services to the Church, are entombed nearest the 
  altar as a mark of respect.
  Tombs always take the form of a stone sarcophagus. 
  An image of the fallen Knight clad in full armor and with 
  his weapon ready adorns the top. Unit designations are 
  carved at his feet and prayers for his soul are engraved 
  around the edge of the lid.
  The main hospital, surgical theaters, biological con-
  tainment and decontamination suites, and medical stores 
  are located in this zone. Smaller medical centers are dot-
  ted around the Preceptory near potentially hazardous 
  areas, such as the fuel 
  stores, armories, and 
  training facilities.
  Chaplains, regard-
  less of Lance afﬁ lia-
  tion, have their own 
  barracks block in this 
  precinct, with each 
  Chaplain having a sin-
  gle cell. Washrooms 
  and other basic facili-
  ties are shared.
  Common Train-
  ing Facilities: Further 
  out are the commonly 
  shared facilities—the 
  ﬁ ring range, grenade 
  ﬁ ring 
  range, 
  main 
  sports stadium, as-
  sault course, outdoor 
  swimming 
  pools, 
  gymnasiums, and so 
  on.
  Estate: 
  Precep-
  tories never operate 
  in isolation. Armies 
  march on their stom-
  achs and the Sacri Or-
  dines need a regular 
  
  MILITIA DEI
  MILITIA DEI
  3131
  income and food supply. Surrounding the Preceptory for 
  a distance of 50 miles in each direction are scattered 90 
  hamlets and villages. (Larger Preceptories may boast a 
  local town.)
  Here citizens farm the land or work in industries di-
  rectly supporting the Preceptory. All are tenants of the 
  Preceptory, owing them rent and allegiance. In return, 
  the Knights provide military assistance, spiritual guid-
  ance, and humanitarian aid. Regular convoys visit the 
  villages to collect supplies.
  Knights’ Compound: Each Banner has its own bar-
  racks block, clearly marked with its identiﬁ cation letter. 
  Barracks blocks are two-story buildings of varying dimen-
  sions. On the ground ﬂ oor are the sleeping quarters for 
  the Lances.
  Every Lance shares a small, Spartanly furnished room. 
  A large, communal washroom-cum-laundry serves the 
  entire Banner. Senior Knights sleep in private rooms ad-
  joining those of their Lance, but again these are devoid 
  of any luxuries.
  The upper ﬂ oor houses the Banner’s recreational 
  facilities (again, very basic), kitchen, mess hall, chapel, 
  mission brieﬁ ng rooms, and armory. Armories are key-
  coded to the appropriate Senior Knight’s ID tag and voice 
  pattern. These can be overridden by the Knight Com-
  mander in charge of the Banner, the Preceptor Master, 
  or Preceptor Armorer. The Banner’s Knight Commander 
  has a bedroom and ofﬁ ce suite on the upper ﬂ oor. Out-
  side each barracks is a small parade ground on which the 
  Banner musters.
  Logistics Zone: Most stores, except fuel and arms, 
  are housed in a separate zone near the administration 
  center. Within the great warehouses are stored every-
  thing the Preceptory needs to operate, from paperclips 
  to spare parts for gunnery computers. Security is always 
  tight, as saboteurs could inﬂ ict considerable damage to 
  the Squadron’s operating efﬁ ciency just in this zone.
  Punishment Zone: Within a heavily-fortiﬁ ed building 
  is the Preceptory’s jail and barracks facilities for Penitents 
  attached to the Squadron. Penitents sleep in small cells 
  with a washbasin and small chemical toilet, which must 
  be emptied daily by hand. Food is shoved through slots 
  in their cell doors. A small parade ground-cum-exercise 
  yard, surrounded by electriﬁ ed razor wire and a medium 
  density mineﬁ eld, is their only link to the outside world 
  when not ﬁ ghting.
  Sergeants’ Compound: Neighboring the Knights’ 
  barracks is a separate compound for the Sergeants. 
  Sergeants’ barracks are more uniform and always two 
  stories high. 
  Each houses 200 men on the ground ﬂ oor, arranged in 
  rooms occupied by a Lance of ten, along with washroom 
  and laundry facilities. Recreational and dining areas, plus 
  a chapel, are contained on the upper ﬂ oor. 
  Sergeants do not have brieﬁ ng rooms or armories. A 
  small parade ground stands outside each block.
  Small, locally situated bunkers, one per ﬁ ve barrack 
  blocks, contains the Sergeants’ armories. Only Knights of 
  Senior Knight rank and above and the Preceptor Armor 
  have access. During emergencies, command overrides 
  are given to all Knights.
  Squires’ Compound: A small compound contains 
  the barracks (which are similar to those of the Sergeants, 
  only smaller) as well as admin buildings used by the 
  Knights in charge of training new recruits. Each intake 
  has its own barracks block, which houses a maximum 
  of 100 Squires sharing a single room. Only Squires, 
  Chaplains, or Knights are allowed into the compound 
  except during emergencies. There are no recreational 
  facilities—Squires have no time for such luxuries.
  Tank Laager: Tanks are parked in a well-guarded 
  laager, protected by a sloped concrete wall ﬁ tted with ﬁ r-
  ing ports into which tanks can be driven should the base 
  be attacked. Nearby are the armored maintenance sheds. 
  Armored bunkers provide access to the subterranean 
  armories and fuel tanks. The Preceptory also maintains a 
  ﬂ eet of two dozen Daniel quad bikes and six Sinai scout 
  vehicles, used both on missions and to get around the 
  base in a hurry.
  BASIC PRECEPTORY RULES
  BASIC PRECEPTORY RULES
  The full list of dos and don’ts ﬁ lls several hefty vol-
  umes known collectively as the Rules. Most of these are 
  common sense, such as no smoking near fuel, no dis-
  charging ﬁ rearms except on the ﬁ ring range or to stop 
  an attack, uniforms and kit must be kept clean, and drive 
  within the speed limits. However, there are a few basic 
  rules the heroes need to know.
  First, only troops on duty may carry ﬁ rearms. Sentries 
  are issued with ﬁ rearms depending on their branch and 
  status. Other workers are permitted to carry only pistols 
  and with a single magazine. Naturally, Knights are always 
  permitted to carry their swords. Knights in training are 
  issued weapons and ammunition at the ﬁ ring range.
  All ﬁ rearms are checked out of the armories at the 
  start of a watch and handed back in at the end. Ammuni-
  tion is also counted in and out with great precision. Pos-
  session of a ﬁ rearm under any non-ofﬁ cial circumstances 
  (attack, drill, parade, and so on) is a moderate crime and 
  quickly punished.
  Second, numerous security checkpoints must be 
  passed to get across the base. A soldier failing to pro-
  duce his ID tags when asked is punished by ﬂ ogging. In 
  some high-security areas it can be fatal, as not possessing 
  a valid ID tag means sentry guns consider the person a 
  valid target.
  Third, Knights and Sergeants do not mix socially. 
  Knight Commanders and above, including Preceptor 
  positions, have a club in the main headquarters build-
  ing. Senior Knights (and Chaplains) are expected to so-
  cialize with their men, though may attend the club with 
  an invite. Squires never socialize—when not training or 
  cleaning their kit they are expected to pray, meditate, 
  and study.
  Fourth, there are no cleaners. All ranks must keep 
  their own quarters clean. Inspections are held every 
  morning and dirty kits or barracks is a minor sin. Clean-
  MILITIA DEI
  MILITIA DEI
  3131
  income and food supply. Surrounding the Preceptory for 
  a distance of 50 miles in each direction are scattered 90 
  hamlets and villages. (Larger Preceptories may boast a 
  local town.)
  Here citizens farm the land or work in industries di-
  rectly supporting the Preceptory. All are tenants of the 
  Preceptory, owing them rent and allegiance. In return, 
  the Knights provide military assistance, spiritual guid-
  ance, and humanitarian aid. Regular convoys visit the 
  villages to collect supplies.
  Knights’ Compound: Each Banner has its own bar-
  racks block, clearly marked with its identiﬁ cation letter. 
  Barracks blocks are two-story buildings of varying dimen-
  sions. On the ground ﬂ oor are the sleeping quarters for 
  the Lances.
  Every Lance shares a small, Spartanly furnished room. 
  A large, communal washroom-cum-laundry serves the 
  entire Banner. Senior Knights sleep in private rooms ad-
  joining those of their Lance, but again these are devoid 
  of any luxuries.
  The upper ﬂ oor houses the Banner’s recreational 
  facilities (again, very basic), kitchen, mess hall, chapel, 
  mission brieﬁ ng rooms, and armory. Armories are key-
  coded to the appropriate Senior Knight’s ID tag and voice 
  pattern. These can be overridden by the Knight Com-
  mander in charge of the Banner, the Preceptor Master, 
  or Preceptor Armorer. The Banner’s Knight Commander 
  has a bedroom and ofﬁ ce suite on the upper ﬂ oor. Out-
  side each barracks is a small parade ground on which the 
  Banner musters.
  Logistics Zone: Most stores, except fuel and arms, 
  are housed in a separate zone near the administration 
  center. Within the great warehouses are stored every-
  thing the Preceptory needs to operate, from paperclips 
  to spare parts for gunnery computers. Security is always 
  tight, as saboteurs could inﬂ ict considerable damage to 
  the Squadron’s operating efﬁ ciency just in this zone.
  Punishment Zone: Within a heavily-fortiﬁ ed building 
  is the Preceptory’s jail and barracks facilities for Penitents 
  attached to the Squadron. Penitents sleep in small cells 
  with a washbasin and small chemical toilet, which must 
  be emptied daily by hand. Food is shoved through slots 
  in their cell doors. A small parade ground-cum-exercise 
  yard, surrounded by electriﬁ ed razor wire and a medium 
  density mineﬁ eld, is their only link to the outside world 
  when not ﬁ ghting.
  Sergeants’ Compound: Neighboring the Knights’ 
  barracks is a separate compound for the Sergeants. 
  Sergeants’ barracks are more uniform and always two 
  stories high. 
  Each houses 200 men on the ground ﬂ oor, arranged in 
  rooms occupied by a Lance of ten, along with washroom 
  and laundry facilities. Recreational and dining areas, plus 
  a chapel, are contained on the upper ﬂ oor. 
  Sergeants do not have brieﬁ ng rooms or armories. A 
  small parade ground stands outside each block.
  Small, locally situated bunkers, one per ﬁ ve barrack 
  blocks, contains the Sergeants’ armories. Only Knights of 
  Senior Knight rank and above and the Preceptor Armor 
  have access. During emergencies, command overrides 
  are given to all Knights.
  Squires’ Compound: A small compound contains 
  the barracks (which are similar to those of the Sergeants, 
  only smaller) as well as admin buildings used by the 
  Knights in charge of training new recruits. Each intake 
  has its own barracks block, which houses a maximum 
  of 100 Squires sharing a single room. Only Squires, 
  Chaplains, or Knights are allowed into the compound 
  except during emergencies. There are no recreational 
  facilities—Squires have no time for such luxuries.
  Tank Laager: Tanks are parked in a well-guarded 
  laager, protected by a sloped concrete wall ﬁ tted with ﬁ r-
  ing ports into which tanks can be driven should the base 
  be attacked. Nearby are the armored maintenance sheds. 
  Armored bunkers provide access to the subterranean 
  armories and fuel tanks. The Preceptory also maintains a 
  ﬂ eet of two dozen Daniel quad bikes and six Sinai scout 
  vehicles, used both on missions and to get around the 
  base in a hurry.
  BASIC PRECEPTORY RULES
  BASIC PRECEPTORY RULES
  The full list of dos and don’ts ﬁ lls several hefty vol-
  umes known collectively as the Rules. Most of these are 
  common sense, such as no smoking near fuel, no dis-
  charging ﬁ rearms except on the ﬁ ring range or to stop 
  an attack, uniforms and kit must be kept clean, and drive 
  within the speed limits. However, there are a few basic 
  rules the heroes need to know.
  First, only troops on duty may carry ﬁ rearms. Sentries 
  are issued with ﬁ rearms depending on their branch and 
  status. Other workers are permitted to carry only pistols 
  and with a single magazine. Naturally, Knights are always 
  permitted to carry their swords. Knights in training are 
  issued weapons and ammunition at the ﬁ ring range.
  All ﬁ rearms are checked out of the armories at the 
  start of a watch and handed back in at the end. Ammuni-
  tion is also counted in and out with great precision. Pos-
  session of a ﬁ rearm under any non-ofﬁ cial circumstances 
  (attack, drill, parade, and so on) is a moderate crime and 
  quickly punished.
  Second, numerous security checkpoints must be 
  passed to get across the base. A soldier failing to pro-
  duce his ID tags when asked is punished by ﬂ ogging. In 
  some high-security areas it can be fatal, as not possessing 
  a valid ID tag means sentry guns consider the person a 
  valid target.
  Third, Knights and Sergeants do not mix socially. 
  Knight Commanders and above, including Preceptor 
  positions, have a club in the main headquarters build-
  ing. Senior Knights (and Chaplains) are expected to so-
  cialize with their men, though may attend the club with 
  an invite. Squires never socialize—when not training or 
  cleaning their kit they are expected to pray, meditate, 
  and study.
  Fourth, there are no cleaners. All ranks must keep 
  their own quarters clean. Inspections are held every 
  morning and dirty kits or barracks is a minor sin. Clean-
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3232
  ing the mess hall and kitchens is the responsibility of 
  the mess Sergeants. As with any military outﬁ t, there are 
  numerous guidelines on how beds must be made, how 
  kit is presented, where personal items may be stored or 
  displayed, and such like.
  EXPANDED GLOSSARY
  EXPANDED GLOSSARY
  This expanded list provides more terms, generally 
  slang, for Knights to use.
  Battle Babes: Slang term for the Bradamantites, con-
  sidered an insult by some.
  Boned: With swearing frowned upon in the Sacri 
  Ordines, Knights invented a new glossary. Slang for a 
  mistake, as in, “You boned your ﬁ re support.” Can also 
  be used to mean “in serious trouble” (see below).
  Brainburner: Slang for a psion.
  Burning Bush: Slang for any voice on the other end 
  of a radio, as in, “The burning bush says we’re boned.”
  Carousel: Slang term for a Maximus rotary grenade 
  launcher.
  Catechist: Church teacher, usually from the Ofﬁ ce of 
  Education, but may be a parish priest.
  Chiller: Slang for a thermal suit.
  CATH: “Casualty about to happen.” Derogatory term 
  for a new guy who likely won’t survive his ﬁ rst battle.
  Crispy Convert: Slang for a heretic who tries to re-
  pent while being burned at the stake.
  Dance: Slang for an engagement against enemy 
  forces, as in, “We danced with some Rephaim.”
  Danger Close: Conﬁ rmation the caller wants artillery 
  dropped on or very close to his position.
  Danse Macabre: Slang for a hand-to-hand engage-
  ment against Rephaim.
  Deus Vult: “God wills it.” Former Templar battle cry, 
  now used by the other Sacri Ordines.
  Excommunicate: A citizen exiled from the Church, 
  who instantly forfeits all rights and privileges. These 
  unfortunates are often hunted down by the Inquisition 
  as “dangers to the state.” Only the Pope can excommu-
  nicate a citizen. Excommunicates cannot serve with the 
  Sacri Ordines.
  Genuﬂ ection: Bending of one knee in deference to 
  a military or social superior. Bowing one’s head is also 
  acceptable. Other forms of salutes are rarely used.
  Green and Mean: Signal given to troops in an Angel 
  they are about to land (signiﬁ ed by the passenger bay 
  lights turning green) and should prepare for combat.
  Highlight: To drop napalm, as in, “Highlight that for-
  est” or, “The sticks have been highlighted.”
  Homer: A serious injury requiring medevac to the 
  nearest Preceptory, as in, “He took a homer.”
  Hot to Drop: Air support speak for “ready to com-
  mence an attack run.”
  Hovercraft: Slang for a grav vehicle, often used to 
  insult the crew.
  Last Rites: Slang for killing a human, usually in error, 
  as in, “We gave him the last rites,” and rightfully unpopu-
  lar with Chaplains.
  Loadie: Slang for a Loadmaster, the Senior Knight in 
  charge of a Logistics Lance.
  Magisterium: Department within the Ofﬁ ce of Edu-
  cation responsible for actually teaching citizens.
  Martyr: The highest accolade a Knight can receive, 
  but always given posthumously.
  McSave: Nickname for the Xenophon MCSAV.
  Meat Grinder: Slang for any battle zone.
  Mine Detector: Insulting term for a Penitent. Origi-
  nally based on rumors they were used to walk across 
  mineﬁ elds to save the Combat Engineers the task.
  Nectech: Slang for Rephaim Weird Science gizmos. 
  “Meattech” was popular for a while, but its use has been 
  labeled a minor sin by all the Sacri Ordines.
  Nut: Slang for a HARD trooper, so called because of 
  his hard “shell” and his supposed lack of brains for vol-
  unteering to enter environmentally hazardous areas.
  One-Step: Slang for an Arcanist, so called because 
  many Knights believe they are one step from damnation 
  due to messing with Rephaim technology.
  Parochial School: A Church-run school.
  Postulant: A citizen who has applied for entrance 
  into a Sacer Ordo as a Squire but has yet to be accepted. 
  During this time the Sacer Ordo may closely monitor his 
  activities.
  Prats: Derogatory term for Praetorians. Prat is an old 
  English word meaning “idiot.”
  Pray: Slang for calling in ﬁ re support, as in, “Pray for 
  the choir!”
  Pyro/Pyromaniacs: Semi-derogatory term for Incin-
  erators, though many in the Ordo accept the name with 
  pride. The word “Burninator” has come into use recently 
  (origin unknown).
  Road to Salvation: Conﬁ rmation to artillery support 
  their ﬁ rst salvo was on target and all subsequent ﬁ re 
  should target that point, as in, “That was on the road to 
  salvation.”
  Sacrament of Reconciliation: A service held when a 
  Knight is released from the Penitents to rejoin his unit. 
  Attendance is compulsory for Knights in his Banner.
  Slip: Slang for a sin.
  The Word: Slang for a military brieﬁ ng or orders from 
  someone higher up the chain of command, as in, “Here’s 
  the word” or “The word is at 0600.”
  Unchained Angel: Emergency broadcast warning a 
  unit of Banner strength or greater is in danger of being 
  overrun. All air support in the region is diverted to the 
  commanding ofﬁ cer’s control.
  Undead: Perfunctory term for Rephaim.
  Wife Beaters: Derogatory term for Teutonics, refer-
  ring to their heavy-handed questioning of civilians while 
  hunting heretics.
  Yellow Brick Road: Slang for the ﬂ ight path to a 
  designated landing zone. Origin unknown, but may 
  relate to an aircraft’s instrument landing system, which 
  projects a series of yellow squares to guide the pilot to 
  the airstrip.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3232
  ing the mess hall and kitchens is the responsibility of 
  the mess Sergeants. As with any military outﬁ t, there are 
  numerous guidelines on how beds must be made, how 
  kit is presented, where personal items may be stored or 
  displayed, and such like.
  EXPANDED GLOSSARY
  EXPANDED GLOSSARY
  This expanded list provides more terms, generally 
  slang, for Knights to use.
  Battle Babes: Slang term for the Bradamantites, con-
  sidered an insult by some.
  Boned: With swearing frowned upon in the Sacri 
  Ordines, Knights invented a new glossary. Slang for a 
  mistake, as in, “You boned your ﬁ re support.” Can also 
  be used to mean “in serious trouble” (see below).
  Brainburner: Slang for a psion.
  Burning Bush: Slang for any voice on the other end 
  of a radio, as in, “The burning bush says we’re boned.”
  Carousel: Slang term for a Maximus rotary grenade 
  launcher.
  Catechist: Church teacher, usually from the Ofﬁ ce of 
  Education, but may be a parish priest.
  Chiller: Slang for a thermal suit.
  CATH: “Casualty about to happen.” Derogatory term 
  for a new guy who likely won’t survive his ﬁ rst battle.
  Crispy Convert: Slang for a heretic who tries to re-
  pent while being burned at the stake.
  Dance: Slang for an engagement against enemy 
  forces, as in, “We danced with some Rephaim.”
  Danger Close: Conﬁ rmation the caller wants artillery 
  dropped on or very close to his position.
  Danse Macabre: Slang for a hand-to-hand engage-
  ment against Rephaim.
  Deus Vult: “God wills it.” Former Templar battle cry, 
  now used by the other Sacri Ordines.
  Excommunicate: A citizen exiled from the Church, 
  who instantly forfeits all rights and privileges. These 
  unfortunates are often hunted down by the Inquisition 
  as “dangers to the state.” Only the Pope can excommu-
  nicate a citizen. Excommunicates cannot serve with the 
  Sacri Ordines.
  Genuﬂ ection: Bending of one knee in deference to 
  a military or social superior. Bowing one’s head is also 
  acceptable. Other forms of salutes are rarely used.
  Green and Mean: Signal given to troops in an Angel 
  they are about to land (signiﬁ ed by the passenger bay 
  lights turning green) and should prepare for combat.
  Highlight: To drop napalm, as in, “Highlight that for-
  est” or, “The sticks have been highlighted.”
  Homer: A serious injury requiring medevac to the 
  nearest Preceptory, as in, “He took a homer.”
  Hot to Drop: Air support speak for “ready to com-
  mence an attack run.”
  Hovercraft: Slang for a grav vehicle, often used to 
  insult the crew.
  Last Rites: Slang for killing a human, usually in error, 
  as in, “We gave him the last rites,” and rightfully unpopu-
  lar with Chaplains.
  Loadie: Slang for a Loadmaster, the Senior Knight in 
  charge of a Logistics Lance.
  Magisterium: Department within the Ofﬁ ce of Edu-
  cation responsible for actually teaching citizens.
  Martyr: The highest accolade a Knight can receive, 
  but always given posthumously.
  McSave: Nickname for the Xenophon MCSAV.
  Meat Grinder: Slang for any battle zone.
  Mine Detector: Insulting term for a Penitent. Origi-
  nally based on rumors they were used to walk across 
  mineﬁ elds to save the Combat Engineers the task.
  Nectech: Slang for Rephaim Weird Science gizmos. 
  “Meattech” was popular for a while, but its use has been 
  labeled a minor sin by all the Sacri Ordines.
  Nut: Slang for a HARD trooper, so called because of 
  his hard “shell” and his supposed lack of brains for vol-
  unteering to enter environmentally hazardous areas.
  One-Step: Slang for an Arcanist, so called because 
  many Knights believe they are one step from damnation 
  due to messing with Rephaim technology.
  Parochial School: A Church-run school.
  Postulant: A citizen who has applied for entrance 
  into a Sacer Ordo as a Squire but has yet to be accepted. 
  During this time the Sacer Ordo may closely monitor his 
  activities.
  Prats: Derogatory term for Praetorians. Prat is an old 
  English word meaning “idiot.”
  Pray: Slang for calling in ﬁ re support, as in, “Pray for 
  the choir!”
  Pyro/Pyromaniacs: Semi-derogatory term for Incin-
  erators, though many in the Ordo accept the name with 
  pride. The word “Burninator” has come into use recently 
  (origin unknown).
  Road to Salvation: Conﬁ rmation to artillery support 
  their ﬁ rst salvo was on target and all subsequent ﬁ re 
  should target that point, as in, “That was on the road to 
  salvation.”
  Sacrament of Reconciliation: A service held when a 
  Knight is released from the Penitents to rejoin his unit. 
  Attendance is compulsory for Knights in his Banner.
  Slip: Slang for a sin.
  The Word: Slang for a military brieﬁ ng or orders from 
  someone higher up the chain of command, as in, “Here’s 
  the word” or “The word is at 0600.”
  Unchained Angel: Emergency broadcast warning a 
  unit of Banner strength or greater is in danger of being 
  overrun. All air support in the region is diverted to the 
  commanding ofﬁ cer’s control.
  Undead: Perfunctory term for Rephaim.
  Wife Beaters: Derogatory term for Teutonics, refer-
  ring to their heavy-handed questioning of civilians while 
  hunting heretics.
  Yellow Brick Road: Slang for the ﬂ ight path to a 
  designated landing zone. Origin unknown, but may 
  relate to an aircraft’s instrument landing system, which 
  projects a series of yellow squares to guide the pilot to 
  the airstrip.
  
  Take heed therefore unto yourselves, and to all the 
  ﬂ ock, over which the Holy Ghost hath made you over-
  seers, to feed the church of God, which he hath purchased 
  with his own blood.
  Acts 20:28
  The material in Necropolis 2350 provides a brief over-
  view of life under the Church. Here we go into a little 
  more detail.
  TECH LEVELS
  TECH LEVELS
  Technology levels across Salus vary immensely 
  depending on one’s location and status. This applies 
  equally in Union and Church territories.
  In general, technology varies between the advances 
  of the 21st and 22nd centuries down to what was once 
  called the Middle Ages. The true high-tech scientiﬁ c 
  achievements, such as the FC drive, were effectively lost 
  during the devastation of World War III and the Corpo-
  rate Wars or suppressed afterward.
  Additionally, the great ark ships of the last inﬂ ux of 
  colonists were dismantled to provide new power plants 
  and building materials for the rapidly expanding cities. 
  These vast ships were dismantled on landing, reduced to 
  literally nothing within a few short years. Even the prized 
  FC drives were deliberately stripped down.
  Most technological research goes into the military 
  (though Union genetic and medicinal research is not 
  far behind). Yet, aside from grav engines (a new break-
  through), military technology is not that far advanced 
  from the battleﬁ elds of the 21st century. Combat vehicles 
  have computerized systems and autoloaders, making 
  the gunner’s job much easier, drivers and gunners have 
  access to nightvision and thermal imaging scopes, and 
  computers manipulate hydraulic stabilizers. Even rail-
  guns, which propel a shaped solid metal slug through 
  powerful magnets, are not exactly advanced science.
  DAILY TECH
  DAILY TECH
  As for the common man, even the poorest citizens in 
  the cities have access to a television, radio, microwave 
  oven, dishwasher, and other conveniences. Citizens drive 
  hydrogen-cell cars and motorbikes, or at least make use 
  of public transport, have access to electricity and run-
  ning water (most of the time), work on computers, and 
  such like.
  Audio-visual communication between citizens is 
  handled by vidphones. One simply types in the number 
  one wishes to connect to and waits for the user on the 
  other end to press the “Accept Call” button. Vidphones 
  share may features with 21st century telephones, such 
  as withholding ones number, speed dialing, call waiting, 
  and last number redial. Callers can withhold their video 
  feed and mute the sound. They can also store up to ﬁ ve 
  hours of old communications. However, the audio and 
  visual feedback is identical to that when the call was 
  live—so if the other operator withheld their image, the 
  stored message shows no visuals.
  As far as the general public is concerned, public 
  vidphones lack these extra features—calls always fea-
  ture a visual and audio feed. The CIS knows differently, 
  however. Every public vidphone in Church territory has 
  stored message capability, but it’s encoded and cannot 
  be retrieved with the proper algorithm. This allows the 
  CIS to snoop on calls made through public vidphones, 
  although the law requires them to acquire a warrant be-
  fore any information can be retrieved.
  Time delays between geographically separated re-
  gions are noticeable and are due to the limited number 
  of satellites in orbit. Cynics prefer to claim the delay is 
  caused by CIS monitoring activities.
  Of course, the level of functionality depends on one’s 
  wealth. The elite of the Church have all the latest mod-
  cons loaded with extra features. Television sets have digi-
  tal hard drives for recording programs, vidphones are 
  connected via high-speed, low-usage satellite feeds, cars 
  contain advanced safety and comfort features, and even 
  MOTHER CHURCH
  MOTHER CHURCH
  3333
  Take heed therefore unto yourselves, and to all the 
  ﬂ ock, over which the Holy Ghost hath made you over-
  seers, to feed the church of God, which he hath purchased 
  with his own blood.
  Acts 20:28
  The material in Necropolis 2350 provides a brief over-
  view of life under the Church. Here we go into a little 
  more detail.
  TECH LEVELS
  TECH LEVELS
  Technology levels across Salus vary immensely 
  depending on one’s location and status. This applies 
  equally in Union and Church territories.
  In general, technology varies between the advances 
  of the 21st and 22nd centuries down to what was once 
  called the Middle Ages. The true high-tech scientiﬁ c 
  achievements, such as the FC drive, were effectively lost 
  during the devastation of World War III and the Corpo-
  rate Wars or suppressed afterward.
  Additionally, the great ark ships of the last inﬂ ux of 
  colonists were dismantled to provide new power plants 
  and building materials for the rapidly expanding cities. 
  These vast ships were dismantled on landing, reduced to 
  literally nothing within a few short years. Even the prized 
  FC drives were deliberately stripped down.
  Most technological research goes into the military 
  (though Union genetic and medicinal research is not 
  far behind). Yet, aside from grav engines (a new break-
  through), military technology is not that far advanced 
  from the battleﬁ elds of the 21st century. Combat vehicles 
  have computerized systems and autoloaders, making 
  the gunner’s job much easier, drivers and gunners have 
  access to nightvision and thermal imaging scopes, and 
  computers manipulate hydraulic stabilizers. Even rail-
  guns, which propel a shaped solid metal slug through 
  powerful magnets, are not exactly advanced science.
  DAILY TECH
  DAILY TECH
  As for the common man, even the poorest citizens in 
  the cities have access to a television, radio, microwave 
  oven, dishwasher, and other conveniences. Citizens drive 
  hydrogen-cell cars and motorbikes, or at least make use 
  of public transport, have access to electricity and run-
  ning water (most of the time), work on computers, and 
  such like.
  Audio-visual communication between citizens is 
  handled by vidphones. One simply types in the number 
  one wishes to connect to and waits for the user on the 
  other end to press the “Accept Call” button. Vidphones 
  share may features with 21st century telephones, such 
  as withholding ones number, speed dialing, call waiting, 
  and last number redial. Callers can withhold their video 
  feed and mute the sound. They can also store up to ﬁ ve 
  hours of old communications. However, the audio and 
  visual feedback is identical to that when the call was 
  live—so if the other operator withheld their image, the 
  stored message shows no visuals.
  As far as the general public is concerned, public 
  vidphones lack these extra features—calls always fea-
  ture a visual and audio feed. The CIS knows differently, 
  however. Every public vidphone in Church territory has 
  stored message capability, but it’s encoded and cannot 
  be retrieved with the proper algorithm. This allows the 
  CIS to snoop on calls made through public vidphones, 
  although the law requires them to acquire a warrant be-
  fore any information can be retrieved.
  Time delays between geographically separated re-
  gions are noticeable and are due to the limited number 
  of satellites in orbit. Cynics prefer to claim the delay is 
  caused by CIS monitoring activities.
  Of course, the level of functionality depends on one’s 
  wealth. The elite of the Church have all the latest mod-
  cons loaded with extra features. Television sets have digi-
  tal hard drives for recording programs, vidphones are 
  connected via high-speed, low-usage satellite feeds, cars 
  contain advanced safety and comfort features, and even 
  MOTHER CHURCH
  MOTHER CHURCH
  3333
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3434
  their houses have such luxuries as “reality windows,” 
  vast screens which project images of programmed vis-
  tas, such as mountain lakes, verdant forests, or endless 
  deserts.
  Out in the country, however, things are far more 
  primitive. Horses are common transport, carts rather 
  than trucks and vans carry goods to market, clothes are 
  washed in streams or rivers, water is drawn from wells, 
  plows hauled by oxen are more common than tractors, 
  citizens burn wood and peat for light and heat, candles 
  and oil lamps replace electric lights, radios (when they 
  can be found) are clockwork (most citizens rely on the 
  bishop’s newssheets and heralds for news).
  City-folk can use coinage to buy goods and services. 
  As well as shops, vending machines providing newspa-
  pers, transport tickets, and food and drink stand on most 
  street corners. In the country, barter is the preferred 
  method of conducting transactions, though hard cur-
  rency is often accepted.
  While employees of the Union enjoy access to a vast, 
  unrestricted data network known as the Stream acces-
  sible from any computer terminal, Church citizens are 
  limited to a few hundred sites strictly controlled by the 
  Ofﬁ ces of Education and Information. The CIS also moni-
  tors the Church equivalent of the Stream for subversive 
  activities. It is half-jokingly said one in every ten users of 
  chat forums is a CIS agent or informant.
  MED TECH
  MED TECH
  Again, the medical attention one receives is directly 
  related to location and status. The average city dweller 
  has access to doctors, dentists, and hospitals. Here he 
  can beneﬁ t from drugs, X-rays, CAT scans, blood tests, 
  operating theaters, and so on. Basic medical services 
  are free, but the level of care is mediocre at best. Many 
  hospitals are severely under-funded—effective drugs 
  are in short supply, hygiene is woeful, and the food is 
  equivalent to that available in the state workhouse. Still, 
  their services are cheap and, in the end, citizens get what 
  they pay for.
  For those with money, private doctors and visits to pri-
  vately-funded hospitals are the norm. Here one receives 
  far better care and attention, and many are more like 
  hotels than houses of healing. A week’s 
  stay in one of these places costs more than 
  the average citizen earns in a year.
  There are still no cures for cancer, dia-
  betes, Alzheimer’s, genetic abnormalities, 
  and other such ailments. Indeed, any form 
  of genetic tampering is considered hereti-
  cal. Still, drugs to treat these problems are 
  more potent than in the 21st century and 
  recovery rates are higher than in centuries 
  past.
  Prosthetic limbs exist, but these are 
  not cybernetic improvements granting 
  superhuman abilities. Replacement arms 
  and legs are bulky and function no better 
  than normal limbs. They are also expen-
  sive, which limits their use. Even the Sacri 
  Ordines try to avoid prescribing them in 
  favor of buying more guns or training re-
  placement troops. 
  The Inquisition looks down on those 
  with replacement limbs, though having 
  one ﬁ tted is not (yet) a crime. To the 
  hardcore Inquisitors, such augmentations 
  are a travesty to God’s image of man and 
  beneﬁ ciaries are virtually heretics.
  It is worth noting that even the poor-
  est Union citizens generally have access 
  to decent medical care, especially if one 
  works for BioGen or Pharmacom. This 
  isn’t entirely a philanthropic gesture by 
  the Corporations. They care about proﬁ ts, 
  but a healthy worker is a happy worker 
  and happy workers work better.
  Those who choose to live in the coun-
  try are not so fortunate. Instead of doc-
  tors, one visits barber-surgeons, the local 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3434
  their houses have such luxuries as “reality windows,” 
  vast screens which project images of programmed vis-
  tas, such as mountain lakes, verdant forests, or endless 
  deserts.
  Out in the country, however, things are far more 
  primitive. Horses are common transport, carts rather 
  than trucks and vans carry goods to market, clothes are 
  washed in streams or rivers, water is drawn from wells, 
  plows hauled by oxen are more common than tractors, 
  citizens burn wood and peat for light and heat, candles 
  and oil lamps replace electric lights, radios (when they 
  can be found) are clockwork (most citizens rely on the 
  bishop’s newssheets and heralds for news).
  City-folk can use coinage to buy goods and services. 
  As well as shops, vending machines providing newspa-
  pers, transport tickets, and food and drink stand on most 
  street corners. In the country, barter is the preferred 
  method of conducting transactions, though hard cur-
  rency is often accepted.
  While employees of the Union enjoy access to a vast, 
  unrestricted data network known as the Stream acces-
  sible from any computer terminal, Church citizens are 
  limited to a few hundred sites strictly controlled by the 
  Ofﬁ ces of Education and Information. The CIS also moni-
  tors the Church equivalent of the Stream for subversive 
  activities. It is half-jokingly said one in every ten users of 
  chat forums is a CIS agent or informant.
  MED TECH
  MED TECH
  Again, the medical attention one receives is directly 
  related to location and status. The average city dweller 
  has access to doctors, dentists, and hospitals. Here he 
  can beneﬁ t from drugs, X-rays, CAT scans, blood tests, 
  operating theaters, and so on. Basic medical services 
  are free, but the level of care is mediocre at best. Many 
  hospitals are severely under-funded—effective drugs 
  are in short supply, hygiene is woeful, and the food is 
  equivalent to that available in the state workhouse. Still, 
  their services are cheap and, in the end, citizens get what 
  they pay for.
  For those with money, private doctors and visits to pri-
  vately-funded hospitals are the norm. Here one receives 
  far better care and attention, and many are more like 
  hotels than houses of healing. A week’s 
  stay in one of these places costs more than 
  the average citizen earns in a year.
  There are still no cures for cancer, dia-
  betes, Alzheimer’s, genetic abnormalities, 
  and other such ailments. Indeed, any form 
  of genetic tampering is considered hereti-
  cal. Still, drugs to treat these problems are 
  more potent than in the 21st century and 
  recovery rates are higher than in centuries 
  past.
  Prosthetic limbs exist, but these are 
  not cybernetic improvements granting 
  superhuman abilities. Replacement arms 
  and legs are bulky and function no better 
  than normal limbs. They are also expen-
  sive, which limits their use. Even the Sacri 
  Ordines try to avoid prescribing them in 
  favor of buying more guns or training re-
  placement troops. 
  The Inquisition looks down on those 
  with replacement limbs, though having 
  one ﬁ tted is not (yet) a crime. To the 
  hardcore Inquisitors, such augmentations 
  are a travesty to God’s image of man and 
  beneﬁ ciaries are virtually heretics.
  It is worth noting that even the poor-
  est Union citizens generally have access 
  to decent medical care, especially if one 
  works for BioGen or Pharmacom. This 
  isn’t entirely a philanthropic gesture by 
  the Corporations. They care about proﬁ ts, 
  but a healthy worker is a happy worker 
  and happy workers work better.
  Those who choose to live in the coun-
  try are not so fortunate. Instead of doc-
  tors, one visits barber-surgeons, the local 
  
  MOTHER CHURCH
  MOTHER CHURCH
  3535
  wise-woman, herbalists, or superstitious quacks who 
  believe disease is the work of the Rephaim.
  Antibiotics and painkillers are replaced with herbal 
  remedies and leeches, the humors are balanced, urine is 
  sniffed and sometimes swilled around the mouth to de-
  tect infection, astrological charts are consulted, and diet, 
  exercise, and prayer are common treatments. Should a 
  citizen require amputation, he can look forward to biting 
  onto a leather strap while the doctor saws off his limb 
  and seals it with hot pitch or oil. Many citizens opt to use 
  the alternative anesthetic—large quantities of alcohol. 
  The nearest one ﬁ nds to prosthetics are glass eyes and 
  wooden legs.
  True doctors, those with knowledge of modern tech-
  niques, are typically medics of the Sacri Ordines work-
  ing hearts and mind operations or doctors from the city 
  whose licenses have been revoked due to malpractice. 
  It is little wonder peasants prefer to work for the Sacri 
  Ordines than the Church proper.
  HI TECH
  HI TECH
  There are oases of high-technology out there. Lazarite 
  labs have medical technology far in advance of the best 
  private hospitals. Union research labs, by comparison, 
  make these look positively primitive. While a few Cor-
  porations are pushing the boundaries of day-to-day tech, 
  the majority of research across Salus goes into creating 
  better weapons of war. Dealing death remains humanity’s 
  biggest business.
  SOCIETY
  SOCIETY
  The Church is a feudal entity. Where once kings ruled 
  dukes who governed counts who controlled barons, 
  there is now the Pope, archbishops, and bishops on one 
  side and the Sacri Ordines on the other. Salus has no 
  nobles, though freehold landlords, often family mem-
  bers of the local bishop, run semi-independent estates.
  TAXATION
  TAXATION
  Ultimately, everything outside the Sacri Ordines’ 
  control within a diocese answers to the bishop. Citizens 
  and business are taxed annually anywhere from 35% to 
  65% of gross income or proﬁ t, the exact level varying by 
  diocese. Since many buildings are owned by the Church, 
  these taxes include things like rent and utility bills. In 
  general, citizens within a larger diocese pay less tax than 
  those in smaller ones. These annual taxes are in addition 
  to the monthly 10% tithe demanded of all citizens. The 
  Ordines, by comparison, charge a ﬂ at 25% tax.
  As can be seen, taxation levels are extremely steep. 
  A peasant earning 100 miters a month (as an example) 
  loses 10% in tithing. His annual tax is also based on his 
  gross income, so if his diocesan tax rate is 50%, another 
  50 miters disappears, leaving him with just 40 miters a 
  month for food, clothing, medical bills, advanced educa-
  tion for the children, and so on.
  Taxation collection can be a brutal affair. Tax collec-
  tors are typically hard-asses, swayed not one iota by pleas 
  for more time or excuses about poor harvests. Payment 
  must be met without fail, even if that means emptying a 
  household of its entire contents (which are them sold to 
  meet the quota). Should there be a shortfall, it’s a spell 
  of unpaid hard labor until one has settled one’s account 
  with the Church.
  Typically, the bishop keeps around a quarter of the 
  annual tax revenue, a further quarter goes to the arch-
  bishop, and the remainder is sent to the central Church 
  coffers. In theory, this money is to be reinvested back 
  into the dioceses to provide for education, building and 
  road maintenance, local security forces, and other pub-
  lic amenities. In practice, a sizeable portion is spent on 
  luxuries for the bishop or archbishop and his court. The 
  entire tithe goes to the Treasury—not even an archbishop 
  has the temerity to dare withhold any monies.
  WORKING DAY
  WORKING DAY
  A typical city worker spends 8–12 hours a day, seven 
  days a week working (remember Salus has an eight day 
  week). Whether one is a secretary or a foundry worker, 
  life is hard. The Church does not tolerate slackers—work-
  ers who score too low in their annual evaluations are 
  sent away, at the company’s expense, for re-education in 
  the core Church fundamentals of cooperation and social 
  values.
  Most cities run 24 hours a day, seven days a week, 
  coming to a virtual shutdown only on Prayday (when 
  only Curia ofﬁ ces and essential services remain open, 
  though with reduced staff). When citizens are not at 
  work, they can spend time with their families, go to the 
  movies, watch television, dine out in a variety of restau-
  rants, or even take a trip out to the country for a spot of 
  fresh air.
  In the country, peasants work from dawn until dusk 
  in the ﬁ elds. This is in addition to time spent making 
  repairs to boundary fences or hedges, milking livestock, 
  crafting wares for the family, and such like. Leisure time is 
  a luxury few can afford. Crafters usually work only while 
  there is natural light, for lighting lanterns or candles 
  means extra expense.
  The Sacri Ordines are just as severe with their taxa-
  tion policies, but they at least do look after the peasants 
  on their lands. Having a well-trained and well-equipped 
  army on your doorstep, so to speak, allows the peasants 
  to sleep relatively soundly at night, and advanced medi-
  cal care is provided free of charge, though patients must 
  often wait weeks for the next scheduled visit.
  WORKHOUSES & INDUSTRIAL SCHOOLS
  WORKHOUSES & INDUSTRIAL SCHOOLS
  Those who cannot ﬁ nd work or pay their taxes can 
  still serve the Church productively. In return for a roof 
  over their head and three meals a day, citizens can join 
  MOTHER CHURCH
  MOTHER CHURCH
  3535
  wise-woman, herbalists, or superstitious quacks who 
  believe disease is the work of the Rephaim.
  Antibiotics and painkillers are replaced with herbal 
  remedies and leeches, the humors are balanced, urine is 
  sniffed and sometimes swilled around the mouth to de-
  tect infection, astrological charts are consulted, and diet, 
  exercise, and prayer are common treatments. Should a 
  citizen require amputation, he can look forward to biting 
  onto a leather strap while the doctor saws off his limb 
  and seals it with hot pitch or oil. Many citizens opt to use 
  the alternative anesthetic—large quantities of alcohol. 
  The nearest one ﬁ nds to prosthetics are glass eyes and 
  wooden legs.
  True doctors, those with knowledge of modern tech-
  niques, are typically medics of the Sacri Ordines work-
  ing hearts and mind operations or doctors from the city 
  whose licenses have been revoked due to malpractice. 
  It is little wonder peasants prefer to work for the Sacri 
  Ordines than the Church proper.
  HI TECH
  HI TECH
  There are oases of high-technology out there. Lazarite 
  labs have medical technology far in advance of the best 
  private hospitals. Union research labs, by comparison, 
  make these look positively primitive. While a few Cor-
  porations are pushing the boundaries of day-to-day tech, 
  the majority of research across Salus goes into creating 
  better weapons of war. Dealing death remains humanity’s 
  biggest business.
  SOCIETY
  SOCIETY
  The Church is a feudal entity. Where once kings ruled 
  dukes who governed counts who controlled barons, 
  there is now the Pope, archbishops, and bishops on one 
  side and the Sacri Ordines on the other. Salus has no 
  nobles, though freehold landlords, often family mem-
  bers of the local bishop, run semi-independent estates.
  TAXATION
  TAXATION
  Ultimately, everything outside the Sacri Ordines’ 
  control within a diocese answers to the bishop. Citizens 
  and business are taxed annually anywhere from 35% to 
  65% of gross income or proﬁ t, the exact level varying by 
  diocese. Since many buildings are owned by the Church, 
  these taxes include things like rent and utility bills. In 
  general, citizens within a larger diocese pay less tax than 
  those in smaller ones. These annual taxes are in addition 
  to the monthly 10% tithe demanded of all citizens. The 
  Ordines, by comparison, charge a ﬂ at 25% tax.
  As can be seen, taxation levels are extremely steep. 
  A peasant earning 100 miters a month (as an example) 
  loses 10% in tithing. His annual tax is also based on his 
  gross income, so if his diocesan tax rate is 50%, another 
  50 miters disappears, leaving him with just 40 miters a 
  month for food, clothing, medical bills, advanced educa-
  tion for the children, and so on.
  Taxation collection can be a brutal affair. Tax collec-
  tors are typically hard-asses, swayed not one iota by pleas 
  for more time or excuses about poor harvests. Payment 
  must be met without fail, even if that means emptying a 
  household of its entire contents (which are them sold to 
  meet the quota). Should there be a shortfall, it’s a spell 
  of unpaid hard labor until one has settled one’s account 
  with the Church.
  Typically, the bishop keeps around a quarter of the 
  annual tax revenue, a further quarter goes to the arch-
  bishop, and the remainder is sent to the central Church 
  coffers. In theory, this money is to be reinvested back 
  into the dioceses to provide for education, building and 
  road maintenance, local security forces, and other pub-
  lic amenities. In practice, a sizeable portion is spent on 
  luxuries for the bishop or archbishop and his court. The 
  entire tithe goes to the Treasury—not even an archbishop 
  has the temerity to dare withhold any monies.
  WORKING DAY
  WORKING DAY
  A typical city worker spends 8–12 hours a day, seven 
  days a week working (remember Salus has an eight day 
  week). Whether one is a secretary or a foundry worker, 
  life is hard. The Church does not tolerate slackers—work-
  ers who score too low in their annual evaluations are 
  sent away, at the company’s expense, for re-education in 
  the core Church fundamentals of cooperation and social 
  values.
  Most cities run 24 hours a day, seven days a week, 
  coming to a virtual shutdown only on Prayday (when 
  only Curia ofﬁ ces and essential services remain open, 
  though with reduced staff). When citizens are not at 
  work, they can spend time with their families, go to the 
  movies, watch television, dine out in a variety of restau-
  rants, or even take a trip out to the country for a spot of 
  fresh air.
  In the country, peasants work from dawn until dusk 
  in the ﬁ elds. This is in addition to time spent making 
  repairs to boundary fences or hedges, milking livestock, 
  crafting wares for the family, and such like. Leisure time is 
  a luxury few can afford. Crafters usually work only while 
  there is natural light, for lighting lanterns or candles 
  means extra expense.
  The Sacri Ordines are just as severe with their taxa-
  tion policies, but they at least do look after the peasants 
  on their lands. Having a well-trained and well-equipped 
  army on your doorstep, so to speak, allows the peasants 
  to sleep relatively soundly at night, and advanced medi-
  cal care is provided free of charge, though patients must 
  often wait weeks for the next scheduled visit.
  WORKHOUSES & INDUSTRIAL SCHOOLS
  WORKHOUSES & INDUSTRIAL SCHOOLS
  Those who cannot ﬁ nd work or pay their taxes can 
  still serve the Church productively. In return for a roof 
  over their head and three meals a day, citizens can join 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3636
  a workhouse. Little better than prisoners, workhouse 
  inmates (that’s the actual term) perform mindless, re-
  petitive tasks 12 hours a day, seven days a week. Inmates 
  are not paid, making them an ideal source of labor for 
  industry.
  A citizen may leave the workhouse at any time, but 
  must prove he has a source of income waiting when he 
  reenters the outside world. For many, the only option to 
  escape the hellish depravity and soul-destroying work is 
  to enlist with a Sacer Ordo or become a priest.
  Orphans, children whose parents cannot cope ﬁ nan-
  cially, or troubled youths found guilty of crimes are sent 
  to industrial schools. Here they learn a basic trade which 
  will serve them, and Mother Church, when they leave, 
  which is automatic at age 14, the legal minimum age of 
  employment. Life is brutal and extremely regimented. 
  This strict regimen serves the Sacri Ordines well.
  Every year, Knights visit the schools looking for suit-
  able recruits for squire training. Attendance at recruit-
  ment drives is not compulsory, but few choose not to 
  attend—the chance to live a life free of the need for 
  material goods is very tempting for young urchins, some-
  thing the recruitment Sergeants know all too well. Of 
  course, more than a few recruits see Knighthood as a 
  chance to become a media star, though few Knights ever 
  achieve this.
  Usually the Ordines take candidates aged between 12 
  and 14 years, which allows them to be molded into shape 
  over the years before they reach the age at which they 
  can apply to become a Knight. It also allows the Knights 
  to judge the youths’ character and commitment to the 
  cause before spending money and time on their basic 
  training. Typically, around 85% of orphans recruited at a 
  young age go on to become full Knights. Often the enlist-
  ment rules are bent so as to allow a child who shows 
  promise to reach full Knighthood shortly after his 18th 
  birthday.
  A young candidate serves as a general gopher, clean-
  ing weapons, armor, and vehicles, helping in the kitchen, 
  cleaning barracks, mopping up blood in the operating 
  theater, and other boring tasks.
  MARRIAGE
  MARRIAGE
  While Knights and priests cannot marry, Sergeants 
  and citizens can. All marriages must be sanctiﬁ ed by the 
  Church and conducted in a church or cathedral (only the 
  rich can afford the latter).
  Technically, sex before marriage is a crime, but only 
  couples stupid enough to have sex in a place where they 
  are subject to Inquisitorial surveillance are prosecuted, 
  and even then cases can drag on for years as the courts 
  handle more serious matters. Often the only sentence is 
  a slap on the wrists (with a wooden cane). Prostitution, 
  however, is a serious crime. Cohabiting before marriage 
  is legal, once a wedding date has been lodged with the 
  local priest and Ofﬁ ce of Census.
  Marriage is not a free service, typically costing be-
  tween 5–20% of the couple’s joint annual income. This 
  covers the priest, choir, and rental of the church—it does 
  not cover the reception. The practice of dowries has long 
  been abolished.
  Marriage is for life and the Church acknowledges no 
  exceptions to this. At best, a husband and wife can ask 
  for a “Decree of Separation.” This separates the couple 
  ﬁ nancially and may impose restrictions, such as banning 
  one partner from seeing the kids or coming within 50 
  yards of the other, but does not end the marriage. The 
  couple cannot remarry and even having sex with another 
  partner is treated as adultery. Couples applying for a De-
  cree of Separation must attend a compulsory six month 
  period of marriage counseling ﬁ rst.
  OFFICES OF THE CHURCH
  OFFICES OF THE CHURCH
  In addition to the ofﬁ ces detailed in Necropolis 2350, 
  the following Curia ofﬁ ces may be encountered by the 
  heroes during missions.
  OFFICE OF ANTIQUITIES
  OFFICE OF ANTIQUITIES
  This information appeared ﬁ rst in The Long Sleep, 
  and is included here for completeness.
  The Ofﬁ ce of Antiquities (OA) is a minor Curial ofﬁ ce 
  appointed to research and catalogue Salus’ past. Its main 
  ofﬁ ce is located on the Street of Weeping Angels, Vatican 
  City, close to the Ofﬁ ce of Information. The serving head 
  of the organization is Cardinal Jean-Luc Beevor.
  Note that as far as the current regime is concerned, 
  mankind’s history before the advent of the Third Refor-
  mation Church is largely one of heretical beliefs and bar-
  baric acts. Only when it suits the interests of the Church 
  is history before 2318 recorded in a positive light (such 
  as when potential relics come to light).
  The Ofﬁ ce of Antiquities is divided into several smaller 
  ofﬁ ces.
  THE OFFICE OF RELICS
  THE OFFICE OF RELICS
  This ofﬁ ce (run by First Secretary Lawrence Gilsenan) 
  is concerned with the ﬁ nding, preservation, and display 
  of religious relics. They control the numerous shrines 
  across Salus and, in part, fund the Sisters of Bradamante, 
  who guard these holy places outside Vatican City (where 
  the Praetorians ﬁ ll that role).
  In order to be labeled a holy relic, an object must have 
  a proven history dating to a religious ﬁ gure or event, be 
  associated with a miracle, and be subjected to a battery 
  of tests by the Ofﬁ ce of the Divine Reckoning (a minor 
  but important ofﬁ ce).
  THE OFFICE OF MUSEUMS
  THE OFFICE OF MUSEUMS
  The Ofﬁ ce of Museums (First Secretary Ruth Ruberto) 
  is responsible for running the Church’s museums and 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3636
  a workhouse. Little better than prisoners, workhouse 
  inmates (that’s the actual term) perform mindless, re-
  petitive tasks 12 hours a day, seven days a week. Inmates 
  are not paid, making them an ideal source of labor for 
  industry.
  A citizen may leave the workhouse at any time, but 
  must prove he has a source of income waiting when he 
  reenters the outside world. For many, the only option to 
  escape the hellish depravity and soul-destroying work is 
  to enlist with a Sacer Ordo or become a priest.
  Orphans, children whose parents cannot cope ﬁ nan-
  cially, or troubled youths found guilty of crimes are sent 
  to industrial schools. Here they learn a basic trade which 
  will serve them, and Mother Church, when they leave, 
  which is automatic at age 14, the legal minimum age of 
  employment. Life is brutal and extremely regimented. 
  This strict regimen serves the Sacri Ordines well.
  Every year, Knights visit the schools looking for suit-
  able recruits for squire training. Attendance at recruit-
  ment drives is not compulsory, but few choose not to 
  attend—the chance to live a life free of the need for 
  material goods is very tempting for young urchins, some-
  thing the recruitment Sergeants know all too well. Of 
  course, more than a few recruits see Knighthood as a 
  chance to become a media star, though few Knights ever 
  achieve this.
  Usually the Ordines take candidates aged between 12 
  and 14 years, which allows them to be molded into shape 
  over the years before they reach the age at which they 
  can apply to become a Knight. It also allows the Knights 
  to judge the youths’ character and commitment to the 
  cause before spending money and time on their basic 
  training. Typically, around 85% of orphans recruited at a 
  young age go on to become full Knights. Often the enlist-
  ment rules are bent so as to allow a child who shows 
  promise to reach full Knighthood shortly after his 18th 
  birthday.
  A young candidate serves as a general gopher, clean-
  ing weapons, armor, and vehicles, helping in the kitchen, 
  cleaning barracks, mopping up blood in the operating 
  theater, and other boring tasks.
  MARRIAGE
  MARRIAGE
  While Knights and priests cannot marry, Sergeants 
  and citizens can. All marriages must be sanctiﬁ ed by the 
  Church and conducted in a church or cathedral (only the 
  rich can afford the latter).
  Technically, sex before marriage is a crime, but only 
  couples stupid enough to have sex in a place where they 
  are subject to Inquisitorial surveillance are prosecuted, 
  and even then cases can drag on for years as the courts 
  handle more serious matters. Often the only sentence is 
  a slap on the wrists (with a wooden cane). Prostitution, 
  however, is a serious crime. Cohabiting before marriage 
  is legal, once a wedding date has been lodged with the 
  local priest and Ofﬁ ce of Census.
  Marriage is not a free service, typically costing be-
  tween 5–20% of the couple’s joint annual income. This 
  covers the priest, choir, and rental of the church—it does 
  not cover the reception. The practice of dowries has long 
  been abolished.
  Marriage is for life and the Church acknowledges no 
  exceptions to this. At best, a husband and wife can ask 
  for a “Decree of Separation.” This separates the couple 
  ﬁ nancially and may impose restrictions, such as banning 
  one partner from seeing the kids or coming within 50 
  yards of the other, but does not end the marriage. The 
  couple cannot remarry and even having sex with another 
  partner is treated as adultery. Couples applying for a De-
  cree of Separation must attend a compulsory six month 
  period of marriage counseling ﬁ rst.
  OFFICES OF THE CHURCH
  OFFICES OF THE CHURCH
  In addition to the ofﬁ ces detailed in Necropolis 2350, 
  the following Curia ofﬁ ces may be encountered by the 
  heroes during missions.
  OFFICE OF ANTIQUITIES
  OFFICE OF ANTIQUITIES
  This information appeared ﬁ rst in The Long Sleep, 
  and is included here for completeness.
  The Ofﬁ ce of Antiquities (OA) is a minor Curial ofﬁ ce 
  appointed to research and catalogue Salus’ past. Its main 
  ofﬁ ce is located on the Street of Weeping Angels, Vatican 
  City, close to the Ofﬁ ce of Information. The serving head 
  of the organization is Cardinal Jean-Luc Beevor.
  Note that as far as the current regime is concerned, 
  mankind’s history before the advent of the Third Refor-
  mation Church is largely one of heretical beliefs and bar-
  baric acts. Only when it suits the interests of the Church 
  is history before 2318 recorded in a positive light (such 
  as when potential relics come to light).
  The Ofﬁ ce of Antiquities is divided into several smaller 
  ofﬁ ces.
  THE OFFICE OF RELICS
  THE OFFICE OF RELICS
  This ofﬁ ce (run by First Secretary Lawrence Gilsenan) 
  is concerned with the ﬁ nding, preservation, and display 
  of religious relics. They control the numerous shrines 
  across Salus and, in part, fund the Sisters of Bradamante, 
  who guard these holy places outside Vatican City (where 
  the Praetorians ﬁ ll that role).
  In order to be labeled a holy relic, an object must have 
  a proven history dating to a religious ﬁ gure or event, be 
  associated with a miracle, and be subjected to a battery 
  of tests by the Ofﬁ ce of the Divine Reckoning (a minor 
  but important ofﬁ ce).
  THE OFFICE OF MUSEUMS
  THE OFFICE OF MUSEUMS
  The Ofﬁ ce of Museums (First Secretary Ruth Ruberto) 
  is responsible for running the Church’s museums and 
  
  MOTHER CHURCH
  MOTHER CHURCH
  3737
  raising funds to continue this work. They work closely 
  with the Ofﬁ ce of Information to ensure factual infor-
  mation about artifacts retains the necessary spiritual 
  guidance and does not branch into wild speculation or 
  heresy.
  THE OFFICE OF ANTIQUITY SECURITY
  THE OFFICE OF ANTIQUITY SECURITY
  Headed by First Secretary Frederick Johnson, the OAS 
  performs two roles. Originally it hired security personnel 
  for all its museums. Although it still performs this role in 
  backwater areas, within Vatican City it serves as a liaison 
  ofﬁ ce with the Praetorians, who now perform this duty. 
  Second, it works closely with law enforcement divisions 
  and the CIS to investigate cases of stolen antiquities and 
  forgeries. Investigators have no powers of arrest.
  THE OFFICE OF ARCHAEOLOGY
  THE OFFICE OF ARCHAEOLOGY
  Run by First Secretary Paolo Romero, the ofﬁ ce forms 
  the ﬁ eldwork division. It is divided into four sub-ofﬁ ces.
  The Ofﬁ ce of Ancient Archaeology (Second Secretary 
  Joachin de Montfort) concerns itself with 
  the history of Salus before human settlers. 
  Their main role is to ﬁ nd fossil specimens 
  and record Salus’ natural history.
  As such, they work with colleagues 
  from the Ofﬁ ces of Geology and Natural 
  History, divisions of the Ofﬁ ce of Scientiﬁ c 
  Research, to piece together the complete 
  picture of Salus’ evolution.
  The Ofﬁ ce of First Settlement (Second 
  Secretary Benedict Tad) has the respon-
  sibility of uncovering artifacts dating 
  from 2132 to 2244. The Ofﬁ ce of Second 
  Settlement (Second Secretary Umberto 
  Brudhanger) covers 2245 until 2318. The 
  newest ofﬁ ce, the Ofﬁ ce of the Third Ref-
  ormation (Second Secretary Daisy Love), 
  works to record modern history.
  OFFICE OF THE FAITHFUL
  OFFICE OF THE FAITHFUL
  Citizens with unusual powers given 
  them by God (or perhaps manifested 
  by their devout faith) are rare but not 
  unknown. Due to the Pope’s mandate of 
  2330, most are found within the Sacri Or-
  dines as Chaplains.
  Until recently, there was no ofﬁ cial 
  record of individuals manifesting mi-
  raculous powers outside individual Sacri 
  Ordines—those blessed who were dis-
  covered were simply forced to enlist in an 
  Ordo of their choice. On 06.II.2351, the 
  Pope issued a decree creating the Ofﬁ ce 
  of the Faithful, an ofﬁ ce subservient to the 
  CIS and by default the Inquisition. Handing down admin 
  responsibilities to the Inquisitors, the CIS has ordered a 
  full census to be carried out and detailed records kept 
  going forwards.
  Even the Sacri Ordines have fallen foul of the new 
  law, for despite strong protests the Inquisitors have been 
  granted rights to question and register all Knights, Chap-
  lains, and Sergeants known to possess such powers. 
  However, the Pope has not rescinded previous rulings, 
  which deny CIS any real authority over the Sacri Ordines 
  or the rights to enter a Preceptory and start making de-
  mands.
  To this effect, the Sacri Ordines except the Lazarites 
  and the two new Ordines are using the older laws to stall 
  the Inquisitors. Appointments to question those who 
  refuse to volunteer for registration (many have volun-
  teered) are made through ofﬁ cial channels as required 
  by the new edict, the Inquisitors turn up on time, only 
  to be told an emergency mission has led to the person 
  being sent off base for an indeﬁ nite period. Inquisitors 
  may be feared by the populace, but the Sacri Ordines are 
  not so easily swayed by threats.
  MOTHER CHURCH
  MOTHER CHURCH
  3737
  raising funds to continue this work. They work closely 
  with the Ofﬁ ce of Information to ensure factual infor-
  mation about artifacts retains the necessary spiritual 
  guidance and does not branch into wild speculation or 
  heresy.
  THE OFFICE OF ANTIQUITY SECURITY
  THE OFFICE OF ANTIQUITY SECURITY
  Headed by First Secretary Frederick Johnson, the OAS 
  performs two roles. Originally it hired security personnel 
  for all its museums. Although it still performs this role in 
  backwater areas, within Vatican City it serves as a liaison 
  ofﬁ ce with the Praetorians, who now perform this duty. 
  Second, it works closely with law enforcement divisions 
  and the CIS to investigate cases of stolen antiquities and 
  forgeries. Investigators have no powers of arrest.
  THE OFFICE OF ARCHAEOLOGY
  THE OFFICE OF ARCHAEOLOGY
  Run by First Secretary Paolo Romero, the ofﬁ ce forms 
  the ﬁ eldwork division. It is divided into four sub-ofﬁ ces.
  The Ofﬁ ce of Ancient Archaeology (Second Secretary 
  Joachin de Montfort) concerns itself with 
  the history of Salus before human settlers. 
  Their main role is to ﬁ nd fossil specimens 
  and record Salus’ natural history.
  As such, they work with colleagues 
  from the Ofﬁ ces of Geology and Natural 
  History, divisions of the Ofﬁ ce of Scientiﬁ c 
  Research, to piece together the complete 
  picture of Salus’ evolution.
  The Ofﬁ ce of First Settlement (Second 
  Secretary Benedict Tad) has the respon-
  sibility of uncovering artifacts dating 
  from 2132 to 2244. The Ofﬁ ce of Second 
  Settlement (Second Secretary Umberto 
  Brudhanger) covers 2245 until 2318. The 
  newest ofﬁ ce, the Ofﬁ ce of the Third Ref-
  ormation (Second Secretary Daisy Love), 
  works to record modern history.
  OFFICE OF THE FAITHFUL
  OFFICE OF THE FAITHFUL
  Citizens with unusual powers given 
  them by God (or perhaps manifested 
  by their devout faith) are rare but not 
  unknown. Due to the Pope’s mandate of 
  2330, most are found within the Sacri Or-
  dines as Chaplains.
  Until recently, there was no ofﬁ cial 
  record of individuals manifesting mi-
  raculous powers outside individual Sacri 
  Ordines—those blessed who were dis-
  covered were simply forced to enlist in an 
  Ordo of their choice. On 06.II.2351, the 
  Pope issued a decree creating the Ofﬁ ce 
  of the Faithful, an ofﬁ ce subservient to the 
  CIS and by default the Inquisition. Handing down admin 
  responsibilities to the Inquisitors, the CIS has ordered a 
  full census to be carried out and detailed records kept 
  going forwards.
  Even the Sacri Ordines have fallen foul of the new 
  law, for despite strong protests the Inquisitors have been 
  granted rights to question and register all Knights, Chap-
  lains, and Sergeants known to possess such powers. 
  However, the Pope has not rescinded previous rulings, 
  which deny CIS any real authority over the Sacri Ordines 
  or the rights to enter a Preceptory and start making de-
  mands.
  To this effect, the Sacri Ordines except the Lazarites 
  and the two new Ordines are using the older laws to stall 
  the Inquisitors. Appointments to question those who 
  refuse to volunteer for registration (many have volun-
  teered) are made through ofﬁ cial channels as required 
  by the new edict, the Inquisitors turn up on time, only 
  to be told an emergency mission has led to the person 
  being sent off base for an indeﬁ nite period. Inquisitors 
  may be feared by the populace, but the Sacri Ordines are 
  not so easily swayed by threats.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3838
  Dark rumors of forced breeding programs to create an 
  army of citizens with miraculous powers are vehemently 
  denied by the Curia, which insists faith is a matter of the 
  individual and God’s will, not of genetics.
  OFFICE OF PUBLIC RECORDS
  OFFICE OF PUBLIC RECORDS
  The Church’s vast bureaucracy generates a lot of pa-
  perwork and computer data. Much of this data is main-
  tained and stored in the Ofﬁ ce of Public Records and 
  its subservient ofﬁ ces. Copies of birth, death, and mar-
  riage certiﬁ cates, driving license details, census records, 
  old newspaper and television shows, and anything else 
  deemed non-sensitive data is kept in huge archives. They 
  also publish the "Acta Apostolicae Sedis"—a record of all 
  ofﬁ cial documents and acts.
  Public records can be accessed from any archive upon 
  submitting a request in writing for speciﬁ c information 
  and providing proof of identity. Typically this takes from 
  two to four weeks to clear.
  Depending on the data being requested and whether 
  the applicant has any security ﬂ ags against his name, 
  the CIS may be asked to investigate before permission 
  is granted. Such investigations are carried out discretely, 
  as it is sometimes in the CIS’ best interests to let those 
  on their wanted list gain access to speciﬁ c documents, if 
  only to entrap them.
  Only the CIS and the two new Sacri Ordines have the 
  authority to search the archives without prior permis-
  sion (on the grounds of state security). Naturally, the 
  CIS keeps its own records, and accessing them is all but 
  impossible for anyone except CIS agents (who still need 
  suitable security clearance).
  Once a citizen enters a Sacer Ordo, his public informa-
  tion ﬁ le is closed. Ordo records are not subject to regular 
  Church laws, thus the Ofﬁ ce of Records’ last entry on a 
  Sergeant or Knight is usually just, “Joined Sacer Ordo.” 
  Not even the CIS can legally gain access to the records 
  of a Sacer Ordo without a Papal warrant signed person-
  ally by the Pope. Even then, a warrant is required for each 
  speciﬁ c piece of information sought. While the Ordines 
  would never openly refuse an order from the Pope, there 
  has been a recent spate of lost paperwork.
  Note that civilians living on Preceptory land are not 
  exempt from ﬁ ling records with the OPR. That privilege 
  applies only to Sacri Ordines personnel.
  OFFICE OF SCIENTIFIC RESEARCH
  OFFICE OF SCIENTIFIC RESEARCH
  The Ofﬁ ce of Scientiﬁ c Research is broken down 
  into numerous departments. One of these, the Ofﬁ ce of 
  Scientiﬁ c Advancement, exists to push the boundaries of 
  science in all ﬁ elds in order to “counter any technologi-
  cal threat imposed on Mother Church from the Union of 
  Corporations.”
  Comprising the Church’s top scientiﬁ c brains, it col-
  lects, collates, and advances research from other scien-
  tiﬁ c ofﬁ ces, often merging usually disparate ﬁ elds in its 
  quest for the betterment of mankind. Its research is con-
  sidered beyond top secret, the names of its members are 
  a closely guarded secret, and even its budget is exempt 
  from scrutiny by the Ofﬁ ce of the Treasury.
  As such, it is often accused by critics of the Church 
  of conducting research of a “dubious nature,” a phrase 
  used commonly to mean something heretical, immoral, 
  or ungodly.
  OFFICE OF SUPREME JUSTICE
  OFFICE OF SUPREME JUSTICE
  The Ofﬁ ce of Supreme Justice, ofﬁ cially entitled the 
  Supreme Tribunal of the Apostolic Penitentiary, is re-
  sponsible for overseeing judicial matters within Church 
  land. It is divided into ﬁ ve key departments.
  The ﬁ rst is the Ofﬁ ce of the Pontiﬁ cal Court. This is 
  the supreme court of the land, though it has various 
  circuits.
  The First Circuit is responsible for delivering justice 
  against cardinals who sin. This circuit consists of the 
  Pope, the cardinal in charge of the OSJ (unless he is be-
  ing tried), and three other cardinals of his choice. The 
  Second Circuit judges archbishops, and comprises the 
  cardinal and two other archbishops of his choice. The 
  Third Circuit comprises the cardinal and two bishops of 
  his choice, who judge bishops. Priests are tried by the lo-
  cal Bishop’s Court, though serious cases can be handed 
  over to the Third Circuit if the bishop feels the case re-
  quires special attention.
  The second, the Ofﬁ ce of the Bishops’ Attorney, ap-
  points legal staff to the bishops to serve in their courts.
  The third, the Ofﬁ ce of Captaincy Appointments, ap-
  points police precinct captains. Once appointed these 
  fall under the control of the local bishop. Note that all 
  police departments are funded by the local bishop from 
  tax revenues, which accounts for the great difference in 
  the number of ofﬁ cers and the quality of law enforce-
  ment across Salus.
  The fourth department, the Ofﬁ ce of Judicial Records, 
  collects and records all judicial verdicts before passing 
  them onto the Ofﬁ ce of Records. Inquisitorial records, 
  while collected, are not subject to public scrutiny and 
  are housed with this ofﬁ ce’s archives.
  Finally there is the Ofﬁ ce of Judicial Publication. 
  Working closely with the Ofﬁ ces of Education, Informa-
  tion, and Records they produce Papal Bulls for public 
  dissemination, ensure citizens receive suitable ground-
  ing in the basic laws of the land (“I didn’t know” is not 
  a valid defense), and issue legal amendments to the 
  bishops.
  As noted in Necropolis 2350, the Sacri Ordines have 
  immunity from regular Church justice. As such, the Of-
  ﬁ ce of Justice has no sway over their legal proceedings, 
  neither does it gather or collate their judicial records., 
  nor appoint police captains on Preceptory estates. The 
  same applies to the Inquisition, which answers solely to 
  the cardinal in charge of the CIS.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  3838
  Dark rumors of forced breeding programs to create an 
  army of citizens with miraculous powers are vehemently 
  denied by the Curia, which insists faith is a matter of the 
  individual and God’s will, not of genetics.
  OFFICE OF PUBLIC RECORDS
  OFFICE OF PUBLIC RECORDS
  The Church’s vast bureaucracy generates a lot of pa-
  perwork and computer data. Much of this data is main-
  tained and stored in the Ofﬁ ce of Public Records and 
  its subservient ofﬁ ces. Copies of birth, death, and mar-
  riage certiﬁ cates, driving license details, census records, 
  old newspaper and television shows, and anything else 
  deemed non-sensitive data is kept in huge archives. They 
  also publish the "Acta Apostolicae Sedis"—a record of all 
  ofﬁ cial documents and acts.
  Public records can be accessed from any archive upon 
  submitting a request in writing for speciﬁ c information 
  and providing proof of identity. Typically this takes from 
  two to four weeks to clear.
  Depending on the data being requested and whether 
  the applicant has any security ﬂ ags against his name, 
  the CIS may be asked to investigate before permission 
  is granted. Such investigations are carried out discretely, 
  as it is sometimes in the CIS’ best interests to let those 
  on their wanted list gain access to speciﬁ c documents, if 
  only to entrap them.
  Only the CIS and the two new Sacri Ordines have the 
  authority to search the archives without prior permis-
  sion (on the grounds of state security). Naturally, the 
  CIS keeps its own records, and accessing them is all but 
  impossible for anyone except CIS agents (who still need 
  suitable security clearance).
  Once a citizen enters a Sacer Ordo, his public informa-
  tion ﬁ le is closed. Ordo records are not subject to regular 
  Church laws, thus the Ofﬁ ce of Records’ last entry on a 
  Sergeant or Knight is usually just, “Joined Sacer Ordo.” 
  Not even the CIS can legally gain access to the records 
  of a Sacer Ordo without a Papal warrant signed person-
  ally by the Pope. Even then, a warrant is required for each 
  speciﬁ c piece of information sought. While the Ordines 
  would never openly refuse an order from the Pope, there 
  has been a recent spate of lost paperwork.
  Note that civilians living on Preceptory land are not 
  exempt from ﬁ ling records with the OPR. That privilege 
  applies only to Sacri Ordines personnel.
  OFFICE OF SCIENTIFIC RESEARCH
  OFFICE OF SCIENTIFIC RESEARCH
  The Ofﬁ ce of Scientiﬁ c Research is broken down 
  into numerous departments. One of these, the Ofﬁ ce of 
  Scientiﬁ c Advancement, exists to push the boundaries of 
  science in all ﬁ elds in order to “counter any technologi-
  cal threat imposed on Mother Church from the Union of 
  Corporations.”
  Comprising the Church’s top scientiﬁ c brains, it col-
  lects, collates, and advances research from other scien-
  tiﬁ c ofﬁ ces, often merging usually disparate ﬁ elds in its 
  quest for the betterment of mankind. Its research is con-
  sidered beyond top secret, the names of its members are 
  a closely guarded secret, and even its budget is exempt 
  from scrutiny by the Ofﬁ ce of the Treasury.
  As such, it is often accused by critics of the Church 
  of conducting research of a “dubious nature,” a phrase 
  used commonly to mean something heretical, immoral, 
  or ungodly.
  OFFICE OF SUPREME JUSTICE
  OFFICE OF SUPREME JUSTICE
  The Ofﬁ ce of Supreme Justice, ofﬁ cially entitled the 
  Supreme Tribunal of the Apostolic Penitentiary, is re-
  sponsible for overseeing judicial matters within Church 
  land. It is divided into ﬁ ve key departments.
  The ﬁ rst is the Ofﬁ ce of the Pontiﬁ cal Court. This is 
  the supreme court of the land, though it has various 
  circuits.
  The First Circuit is responsible for delivering justice 
  against cardinals who sin. This circuit consists of the 
  Pope, the cardinal in charge of the OSJ (unless he is be-
  ing tried), and three other cardinals of his choice. The 
  Second Circuit judges archbishops, and comprises the 
  cardinal and two other archbishops of his choice. The 
  Third Circuit comprises the cardinal and two bishops of 
  his choice, who judge bishops. Priests are tried by the lo-
  cal Bishop’s Court, though serious cases can be handed 
  over to the Third Circuit if the bishop feels the case re-
  quires special attention.
  The second, the Ofﬁ ce of the Bishops’ Attorney, ap-
  points legal staff to the bishops to serve in their courts.
  The third, the Ofﬁ ce of Captaincy Appointments, ap-
  points police precinct captains. Once appointed these 
  fall under the control of the local bishop. Note that all 
  police departments are funded by the local bishop from 
  tax revenues, which accounts for the great difference in 
  the number of ofﬁ cers and the quality of law enforce-
  ment across Salus.
  The fourth department, the Ofﬁ ce of Judicial Records, 
  collects and records all judicial verdicts before passing 
  them onto the Ofﬁ ce of Records. Inquisitorial records, 
  while collected, are not subject to public scrutiny and 
  are housed with this ofﬁ ce’s archives.
  Finally there is the Ofﬁ ce of Judicial Publication. 
  Working closely with the Ofﬁ ces of Education, Informa-
  tion, and Records they produce Papal Bulls for public 
  dissemination, ensure citizens receive suitable ground-
  ing in the basic laws of the land (“I didn’t know” is not 
  a valid defense), and issue legal amendments to the 
  bishops.
  As noted in Necropolis 2350, the Sacri Ordines have 
  immunity from regular Church justice. As such, the Of-
  ﬁ ce of Justice has no sway over their legal proceedings, 
  neither does it gather or collate their judicial records., 
  nor appoint police captains on Preceptory estates. The 
  same applies to the Inquisition, which answers solely to 
  the cardinal in charge of the CIS.
  
  For the love of money is the root of all evil: which 
  while some coveted after, they have erred from the faith, 
  and pierced themselves through with many sorrows.
  1 Timothy 6:10
  This chapter takes a look at the military machine of 
  the Union of Corporations. It provides new rules for the 
  WM to use for Union antagonists.
  A brief guide to playing Corporate character will be 
  released as a free web update available from the Triple 
  Ace Games website.
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT
  Although Corporate forces use the same rules as the 
  Church armies for calling in artillery and air support, 
  the following tables and stats should be used in place of 
  those in Necropolis 2350.
  UNION ARTILLERY SUPPORT
  UNION ARTILLERY SUPPORT
  d6 
  Type 
  Delay Die 
  Bingo Die
  1–2 
  Howler 
  d4 
  d4
  3–4 
  Pounder SPA 
  d8 
  d10
  5–6 
  Bombard SPA 
  d6 
  d6
  Bombard (SPA): 5d10 damage in a Large Burst Tem-
  plate. (Place four templates on the battleﬁ eld when artil-
  lery is delivered, rather than the usual two, to account 
  for each vehicle’s double howitzer.)
  Howler (MRLS): Fires up to four 400mm rockets. 
  Each covers a Large Burst Template, and causes 4d10 
  damage on impact.
  Pounder (SPA): 4d10 damage in a Large Burst Tem-
  plate. Pounders don’t have as much punch as Bombards, 
  but they are ﬁ tted with large ammo bins, allowing for sus-
  tained ﬁ re support. Unfortunately, this very strength has 
  proven something if a drawback. Such is their demand 
  that units must often wait longer before they receive the 
  go ahead to supply target coordinates.
  UNION AIR SUPPORT
  UNION AIR SUPPORT
  d10 
  Type 
  Delay 
  Bingo
  1–3 
  Nightwing Utility 
  d4 
  d6
  4–5 
  Albatross Light Bomber 
  d8 
  d6
  6 
  Valkyrie Assault Ship 
  d8 
  d4
  7 
  Porcupine Anti-Tank Fighter d6 
  d6
  8–10 
  Gravedigger Fighter 
  d6 
  d8
  Like the Church, the Union has standardized on two 
  crew aircraft. Bombers use a pilot and bombardier, while 
  smaller craft have a pilot and navigator/gunnery ofﬁ cer.
  AIRCRAFT PAYLOADS
  AIRCRAFT PAYLOADS
  Aircraft 
  Munitions Available
  Albatross 
  Bombs x 6
  Gravedigger 
  Guns x 2 (place two Strafe Templates 
  side by side)
  Nightwing 
  Guns, Bombs x 4, Missiles x 4 (Passover 
  9cm)
  Porcupine 
  Guns, Missiles x8 (Passover 6cm)
  Valkyrie 
  Guns, Rockets x 4 (30cm), Missiles x 4 
  (Passover 6cm), or swap either rockets 
  and/or missiles for Bombs x 4 or Napalm x 2
  NEW ARCANE BACKGROUND
  NEW ARCANE BACKGROUND
  Whereas Church characters have access to the Arcane 
  Background (Miracles) and Saintly Litany Edges, Cor-
  porate characters have access only to a different Arcane 
  Background—Psion.
  Psions are gifted with psionic powers. No one has 
  CORPORATE UPDATE
  CORPORATE UPDATE
  3939
  For the love of money is the root of all evil: which 
  while some coveted after, they have erred from the faith, 
  and pierced themselves through with many sorrows.
  1 Timothy 6:10
  This chapter takes a look at the military machine of 
  the Union of Corporations. It provides new rules for the 
  WM to use for Union antagonists.
  A brief guide to playing Corporate character will be 
  released as a free web update available from the Triple 
  Ace Games website.
  ARTILLERY SUPPORT
  ARTILLERY SUPPORT
  Although Corporate forces use the same rules as the 
  Church armies for calling in artillery and air support, 
  the following tables and stats should be used in place of 
  those in Necropolis 2350.
  UNION ARTILLERY SUPPORT
  UNION ARTILLERY SUPPORT
  d6 
  Type 
  Delay Die 
  Bingo Die
  1–2 
  Howler 
  d4 
  d4
  3–4 
  Pounder SPA 
  d8 
  d10
  5–6 
  Bombard SPA 
  d6 
  d6
  Bombard (SPA): 5d10 damage in a Large Burst Tem-
  plate. (Place four templates on the battleﬁ eld when artil-
  lery is delivered, rather than the usual two, to account 
  for each vehicle’s double howitzer.)
  Howler (MRLS): Fires up to four 400mm rockets. 
  Each covers a Large Burst Template, and causes 4d10 
  damage on impact.
  Pounder (SPA): 4d10 damage in a Large Burst Tem-
  plate. Pounders don’t have as much punch as Bombards, 
  but they are ﬁ tted with large ammo bins, allowing for sus-
  tained ﬁ re support. Unfortunately, this very strength has 
  proven something if a drawback. Such is their demand 
  that units must often wait longer before they receive the 
  go ahead to supply target coordinates.
  UNION AIR SUPPORT
  UNION AIR SUPPORT
  d10 
  Type 
  Delay 
  Bingo
  1–3 
  Nightwing Utility 
  d4 
  d6
  4–5 
  Albatross Light Bomber 
  d8 
  d6
  6 
  Valkyrie Assault Ship 
  d8 
  d4
  7 
  Porcupine Anti-Tank Fighter d6 
  d6
  8–10 
  Gravedigger Fighter 
  d6 
  d8
  Like the Church, the Union has standardized on two 
  crew aircraft. Bombers use a pilot and bombardier, while 
  smaller craft have a pilot and navigator/gunnery ofﬁ cer.
  AIRCRAFT PAYLOADS
  AIRCRAFT PAYLOADS
  Aircraft 
  Munitions Available
  Albatross 
  Bombs x 6
  Gravedigger 
  Guns x 2 (place two Strafe Templates 
  side by side)
  Nightwing 
  Guns, Bombs x 4, Missiles x 4 (Passover 
  9cm)
  Porcupine 
  Guns, Missiles x8 (Passover 6cm)
  Valkyrie 
  Guns, Rockets x 4 (30cm), Missiles x 4 
  (Passover 6cm), or swap either rockets 
  and/or missiles for Bombs x 4 or Napalm x 2
  NEW ARCANE BACKGROUND
  NEW ARCANE BACKGROUND
  Whereas Church characters have access to the Arcane 
  Background (Miracles) and Saintly Litany Edges, Cor-
  porate characters have access only to a different Arcane 
  Background—Psion.
  Psions are gifted with psionic powers. No one has 
  CORPORATE UPDATE
  CORPORATE UPDATE
  3939
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4040
  been able to reproduce this power through selective 
  breeding, genetic research, or drugs. As a result, psions 
  are extremely rare. WMs should ensure there is a maxi-
  mum of no more than one hero with this ability, and may 
  choose to leave it entirely as an NPC ability.
  The Edge differs slightly from the standard Arcane 
  Background (Psionics) Edge, as detailed below. The 
  standard Edge is not available in this setting.
  ARCANE BACKGROUND (PSION)
  ARCANE BACKGROUND (PSION)
  Arcane Skill: Psionics (Smarts)
  Starting Power Points: 10
  Starting Powers: 3
  Available Powers: Arcane resistance (p. 13), beast 
  friend, bolt, boost/lower trait, burst, charismatic aura 
  (p. 14), concentrate, deﬂ ection, entangle (victims must 
  use Smarts or Spirit to escape the mental web), environ-
  mental protection, fear, healing, invisibility, puppet, 
  quickness, smite, speak language, speed, stun, succor, 
  telekinesis.
  Unlike other Arcane Backgrounds, psions cannot de-
  velop their ability once past puberty.
  In game terms, a character is stuck with whatever 
  Psionics die type he buys in character generation. For 
  instance, a hero who buys Psionics d6 can never gain 
  Psionics d8, even by using boost/lower trait.
  Characters who meet the minimum requirements 
  may take the Mentalist Edge as normal.
  The hero can still take Power Points (representing 
  better use of mental re-
  sources) and New Pow-
  ers (learning to use his 
  mind in new ways).
  Psions who are de-
  tected by a Corporation 
  are given two choices—
  join up or be loboto-
  mized. Most choose the 
  former. Psions can be 
  found working in the 
  bureaucratic side of the 
  Union, often as transla-
  tors and mind readers, 
  or in the military as in-
  telligence ofﬁ cers. The 
  latter hold the honorary 
  rank of Captain, but 
  never receive promo-
  tions or actual com-
  mand responsibilities.
  * Brainburn: When 
  a psionic character rolls 
  a 1 on his Psionics die 
  (regardless of his Wild 
  Die), he is automatically 
  Shaken. On a critical 
  failure, he suffers a level 
  of Fatigue as well. This 
  lasts for an hour.
  NEW GEAR
  NEW GEAR
  The Corporations have had a few major breakthroughs 
  in their research and development efforts since 2350. 
  The successes they have achieved are detailed below.
  NEW VEHICULAR WEAPON
  NEW VEHICULAR WEAPON
  Pulse Laser: Ravendell has pumped vast amounts of 
  resources into laser research, focusing its main efforts 
  on vehicular weaponry. Under a veil of absolute secrecy, 
  engineers and scientists worked to give Ravendell an ad-
  vantage is the competitive world of Union armaments.
  In IV.2352 it unveils the Morningstar, a light tank ﬁ t-
  ted with a 20 megawatt rapid ﬁ re pulse laser. Later that 
  year, in Matins, it launches the Lucifer, a main battle tank 
  carrying a 100 megawatt pulse laser.
  NEW VEHICLE MOD
  NEW VEHICLE MOD
  Laser Battery: Vehicular laser weapons require a 
  hefty powerplant and can only ﬁ re when the vehicle 
  has an operational engine, much like railguns. To give 
  vehicles the capacity to ﬁ re while powered down (to 
  fool infrared sensors) or after an engine hit, a battery 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4040
  been able to reproduce this power through selective 
  breeding, genetic research, or drugs. As a result, psions 
  are extremely rare. WMs should ensure there is a maxi-
  mum of no more than one hero with this ability, and may 
  choose to leave it entirely as an NPC ability.
  The Edge differs slightly from the standard Arcane 
  Background (Psionics) Edge, as detailed below. The 
  standard Edge is not available in this setting.
  ARCANE BACKGROUND (PSION)
  ARCANE BACKGROUND (PSION)
  Arcane Skill: Psionics (Smarts)
  Starting Power Points: 10
  Starting Powers: 3
  Available Powers: Arcane resistance (p. 13), beast 
  friend, bolt, boost/lower trait, burst, charismatic aura 
  (p. 14), concentrate, deﬂ ection, entangle (victims must 
  use Smarts or Spirit to escape the mental web), environ-
  mental protection, fear, healing, invisibility, puppet, 
  quickness, smite, speak language, speed, stun, succor, 
  telekinesis.
  Unlike other Arcane Backgrounds, psions cannot de-
  velop their ability once past puberty.
  In game terms, a character is stuck with whatever 
  Psionics die type he buys in character generation. For 
  instance, a hero who buys Psionics d6 can never gain 
  Psionics d8, even by using boost/lower trait.
  Characters who meet the minimum requirements 
  may take the Mentalist Edge as normal.
  The hero can still take Power Points (representing 
  better use of mental re-
  sources) and New Pow-
  ers (learning to use his 
  mind in new ways).
  Psions who are de-
  tected by a Corporation 
  are given two choices—
  join up or be loboto-
  mized. Most choose the 
  former. Psions can be 
  found working in the 
  bureaucratic side of the 
  Union, often as transla-
  tors and mind readers, 
  or in the military as in-
  telligence ofﬁ cers. The 
  latter hold the honorary 
  rank of Captain, but 
  never receive promo-
  tions or actual com-
  mand responsibilities.
  * Brainburn: When 
  a psionic character rolls 
  a 1 on his Psionics die 
  (regardless of his Wild 
  Die), he is automatically 
  Shaken. On a critical 
  failure, he suffers a level 
  of Fatigue as well. This 
  lasts for an hour.
  NEW GEAR
  NEW GEAR
  The Corporations have had a few major breakthroughs 
  in their research and development efforts since 2350. 
  The successes they have achieved are detailed below.
  NEW VEHICULAR WEAPON
  NEW VEHICULAR WEAPON
  Pulse Laser: Ravendell has pumped vast amounts of 
  resources into laser research, focusing its main efforts 
  on vehicular weaponry. Under a veil of absolute secrecy, 
  engineers and scientists worked to give Ravendell an ad-
  vantage is the competitive world of Union armaments.
  In IV.2352 it unveils the Morningstar, a light tank ﬁ t-
  ted with a 20 megawatt rapid ﬁ re pulse laser. Later that 
  year, in Matins, it launches the Lucifer, a main battle tank 
  carrying a 100 megawatt pulse laser.
  NEW VEHICLE MOD
  NEW VEHICLE MOD
  Laser Battery: Vehicular laser weapons require a 
  hefty powerplant and can only ﬁ re when the vehicle 
  has an operational engine, much like railguns. To give 
  vehicles the capacity to ﬁ re while powered down (to 
  fool infrared sensors) or after an engine hit, a battery 
  
  CORPORATE UPDATE
  CORPORATE UPDATE
  4141
  contains enough charge for a handful of shots. This uses 
  valuable space and results in vehicles with lighter armor 
  than their conventionally armed counterparts.
  The battery also provides power to smaller laser weap-
  ons mounted on the vehicle. Each laser battery “shot” 
  provides 100 rounds of ammo for a laser MG when the 
  engine is powered down or disabled.
  A vehicular Critical Hit result of 2 destroys the battery, 
  rendering all laser weapons useless if the vehicle loses 
  power for any reason.
  NEW VEHICLES
  NEW VEHICLES
  ARMORED LIMOUSINE (OUTREMER)
  ARMORED LIMOUSINE (OUTREMER)
  Designed to protect VIPs from small arms ﬁ re and 
  tracking sensors, the armored limousine can carry 5 
  passengers in extravagant comfort. The addition of night 
  vision allows the vehicle to be driven in darkness with-
  out using headlights in the event the chauffeur (nobody 
  drives themselves about in one of these cars) is forced to 
  take evasive action at night.
  Within Church lands, armored limos are most often 
  used by senior members of the Curia and a few rich 
  bishops, and are rarely seen outside of cities. Among the 
  Corporations, they are used by executives, media stars, 
  sports stars, and such-like.
  Issued: pre-2350; Acc/Top Speed: 20/60; Toughness: 
  12 (3); Crew: 1+5
  Notes: Air Bags, Night Vision, Stealth Paint
  CRATERMAKER I (ATLANTIS)
  CRATERMAKER I (ATLANTIS)
  Atlantis has continued to mass produce cheap, effec-
  tive, and reliable combat vehicles. Its recent range has 
  focused on unmanned vehicles. Each of the range has a 
  small camera which feeds back to a control panel, and a 
  very bassic control system.
  The Cratermaker is not a subtle weapon, but it is ideal 
  for destroying infantry, especially tightly packed forma-
  tions. The suitcase sized, tracked vehicle is essentially a 
  huge, mobile bomb operated remotely. When it reaches 
  its destination, the operator ﬂ icks a switch, detonating 
  the payload.
  The monoﬁ lament warhead explodes in a Large Burst Tem-
  plate, inﬂ icting 4d10, AP 4 damage. It is not a Heavy Weapon.
  Originally designated the Widowmaker, Atlantis 
  changed the name after a test survey among its army for-
  mations responded overwhelming against the name.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Huge bomb (no reloads).
  CRATERMAKER II (ATLANTIS)
  CRATERMAKER II (ATLANTIS)
  Whereas the Cratermaker I was designed to decimate 
  infantry, the Mark II is a cheap anti-tank weapon.
  When detonated, it explodes in a Small Burst Tem-
  plate for 4d10 damage, AP 30, Heavy Weapon. It is de-
  signed to ﬁ t under any armored vehicle currently on the 
  battleﬁ eld. The vehicle’s belly armor is equal to half that 
  of its weakest side.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Huge bomb (no reloads).
  GRENADIER (ATLANTIS)
  GRENADIER (ATLANTIS)
  The Grenadier is another of Atlantis’ unmanned ve-
  hicles. Although described as an anti-infantry vehicle, by 
  switching payload its uses are far more versatile. About 
  the same size as a large suitcase, the tracked vehicle is 
  ﬁ tted with six single-shot grenade launchers. The remote 
  operator can only ﬁ re these collectively (no single shot 
  option), but he can toggle between short, medium, and 
  long ranges. Again, all the grenades must ﬁ re at the same 
  range.
  The Grenadier is not designed for accuracy. Place the 
  appropriate templates for the grenades (which do not 
  have to be of the same type) as if on a clockface at the 
  even positions (two, four, etc.) at 10, 20, or 40” and then 
  roll for deviation.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Six grenade launchers (no reloads)
  LUCIFER HEAVY TANK (RAVENDELL)
  LUCIFER HEAVY TANK (RAVENDELL)
  The Lucifer’s heavy pulse laser has the power to drill 
  through the front armor of even the heavily armored 
  Golgotha and Thor tanks. However, problems with the 
  stabilizing system continue to plague the vehicle until 
  late 2353, when the system is upgraded to an Improved 
  VEHICULAR LASER WEAPONS
  VEHICULAR LASER WEAPONS
  Type 
  Range 
  Damage 
  Burst? 
  ROF 
  Shots 
  Notes
  Pulse laser, 20MW 
  75/150/300 
  3d6+2 
  No 
  3 
  — 
  AP 10
  Pulse laser, 100MW 
  150/300/600 
  4d10 
  No 
  1 
  — 
  AP 100
  CORPORATE UPDATE
  CORPORATE UPDATE
  4141
  contains enough charge for a handful of shots. This uses 
  valuable space and results in vehicles with lighter armor 
  than their conventionally armed counterparts.
  The battery also provides power to smaller laser weap-
  ons mounted on the vehicle. Each laser battery “shot” 
  provides 100 rounds of ammo for a laser MG when the 
  engine is powered down or disabled.
  A vehicular Critical Hit result of 2 destroys the battery, 
  rendering all laser weapons useless if the vehicle loses 
  power for any reason.
  NEW VEHICLES
  NEW VEHICLES
  ARMORED LIMOUSINE (OUTREMER)
  ARMORED LIMOUSINE (OUTREMER)
  Designed to protect VIPs from small arms ﬁ re and 
  tracking sensors, the armored limousine can carry 5 
  passengers in extravagant comfort. The addition of night 
  vision allows the vehicle to be driven in darkness with-
  out using headlights in the event the chauffeur (nobody 
  drives themselves about in one of these cars) is forced to 
  take evasive action at night.
  Within Church lands, armored limos are most often 
  used by senior members of the Curia and a few rich 
  bishops, and are rarely seen outside of cities. Among the 
  Corporations, they are used by executives, media stars, 
  sports stars, and such-like.
  Issued: pre-2350; Acc/Top Speed: 20/60; Toughness: 
  12 (3); Crew: 1+5
  Notes: Air Bags, Night Vision, Stealth Paint
  CRATERMAKER I (ATLANTIS)
  CRATERMAKER I (ATLANTIS)
  Atlantis has continued to mass produce cheap, effec-
  tive, and reliable combat vehicles. Its recent range has 
  focused on unmanned vehicles. Each of the range has a 
  small camera which feeds back to a control panel, and a 
  very bassic control system.
  The Cratermaker is not a subtle weapon, but it is ideal 
  for destroying infantry, especially tightly packed forma-
  tions. The suitcase sized, tracked vehicle is essentially a 
  huge, mobile bomb operated remotely. When it reaches 
  its destination, the operator ﬂ icks a switch, detonating 
  the payload.
  The monoﬁ lament warhead explodes in a Large Burst Tem-
  plate, inﬂ icting 4d10, AP 4 damage. It is not a Heavy Weapon.
  Originally designated the Widowmaker, Atlantis 
  changed the name after a test survey among its army for-
  mations responded overwhelming against the name.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Huge bomb (no reloads).
  CRATERMAKER II (ATLANTIS)
  CRATERMAKER II (ATLANTIS)
  Whereas the Cratermaker I was designed to decimate 
  infantry, the Mark II is a cheap anti-tank weapon.
  When detonated, it explodes in a Small Burst Tem-
  plate for 4d10 damage, AP 30, Heavy Weapon. It is de-
  signed to ﬁ t under any armored vehicle currently on the 
  battleﬁ eld. The vehicle’s belly armor is equal to half that 
  of its weakest side.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Huge bomb (no reloads).
  GRENADIER (ATLANTIS)
  GRENADIER (ATLANTIS)
  The Grenadier is another of Atlantis’ unmanned ve-
  hicles. Although described as an anti-infantry vehicle, by 
  switching payload its uses are far more versatile. About 
  the same size as a large suitcase, the tracked vehicle is 
  ﬁ tted with six single-shot grenade launchers. The remote 
  operator can only ﬁ re these collectively (no single shot 
  option), but he can toggle between short, medium, and 
  long ranges. Again, all the grenades must ﬁ re at the same 
  range.
  The Grenadier is not designed for accuracy. Place the 
  appropriate templates for the grenades (which do not 
  have to be of the same type) as if on a clockface at the 
  even positions (two, four, etc.) at 10, 20, or 40” and then 
  roll for deviation.
  Issued: 2352; Acc/Top Speed: 2/6; Toughness: 8(2); 
  Crew: 0
  Notes: Tracked
  Weapons:
  * Six grenade launchers (no reloads)
  LUCIFER HEAVY TANK (RAVENDELL)
  LUCIFER HEAVY TANK (RAVENDELL)
  The Lucifer’s heavy pulse laser has the power to drill 
  through the front armor of even the heavily armored 
  Golgotha and Thor tanks. However, problems with the 
  stabilizing system continue to plague the vehicle until 
  late 2353, when the system is upgraded to an Improved 
  VEHICULAR LASER WEAPONS
  VEHICULAR LASER WEAPONS
  Type 
  Range 
  Damage 
  Burst? 
  ROF 
  Shots 
  Notes
  Pulse laser, 20MW 
  75/150/300 
  3d6+2 
  No 
  3 
  — 
  AP 10
  Pulse laser, 100MW 
  150/300/600 
  4d10 
  No 
  1 
  — 
  AP 100
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4242
  Stabilizer. Sloping armor helps keep the armor weight 
  down while providing adequate protection.
  Issued: 2352; Acc/Top Speed: 7/30; Toughness: 
  96/66/56 (80/50/40); Crew: 3
  Notes: Heavy Armor, Laser Battery (3 shots), Night Vi-
  sion, Sloped Armor (–2), Stabilizer, Tracked
  Weapons:
  * 100MW pulse laser (unlimited ammo)
  * Laser MG pintle mounted on turret (unlimited 
  ammo)
  MJOLNIR GRAV TANK (ASGARD)
  MJOLNIR GRAV TANK (ASGARD)
  Asgard’s ﬁ rst grav tank, and the Union’s only one to 
  date, packs a heavy punch, has good armor, and impres-
  sive speed. However, it is not yet manufactured in large 
  numbers and is kept in reserve for the most important 
  missions. It is larger than its Church counterpart, the 
  Calvary.
  The primary weapons share the same turret and ﬁ r-
  ing controls, but the addition of a small turret beside 
  the commander’s hatch allows for a dedicated gunner 
  controlling a ﬂ echette chain gun. The ﬁ fth crewmember 
  is an engineer, vital for monitoring all the complex ﬂ ight 
  systems.
  Issued: 2351; Acc/Top Speed: 15/50; Toughness: 
  120/100/80 (100/80/60); Crew: 5
  Notes: Grav Lift, Heavy Armor, Improved Stabilizer, 
  Night Vision, Sloped Armor (–2)
  Weapons:
  * 80mm railgun (45 rounds)
  * 40mm autocannon coaxial (100 rounds)
  * Flechette chain gun (turret) (1000 rounds)
  * Flechette MG pintle mount, turret (500 rounds)
  MORNINGSTAR LIGHT TANK (RAVENDELL)
  MORNINGSTAR LIGHT TANK (RAVENDELL)
  Although classed as a light tank, the Morningstar is 
  ineffective in combat against most other vehicles of this 
  class. Instead, it is used to support infantry, harass APCs 
  and other lightly armored vehicles, and take out enemy 
  gun emplacements.
  Issued: 2352; Acc/Top Speed: 6/24; Toughness: 
  43/33/33 (30/20/20); Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Laser Battery 
  (5 shots), Night Vision, Sloped Armor (–1), Tracked
  Weapons:
  * 20MW pulse laser (unlimited ammo)
  * Laser MG pintle mounted on turret (unlimited 
  ammo)
  NIFLEHEIM APC (ASGARD)
  NIFLEHEIM APC (ASGARD)
  Asgard’s primary holdings lie inside the Arctic Circle. 
  Given that a season lasts nearly 400 days, its facilities are 
  snow-choked for months at a time. With aircraft often 
  grounded by blizzards, Asgard felt the need to develop a 
  tracked APC suited to arctic conditions so as to be able 
  to ferry troops and scientiﬁ c personnel around in any 
  conditions.
  Technically designated a non-combat vehicle, the 
  Niﬂ eheim mounts a ﬂ amethrower for ice clearing and a 
  chain gun to keep away the more fearsome of the arctic 
  predators. Its amphibious capabilities are limited and are 
  designed for emergency use only (such as if the vehicle 
  falls through a frozen lake).
  Inside are stored insulated survival tents, emergency 
  rations, ﬂ ares, spare parts, a  compact tool kit, and winter 
  survival suits. The vehicle’s heavily modiﬁ ed engine can 
  run in temperatures as low as -40F without difﬁ culty.
  Asgard currently has four versions in its ﬂ eet. The 
  Niﬂ heim is the basic troop transporter. As a non-combat 
  vehicle, it has no commander, just a driver and naviga-
  tor/gunner.
  The Thrym is a scientific research vehicle. It 
  carries only three passengers, but contains a basic 
  chemistry, geology, and meteorology laboratory). 
  The Ganglati variant is designed to carry four tons of 
  cargo (three internally and one externally). Finally, 
  there is the Elvidnir, an emergency rescue APC. It 
  carries spare tents, rations, heating packs, medical 
  kits, common spare parts, and such like. As well as 
  its regular crew, it carries a medic and an engineer 
  (often the same man when possible to cut down on 
  the wage bill).
  Issued: 2351; Acc/Top Speed: 8/24; Toughness: 
  20/18/18 (10/8/8); Handling: +0; Crew: 2+10
  Notes: Amphibious, Heavy Armor, Night Vision, Tracked
  Weapons:
  * Vehicular ﬂ amethrower in turret (20 shots)
  * Flechette chain gun in turret (500 rounds)
  CHURCH/CORPORATE WEAPONRY 
  CHURCH/CORPORATE WEAPONRY 
  The Corporations manufacture their own range 
  of weapons. The major weapons are detailed in 
  Necropolis 2350. For other weapons, look for the 
  Church equivalent below and simply change the 
  name. The stats remain unaltered.
  Church Name 
  Corporate Name
  Dove AT–1 
  Rearguard
  Dove AA/AT–2 
  Twinguard
  Heartbreaker 
  No equivalent in use
  Levant Mortar 
  Birdstrike
  Jericho Cannon 
  Boomer
  Megiddo Mortar 
  Cratermaker
  Passover 
  Backbreaker
  SBAC (25mm) 
  Baby-T
  SBAC (50mm) 
  Thumper
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4242
  Stabilizer. Sloping armor helps keep the armor weight 
  down while providing adequate protection.
  Issued: 2352; Acc/Top Speed: 7/30; Toughness: 
  96/66/56 (80/50/40); Crew: 3
  Notes: Heavy Armor, Laser Battery (3 shots), Night Vi-
  sion, Sloped Armor (–2), Stabilizer, Tracked
  Weapons:
  * 100MW pulse laser (unlimited ammo)
  * Laser MG pintle mounted on turret (unlimited 
  ammo)
  MJOLNIR GRAV TANK (ASGARD)
  MJOLNIR GRAV TANK (ASGARD)
  Asgard’s ﬁ rst grav tank, and the Union’s only one to 
  date, packs a heavy punch, has good armor, and impres-
  sive speed. However, it is not yet manufactured in large 
  numbers and is kept in reserve for the most important 
  missions. It is larger than its Church counterpart, the 
  Calvary.
  The primary weapons share the same turret and ﬁ r-
  ing controls, but the addition of a small turret beside 
  the commander’s hatch allows for a dedicated gunner 
  controlling a ﬂ echette chain gun. The ﬁ fth crewmember 
  is an engineer, vital for monitoring all the complex ﬂ ight 
  systems.
  Issued: 2351; Acc/Top Speed: 15/50; Toughness: 
  120/100/80 (100/80/60); Crew: 5
  Notes: Grav Lift, Heavy Armor, Improved Stabilizer, 
  Night Vision, Sloped Armor (–2)
  Weapons:
  * 80mm railgun (45 rounds)
  * 40mm autocannon coaxial (100 rounds)
  * Flechette chain gun (turret) (1000 rounds)
  * Flechette MG pintle mount, turret (500 rounds)
  MORNINGSTAR LIGHT TANK (RAVENDELL)
  MORNINGSTAR LIGHT TANK (RAVENDELL)
  Although classed as a light tank, the Morningstar is 
  ineffective in combat against most other vehicles of this 
  class. Instead, it is used to support infantry, harass APCs 
  and other lightly armored vehicles, and take out enemy 
  gun emplacements.
  Issued: 2352; Acc/Top Speed: 6/24; Toughness: 
  43/33/33 (30/20/20); Crew: 3
  Notes: Heavy Armor, Improved Stabilizer, Laser Battery 
  (5 shots), Night Vision, Sloped Armor (–1), Tracked
  Weapons:
  * 20MW pulse laser (unlimited ammo)
  * Laser MG pintle mounted on turret (unlimited 
  ammo)
  NIFLEHEIM APC (ASGARD)
  NIFLEHEIM APC (ASGARD)
  Asgard’s primary holdings lie inside the Arctic Circle. 
  Given that a season lasts nearly 400 days, its facilities are 
  snow-choked for months at a time. With aircraft often 
  grounded by blizzards, Asgard felt the need to develop a 
  tracked APC suited to arctic conditions so as to be able 
  to ferry troops and scientiﬁ c personnel around in any 
  conditions.
  Technically designated a non-combat vehicle, the 
  Niﬂ eheim mounts a ﬂ amethrower for ice clearing and a 
  chain gun to keep away the more fearsome of the arctic 
  predators. Its amphibious capabilities are limited and are 
  designed for emergency use only (such as if the vehicle 
  falls through a frozen lake).
  Inside are stored insulated survival tents, emergency 
  rations, ﬂ ares, spare parts, a  compact tool kit, and winter 
  survival suits. The vehicle’s heavily modiﬁ ed engine can 
  run in temperatures as low as -40F without difﬁ culty.
  Asgard currently has four versions in its ﬂ eet. The 
  Niﬂ heim is the basic troop transporter. As a non-combat 
  vehicle, it has no commander, just a driver and naviga-
  tor/gunner.
  The Thrym is a scientific research vehicle. It 
  carries only three passengers, but contains a basic 
  chemistry, geology, and meteorology laboratory). 
  The Ganglati variant is designed to carry four tons of 
  cargo (three internally and one externally). Finally, 
  there is the Elvidnir, an emergency rescue APC. It 
  carries spare tents, rations, heating packs, medical 
  kits, common spare parts, and such like. As well as 
  its regular crew, it carries a medic and an engineer 
  (often the same man when possible to cut down on 
  the wage bill).
  Issued: 2351; Acc/Top Speed: 8/24; Toughness: 
  20/18/18 (10/8/8); Handling: +0; Crew: 2+10
  Notes: Amphibious, Heavy Armor, Night Vision, Tracked
  Weapons:
  * Vehicular ﬂ amethrower in turret (20 shots)
  * Flechette chain gun in turret (500 rounds)
  CHURCH/CORPORATE WEAPONRY 
  CHURCH/CORPORATE WEAPONRY 
  The Corporations manufacture their own range 
  of weapons. The major weapons are detailed in 
  Necropolis 2350. For other weapons, look for the 
  Church equivalent below and simply change the 
  name. The stats remain unaltered.
  Church Name 
  Corporate Name
  Dove AT–1 
  Rearguard
  Dove AA/AT–2 
  Twinguard
  Heartbreaker 
  No equivalent in use
  Levant Mortar 
  Birdstrike
  Jericho Cannon 
  Boomer
  Megiddo Mortar 
  Cratermaker
  Passover 
  Backbreaker
  SBAC (25mm) 
  Baby-T
  SBAC (50mm) 
  Thumper
  
  Let death seize upon them, and let them go down 
  quick into hell: for wickedness is in their dwellings, and 
  among them.
  Psalms 55:15
  Like the Church, the Rephaim have been engaged in 
  continual research into weapons which will give them an 
  advantage over their enemies in the ongoing war. Prog-
  ress has been quite rapid (this is practically a miracle, 
  as the Dark Conclave rarely agrees on anything without 
  considerable deliberation and political maneuvering), 
  with most Rephaim having now embraced weird science 
  to the fullest extent. Only the “old guard” insists on us-
  ing necromancy alone to win their dark war, and their 
  days are numbered.
  In a move similar to that of the Lazarites, they have 
  created a number of secret laboratory complexes deep 
  within the Dead Zones, where “scientists” work to 
  improve existing designs and create new, more potent 
  weapons of war.
  CYSTS
  CYSTS
  In medical terminology, a cyst is a sac containing sickly 
  matter. It can also mean a cell or cavity enclosing biologi-
  cal matter. In Necropolis 2350, the terms are merged to 
  create a vile Rephaim sanctuary.
  Cysts are small areas lined with decaying human 
  tissue and organs which is cemented to the walls with 
  blood and gore. Creating even a small cyst requires doz-
  ens or sacriﬁ ces followed by lengthy and complex rituals 
  to “sanctify” the site for use.
  Cysts provide certain Rephaim with extra necromantic 
  energy. The creation of cysts is something of an irony, as 
  it most beneﬁ ts the few Rephaim who have stuck to the 
  “traditional” arts of necromancy.
  They allow any greater Rephaim who spends 24 hours 
  in a cyst to make a natural Healing roll each day. Unlike a 
  regeneration tank, the Rephaim can remain mobile and 
  perform other tasks, so long as he remains within the 
  ﬂ eshy walls.
  Cysts count as a place of death for Rephaim with the 
  Necromancer special ability (p. 52), thus making spells 
  cast within the cyst more potent.
  Any Rephaim with the Necromancy skill can draw ad-
  ditional power from the cyst. A cyst stores 1 Power Points 
  per 1” (2 yard) ﬂ oor square it covers on the tabletop. Any 
  Rephaim inside the cyst can access these points as if they 
  were part of his own pool. One Power Point recharges 
  each hour, though the process can be speeded up with 
  sacriﬁ ces. A sentient sacriﬁ ce whose blood is spilled on 
  the ﬂ oor instantly recharges a number of Power Points 
  equal to its Spirit die. Non-sentient sacriﬁ ces (such as 
  animals) provide only half this amount.
  Faithful who attempt to invoke miracles within a cyst 
  have a –2 penalty to Faith rolls due to the powerful nec-
  romantic aura.
  Most cysts are found within Stygian Towers, where 
  they serve as inner sanctuaries and places of meditation 
  for liches. Unbeknownst to mankind, smaller cysts ex-
  ist in most major cities, located in dark sewers or the 
  basements of abandoned buildings. From here, vampires 
  and mummies work their evil on the blissfully ignorant 
  citizens.
  FANES
  FANES
  The Dark may fulﬁ ll the same role among the Rephaim 
  as God does with humanity, but the “faith” does not pos-
  sess a universal doctrine. All Rephaim accept the Dark as 
  the supreme being, but that’s about as much as they agree 
  on. Even before the Rephaim came to Salus, their faith 
  was divided into a number of sects, known as fanes.
  The Dark is not a corporeal entity, it cannot strike 
  down those who misrepresent it with unholy ﬁ reballs, 
  nor does it converse with the majority of its worship-
  REPHAIM UPDATE
  REPHAIM UPDATE
  4343
  Let death seize upon them, and let them go down 
  quick into hell: for wickedness is in their dwellings, and 
  among them.
  Psalms 55:15
  Like the Church, the Rephaim have been engaged in 
  continual research into weapons which will give them an 
  advantage over their enemies in the ongoing war. Prog-
  ress has been quite rapid (this is practically a miracle, 
  as the Dark Conclave rarely agrees on anything without 
  considerable deliberation and political maneuvering), 
  with most Rephaim having now embraced weird science 
  to the fullest extent. Only the “old guard” insists on us-
  ing necromancy alone to win their dark war, and their 
  days are numbered.
  In a move similar to that of the Lazarites, they have 
  created a number of secret laboratory complexes deep 
  within the Dead Zones, where “scientists” work to 
  improve existing designs and create new, more potent 
  weapons of war.
  CYSTS
  CYSTS
  In medical terminology, a cyst is a sac containing sickly 
  matter. It can also mean a cell or cavity enclosing biologi-
  cal matter. In Necropolis 2350, the terms are merged to 
  create a vile Rephaim sanctuary.
  Cysts are small areas lined with decaying human 
  tissue and organs which is cemented to the walls with 
  blood and gore. Creating even a small cyst requires doz-
  ens or sacriﬁ ces followed by lengthy and complex rituals 
  to “sanctify” the site for use.
  Cysts provide certain Rephaim with extra necromantic 
  energy. The creation of cysts is something of an irony, as 
  it most beneﬁ ts the few Rephaim who have stuck to the 
  “traditional” arts of necromancy.
  They allow any greater Rephaim who spends 24 hours 
  in a cyst to make a natural Healing roll each day. Unlike a 
  regeneration tank, the Rephaim can remain mobile and 
  perform other tasks, so long as he remains within the 
  ﬂ eshy walls.
  Cysts count as a place of death for Rephaim with the 
  Necromancer special ability (p. 52), thus making spells 
  cast within the cyst more potent.
  Any Rephaim with the Necromancy skill can draw ad-
  ditional power from the cyst. A cyst stores 1 Power Points 
  per 1” (2 yard) ﬂ oor square it covers on the tabletop. Any 
  Rephaim inside the cyst can access these points as if they 
  were part of his own pool. One Power Point recharges 
  each hour, though the process can be speeded up with 
  sacriﬁ ces. A sentient sacriﬁ ce whose blood is spilled on 
  the ﬂ oor instantly recharges a number of Power Points 
  equal to its Spirit die. Non-sentient sacriﬁ ces (such as 
  animals) provide only half this amount.
  Faithful who attempt to invoke miracles within a cyst 
  have a –2 penalty to Faith rolls due to the powerful nec-
  romantic aura.
  Most cysts are found within Stygian Towers, where 
  they serve as inner sanctuaries and places of meditation 
  for liches. Unbeknownst to mankind, smaller cysts ex-
  ist in most major cities, located in dark sewers or the 
  basements of abandoned buildings. From here, vampires 
  and mummies work their evil on the blissfully ignorant 
  citizens.
  FANES
  FANES
  The Dark may fulﬁ ll the same role among the Rephaim 
  as God does with humanity, but the “faith” does not pos-
  sess a universal doctrine. All Rephaim accept the Dark as 
  the supreme being, but that’s about as much as they agree 
  on. Even before the Rephaim came to Salus, their faith 
  was divided into a number of sects, known as fanes.
  The Dark is not a corporeal entity, it cannot strike 
  down those who misrepresent it with unholy ﬁ reballs, 
  nor does it converse with the majority of its worship-
  REPHAIM UPDATE
  REPHAIM UPDATE
  4343
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4444
  pers directly. While oracles are in direct communication 
  with the unholy entity, their visions are whispered only 
  to the greater mummies, the dark’s priesthood. How the 
  mummies choose to interpret the messages is personal 
  choice, and more often than not is twisted to ﬁ t a par-
  ticular mummy’s viewpoint.
  Fanes aren’t just spiritual organizations. Every liche 
  is working toward the Rephaim’s victory in its own way. 
  Some seek domination through open warfare, while oth-
  ers favor more subtle approaches. Each liche’s motives 
  and methods are closely tied in to its particular fane’s 
  beliefs, and thus each fane is inseparable from the Ma-
  chiavellian politics of the Dark Conclave.
  Several of the major fanes on Salus are detailed below 
  in alphabetical order. WMs can create their own fanes as 
  required to ﬁ t their type of campaign.
  FANE ABNORMIS
  FANE ABNORMIS
  Members of Fane Abnormis believe the human god is 
  very real, and an equal in power to the Dark. This alone 
  is cause for them to be shunned by the other fanes, but 
  their ideology doesn’t end their.
  The war on Salus is, in their eyes, not simply a war 
  between Rephaim and humans. Rather, it is between the 
  Dark and God. It’s a battle which has raged since the 
  universe began, and has been fought on many fronts and 
  in many forms. The current conﬂ ict is a microcosm of the 
  larger campaign.
  However, the war is also endless. God cannot be 
  destroyed any more than light can be destroyed. A star 
  measured at 10 billion light years from Salus may well 
  have ceased to exist, but its radiance continues, traveling 
  through the cosmos until it enters the eyes of a distant 
  observer. Thus, at best, one can destroy the ideology of 
  God by eliminating all his sentient worshippers, but one 
  can never destroy God, and so long as God exists, there 
  will always be war in the universe and the Dark can never 
  ascend to its rightful place.
  Since destruction of humanity will, at best, be a trivial 
  victory in terms of the larger picture, Fane Abnormis 
  opposes open conﬂ ict. Instead, it seeks victory through 
  corruption. Their philosophy holds that every star, every 
  planet, every atom, every soul is a vital weapon in the 
  war. For matter there is antimatter, for electrons there 
  are protons, for good there is evil. God cannot be killed, 
  but by transforming the universe from order into chaos, 
  he can be weakened to such a state that the Dark can rise 
  and gain supremacy (though not total victory).
  Kill a human, and God ticks one from his troop total. 
  Corrupt a human, and not only does God lose a sup-
  porter, but the Dark gains one—a two-point swing.
  Thus, Fane Abnormis shuns slaying mortals, focusing 
  instead of converting them to the Dark’s cause. Drugs, 
  sex, power, avoidance of death, wealth—humans have 
  many craving, and the Dark can feed them all in abun-
  dance. The fane thus supports and actively encourages 
  all forms of heresy among humans. They also encourage 
  corruption of animal and plant life. Their necromancers 
  are working on ways to draw energy not just from hu-
  mans, but from the very planet, as darkness generators 
  do.
  FANE COETUS
  FANE COETUS
  The Rephaim dominate three large areas of Salus, 
  but in the eyes of Fane Coetus this is a huge mistake. 
  Each time the Dark Conclave meets, at least one member 
  raises the same two questions—“Should we not consoli-
  date our forces and strike once with concentrated force, 
  rather than pick away at our enemy?” and “Should we 
  not stop our inﬁ ghting and pool our resources?”
  In the eyes of the fane, the divergence of military 
  power, not to mention the political warfare that wracks 
  the Conclave, weakens their righteous cause. The spread 
  of the Rephaim across Salus was, so they say, an accident, 
  a quirk of fate, and it opposes the Dark’s will to remain 
  this way. Victory will come only through strength and 
  unity (an ideology the Church also espouses).
  They accept that humans in the regions they abandon 
  would stiffen their defenses and propser, but a single, 
  uniﬁ ed campaign could net many millions of new corps-
  es to bolster the army.
  Unfortunately, the majority of liches remain jealously 
  protective of their pet projects and too ensconced in the 
  belief that they will be the one to end the war to even 
  consider sharing resources, especially knowledge.
  As a result, the liches of the fane are making plans 
  to abandon their disparate Stygian Towers and regroup 
  their armies into a single, cohesive force. With or with-
  out the backing of their colleagues, they intend to stand 
  united against the humans.
  FANE DOCTRINA FATUM
  FANE DOCTRINA FATUM
  Fane Doctrina Fatum consists of Rephaim whose chief 
  motive is the research and creation of new necromantic 
  weird science devices. They see those who still favor 
  necromancy as throwbacks to a primitive age, little more 
  than superstitious peasants ﬁ ghting a war with weapons 
  of yesterday. Only through continued development of 
  weird science can the Rephaim conquer the heavens, as 
  the Dark desires.
  Liches, mummies, and vampires of this fane are 
  prevalent users of weird science gizmos. Most no longer 
  use traditional necromancy at all. Unlike other leaders, 
  who rarely trust their minions with their creations, the 
  masters of the fane are only too willing to let skeletons 
  and zombies under their command go to war with nec-
  romantic weapons.
  Each greater Rephaim belonging to fane maintains a 
  well-stocked workshop in its lair. Whereas those of other 
  fanes who dabble in weird science are jealous things, 
  Doctrina Fatum’s members are only too happy to share 
  ideas in the hope of pushing the boundaries of weird 
  science further and further.
  Like the other fanes, members of Doctrina Fatum seek 
  to release the Dark from its intra-dimensional prison. 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4444
  pers directly. While oracles are in direct communication 
  with the unholy entity, their visions are whispered only 
  to the greater mummies, the dark’s priesthood. How the 
  mummies choose to interpret the messages is personal 
  choice, and more often than not is twisted to ﬁ t a par-
  ticular mummy’s viewpoint.
  Fanes aren’t just spiritual organizations. Every liche 
  is working toward the Rephaim’s victory in its own way. 
  Some seek domination through open warfare, while oth-
  ers favor more subtle approaches. Each liche’s motives 
  and methods are closely tied in to its particular fane’s 
  beliefs, and thus each fane is inseparable from the Ma-
  chiavellian politics of the Dark Conclave.
  Several of the major fanes on Salus are detailed below 
  in alphabetical order. WMs can create their own fanes as 
  required to ﬁ t their type of campaign.
  FANE ABNORMIS
  FANE ABNORMIS
  Members of Fane Abnormis believe the human god is 
  very real, and an equal in power to the Dark. This alone 
  is cause for them to be shunned by the other fanes, but 
  their ideology doesn’t end their.
  The war on Salus is, in their eyes, not simply a war 
  between Rephaim and humans. Rather, it is between the 
  Dark and God. It’s a battle which has raged since the 
  universe began, and has been fought on many fronts and 
  in many forms. The current conﬂ ict is a microcosm of the 
  larger campaign.
  However, the war is also endless. God cannot be 
  destroyed any more than light can be destroyed. A star 
  measured at 10 billion light years from Salus may well 
  have ceased to exist, but its radiance continues, traveling 
  through the cosmos until it enters the eyes of a distant 
  observer. Thus, at best, one can destroy the ideology of 
  God by eliminating all his sentient worshippers, but one 
  can never destroy God, and so long as God exists, there 
  will always be war in the universe and the Dark can never 
  ascend to its rightful place.
  Since destruction of humanity will, at best, be a trivial 
  victory in terms of the larger picture, Fane Abnormis 
  opposes open conﬂ ict. Instead, it seeks victory through 
  corruption. Their philosophy holds that every star, every 
  planet, every atom, every soul is a vital weapon in the 
  war. For matter there is antimatter, for electrons there 
  are protons, for good there is evil. God cannot be killed, 
  but by transforming the universe from order into chaos, 
  he can be weakened to such a state that the Dark can rise 
  and gain supremacy (though not total victory).
  Kill a human, and God ticks one from his troop total. 
  Corrupt a human, and not only does God lose a sup-
  porter, but the Dark gains one—a two-point swing.
  Thus, Fane Abnormis shuns slaying mortals, focusing 
  instead of converting them to the Dark’s cause. Drugs, 
  sex, power, avoidance of death, wealth—humans have 
  many craving, and the Dark can feed them all in abun-
  dance. The fane thus supports and actively encourages 
  all forms of heresy among humans. They also encourage 
  corruption of animal and plant life. Their necromancers 
  are working on ways to draw energy not just from hu-
  mans, but from the very planet, as darkness generators 
  do.
  FANE COETUS
  FANE COETUS
  The Rephaim dominate three large areas of Salus, 
  but in the eyes of Fane Coetus this is a huge mistake. 
  Each time the Dark Conclave meets, at least one member 
  raises the same two questions—“Should we not consoli-
  date our forces and strike once with concentrated force, 
  rather than pick away at our enemy?” and “Should we 
  not stop our inﬁ ghting and pool our resources?”
  In the eyes of the fane, the divergence of military 
  power, not to mention the political warfare that wracks 
  the Conclave, weakens their righteous cause. The spread 
  of the Rephaim across Salus was, so they say, an accident, 
  a quirk of fate, and it opposes the Dark’s will to remain 
  this way. Victory will come only through strength and 
  unity (an ideology the Church also espouses).
  They accept that humans in the regions they abandon 
  would stiffen their defenses and propser, but a single, 
  uniﬁ ed campaign could net many millions of new corps-
  es to bolster the army.
  Unfortunately, the majority of liches remain jealously 
  protective of their pet projects and too ensconced in the 
  belief that they will be the one to end the war to even 
  consider sharing resources, especially knowledge.
  As a result, the liches of the fane are making plans 
  to abandon their disparate Stygian Towers and regroup 
  their armies into a single, cohesive force. With or with-
  out the backing of their colleagues, they intend to stand 
  united against the humans.
  FANE DOCTRINA FATUM
  FANE DOCTRINA FATUM
  Fane Doctrina Fatum consists of Rephaim whose chief 
  motive is the research and creation of new necromantic 
  weird science devices. They see those who still favor 
  necromancy as throwbacks to a primitive age, little more 
  than superstitious peasants ﬁ ghting a war with weapons 
  of yesterday. Only through continued development of 
  weird science can the Rephaim conquer the heavens, as 
  the Dark desires.
  Liches, mummies, and vampires of this fane are 
  prevalent users of weird science gizmos. Most no longer 
  use traditional necromancy at all. Unlike other leaders, 
  who rarely trust their minions with their creations, the 
  masters of the fane are only too willing to let skeletons 
  and zombies under their command go to war with nec-
  romantic weapons.
  Each greater Rephaim belonging to fane maintains a 
  well-stocked workshop in its lair. Whereas those of other 
  fanes who dabble in weird science are jealous things, 
  Doctrina Fatum’s members are only too happy to share 
  ideas in the hope of pushing the boundaries of weird 
  science further and further.
  Like the other fanes, members of Doctrina Fatum seek 
  to release the Dark from its intra-dimensional prison. 
  
  REPHAIM UPDATE
  REPHAIM UPDATE
  4545
  Among their current plans is a weird science device 
  capable of rending the walls of reality and creating inter-
  dimensional tunnels. This is similar to the functionality 
  of FC Drives, though the Rephaim are unaware of this 
  coincidence, having forgotten all knowledge of faster-
  than-light travel not long after the dinosaurs took a swan 
  dive into extinction.
  FANE OBSCURUS
  FANE OBSCURUS
  In the beginning, so the Church’s holy books say, 
  there was darkness. The priests of Fane Obscurus believe 
  that darkness was the Dark. They’re actually extremely 
  close to the truth, though religious doctrine and the pas-
  sage of many eons has occulted the true facts.
  Their doctrine holds that the battle between the 
  Rephaim and other sentient life has been going on since 
  time began. First the Dark ruled the universe, then other 
  power expelled it to the Dark Dimension, and now the 
  wheel is turning back in its favor.
  Members of the fane are the true fanatics, viewing the 
  current skirmish on Salus as a “holy” war, a battle for 
  dominance not just of a single world, but of the entire 
  universe. Once Salus falls, the Rephaim will somehow 
  (the fane can’t yet answer the question of how) spread 
  into the wider cosmos, bringing destruction to every 
  world. There will be no second place in this conﬂ ict—to-
  tal extermination awaits the loser.
  Fane Obscurus, unlike their counterparts in Fane Ab-
  normis (who share a similar view of the universe), wastes 
  no resources on corrupting mortals, diplomacy, trickery, 
  or planning for the future—all investments go into their 
  military might.
  Members hold a strong dislike for Fane Abnormis, 
  whom they believe are themselves heretics. Unfortunate-
  ly, repeated calls for a crusade against their bitter rivals 
  have gone unanswered.
  FANE PERITUS
  FANE PERITUS
  When the Rephaim arrived on Salus, they immediately 
  made their presence felt by engaging in war. The result 
  of this hasty action was not victory, but a prolonged and 
  bloody war. Fane Peritus preaches patience and careful 
  planning, and it has been gaining in power as the war 
  drags on decade after decade. A full one-third of the 
  Dark Conclave are now either members of the fane or 
  prepared to listen carefully to its advice.
  Rather than seizing the day and striking without 
  thought, Fane Peritus teaches that one should ﬁ rst weigh 
  up all the possibilities and look at a single action in terms 
  of the ripples it will cause. Only when one understands 
  how the ripples interact can one decide on a cause of 
  action.
  The fane isn’t naive enough to think their plans will 
  not be subject to occasional hiccups—the old human ad-
  age that no plan survives contact with the enemy holds 
  just as true to the Rephaim. Still, if one has contingency 
  plans, one will never be totally unprepared.
  FANE SERVITUS
  FANE SERVITUS
  The Rephaim are more powerful than the humans, 
  being typically stronger, more resilient to damage, and 
  possessed of special abilities. This, the fane’s priests in-
  sist, makes them natural leaders, not just over Salus, but 
  the entire universe.
  Rather than slaughtering humans like sheep, the 
  Rephaim should enslave humanity, and force them into 
  servitude, not as unthinking Rephaim, but as sentient be-
  ings of broken will. Although the Rephaim possess nec-
  romantic technology, Fane Servitus believes the species 
  will only grasp true technology, and thus access other 
  worlds, through using humans.
  Fane Servitus’ members refrain from killing where 
  possible in preference to capturing foes, breaking their 
  wills through torture and brainwashing, and forcing 
  them into service. Live humans are either sent to join 
  the armies or kept in colonies under the dutiful watch 
  of Rephaim, where they toil for their masters or wait do-
  cilely to be harvested of blood to empower necromantic 
  weird science devices.
  Although Fane Abnormis shares similar views on 
  keeping humans alive, those of Fane Servitus don’t care 
  about corrupting humans. That takes valuable resources 
  and a great deal of time—they just want them servile as 
  quickly as possible.
  FANE TIMOR
  FANE TIMOR
  Fear is a powerful weapon, and the Rephaim possess 
  it in abundance. In human terms, Fane Timor specializes 
  in psychological warfare. Their key motto, “An enemy 
  who is afraid to ﬁ ght has already lost the battle,” sums up 
  their preferred approach to the war.
  Although they work to convert humans through Im-
  mortalism, speciﬁ cally the promise of life eternal, their 
  true specialty is demoralizing the masses. Captives are 
  tortured in ways which would make the vilest human 
  cringe, and fallen enemies are brutally mutilated and left 
  behind for their comrades to discover them later.
  Two camps exist within the fane, though their goals 
  are not dissimilar. The ﬁ rst targets rural communities, 
  believing that if citizens feel unsafe, they will ﬂ ock to the 
  cities. This reduces the spread of humanity and places all 
  their enemies in a tightly-packed area. The second fac-
  tion holds the opposite view—strike at the cities, where 
  people feel safest, and panic will be the natural result.
  Through human agents or by hijacking broadcast sta-
  tions, footage of their atrocities is then beamed directly 
  into the homes of millions of people along with propa-
  ganda speeches warning humans of the fate which awaits 
  them if they continue to resist. The Church is quick to 
  block rogue signals, but a few seconds of footage is 
  often enough to cause widespread panic and force the 
  Church’s public relations ofﬁ cials into overdrive.
  Fane Timor claims responsibility for spawning many 
  new forms of Rephaim, especially those whose appear-
  ance causes fear in mortals. Death hunters and heart 
  REPHAIM UPDATE
  REPHAIM UPDATE
  4545
  Among their current plans is a weird science device 
  capable of rending the walls of reality and creating inter-
  dimensional tunnels. This is similar to the functionality 
  of FC Drives, though the Rephaim are unaware of this 
  coincidence, having forgotten all knowledge of faster-
  than-light travel not long after the dinosaurs took a swan 
  dive into extinction.
  FANE OBSCURUS
  FANE OBSCURUS
  In the beginning, so the Church’s holy books say, 
  there was darkness. The priests of Fane Obscurus believe 
  that darkness was the Dark. They’re actually extremely 
  close to the truth, though religious doctrine and the pas-
  sage of many eons has occulted the true facts.
  Their doctrine holds that the battle between the 
  Rephaim and other sentient life has been going on since 
  time began. First the Dark ruled the universe, then other 
  power expelled it to the Dark Dimension, and now the 
  wheel is turning back in its favor.
  Members of the fane are the true fanatics, viewing the 
  current skirmish on Salus as a “holy” war, a battle for 
  dominance not just of a single world, but of the entire 
  universe. Once Salus falls, the Rephaim will somehow 
  (the fane can’t yet answer the question of how) spread 
  into the wider cosmos, bringing destruction to every 
  world. There will be no second place in this conﬂ ict—to-
  tal extermination awaits the loser.
  Fane Obscurus, unlike their counterparts in Fane Ab-
  normis (who share a similar view of the universe), wastes 
  no resources on corrupting mortals, diplomacy, trickery, 
  or planning for the future—all investments go into their 
  military might.
  Members hold a strong dislike for Fane Abnormis, 
  whom they believe are themselves heretics. Unfortunate-
  ly, repeated calls for a crusade against their bitter rivals 
  have gone unanswered.
  FANE PERITUS
  FANE PERITUS
  When the Rephaim arrived on Salus, they immediately 
  made their presence felt by engaging in war. The result 
  of this hasty action was not victory, but a prolonged and 
  bloody war. Fane Peritus preaches patience and careful 
  planning, and it has been gaining in power as the war 
  drags on decade after decade. A full one-third of the 
  Dark Conclave are now either members of the fane or 
  prepared to listen carefully to its advice.
  Rather than seizing the day and striking without 
  thought, Fane Peritus teaches that one should ﬁ rst weigh 
  up all the possibilities and look at a single action in terms 
  of the ripples it will cause. Only when one understands 
  how the ripples interact can one decide on a cause of 
  action.
  The fane isn’t naive enough to think their plans will 
  not be subject to occasional hiccups—the old human ad-
  age that no plan survives contact with the enemy holds 
  just as true to the Rephaim. Still, if one has contingency 
  plans, one will never be totally unprepared.
  FANE SERVITUS
  FANE SERVITUS
  The Rephaim are more powerful than the humans, 
  being typically stronger, more resilient to damage, and 
  possessed of special abilities. This, the fane’s priests in-
  sist, makes them natural leaders, not just over Salus, but 
  the entire universe.
  Rather than slaughtering humans like sheep, the 
  Rephaim should enslave humanity, and force them into 
  servitude, not as unthinking Rephaim, but as sentient be-
  ings of broken will. Although the Rephaim possess nec-
  romantic technology, Fane Servitus believes the species 
  will only grasp true technology, and thus access other 
  worlds, through using humans.
  Fane Servitus’ members refrain from killing where 
  possible in preference to capturing foes, breaking their 
  wills through torture and brainwashing, and forcing 
  them into service. Live humans are either sent to join 
  the armies or kept in colonies under the dutiful watch 
  of Rephaim, where they toil for their masters or wait do-
  cilely to be harvested of blood to empower necromantic 
  weird science devices.
  Although Fane Abnormis shares similar views on 
  keeping humans alive, those of Fane Servitus don’t care 
  about corrupting humans. That takes valuable resources 
  and a great deal of time—they just want them servile as 
  quickly as possible.
  FANE TIMOR
  FANE TIMOR
  Fear is a powerful weapon, and the Rephaim possess 
  it in abundance. In human terms, Fane Timor specializes 
  in psychological warfare. Their key motto, “An enemy 
  who is afraid to ﬁ ght has already lost the battle,” sums up 
  their preferred approach to the war.
  Although they work to convert humans through Im-
  mortalism, speciﬁ cally the promise of life eternal, their 
  true specialty is demoralizing the masses. Captives are 
  tortured in ways which would make the vilest human 
  cringe, and fallen enemies are brutally mutilated and left 
  behind for their comrades to discover them later.
  Two camps exist within the fane, though their goals 
  are not dissimilar. The ﬁ rst targets rural communities, 
  believing that if citizens feel unsafe, they will ﬂ ock to the 
  cities. This reduces the spread of humanity and places all 
  their enemies in a tightly-packed area. The second fac-
  tion holds the opposite view—strike at the cities, where 
  people feel safest, and panic will be the natural result.
  Through human agents or by hijacking broadcast sta-
  tions, footage of their atrocities is then beamed directly 
  into the homes of millions of people along with propa-
  ganda speeches warning humans of the fate which awaits 
  them if they continue to resist. The Church is quick to 
  block rogue signals, but a few seconds of footage is 
  often enough to cause widespread panic and force the 
  Church’s public relations ofﬁ cials into overdrive.
  Fane Timor claims responsibility for spawning many 
  new forms of Rephaim, especially those whose appear-
  ance causes fear in mortals. Death hunters and heart 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4646
  attackers, whose appearances aren’t particularly fear-
  some but whose powers are, were created by their ﬁ nest 
  necromancers.
  WEIRD SCIENCE
  WEIRD SCIENCE
  The following new weird science gizmos and necro-
  mantic devices appear from 2351 onward. The 
  exact dates these devices are introduced is left 
  to the WM and the needs of his campaign. As 
  always with necromantic technology, never 
  refer to it by name, only by its description.
  NEW ARMOR
  NEW ARMOR
  Advanced
  Stygian
  Armor: Ad-
  vanced Stygian armor protects the 
  wearer 
  like 
  conventional 
  Stygian 
  armor, but has additional runes of 
  protection and destruction worked 
  into it.
  When struck by a melee or ranged 
  weapon, the runes automatically 
  activate, glowing a sickly green for 
  a brief instant. The wearer makes a 
  Necromancy roll (a free action) against 
  the damage caused by the blow. With 
  success, the weapon or round shatters, 
  causing no damage to the Rephaim and 
  ruining melee weapons. It has no effect on 
  area effect attacks or laser weapons. On 
  a failure, the weapon inﬂ icts damage as 
  normal. (The armor’s standard protec-
  tion rating counts as usual, however.) 
  There is no limit to how many times ad-
  vanced Stygian armor may activate in this 
  manner.
  Only liches and greater mummies wear 
  this rare armor. When one of these ﬁ ends is 
  encountered, draw a card from the action 
  deck. On a black face card (Jack through Ace) 
  or Joker, the creature is wearing advanced 
  Stygian armor.
  Golem
  Power
  Armor: Exactly 
  how the Rephaim came to begin 
  research on power armor is un-
  known. Very few suits have been 
  issued to Knights and none have 
  been reported missing. It may be that a puppet has 
  leaked sensitive design information or perhaps it is sim-
  ply a case of independent parallel thinking.
  Golem power armor is a suit of bone plates crafted 
  from a variety of sources (shattered skeletons and slain 
  zombies being the most common) and powered by mul-
  tiple layers of living tissue taken from captives.
  Whereas Church power armor has a battery, golem 
  armor has a human heart and blood reservoir as the 
  power source. Naturally, this means that golem armor is 
  not always in active mode, for the current limitations of 
  necromantic weird science prevent it from functioning 
  for long.
  As a suit of armor, golem power armor provides just 
  +6 protection. Activating the heart pump requires a 
  Smarts roll, which means skeletons and zombies have 
  had little success using the item. Plans are afoot to cre-
  ate 
  a battalion of golem armored wights or young 
  vampires.
  Once activated, the wearer beneﬁ ts 
  from both the boost Strength and speed 
  spells. Both spells activate simulta-
  neously and use the same arcane 
  skill roll to determine success 
  or raises.
  This has an initial Power 
  Point cost of 3 points and a 
  duration of 3 rounds. Each 
  round thereafter that the 
  wearer wishes to maintain 
  the power, he must spend 2 
  Power Points. A suit of golem 
  power armor contains a reser-
  voir of 35 Power Points.
  The suit weighs 30 pounds 
  when inactive, and effectively zero 
  when activated.
  NEW WEAPONS
  Darkness Rounds: Darkness is the 
  ally of many Rephaim. While humans 
  blunder around in the gloom, the 
  Rephaim use their fell senses to accu-
  rately home in on living prey.
  Darkness rounds are gelatinous, 
  pulsating sacs ﬁ tted to conventional 
  mortar and artillery rounds. They were 
  designed following the success of the 
  Nocturnis mortar and adapted to be 
  ﬁ red from any artillery piece. On impact, 
  they produce a cloud of inky darkness 
  ﬁ lling a Large Burst Template for 3 
  rounds. No explosive damage is dealt. 
  The template is treated as an obscure
  spell. Each round is a one-use device.
  Glyph Mines: While corpse mines 
  are a great psychological weapon, the 
  liches have been experimenting with 
  other forms of mine designed to induce 
  both physical injury and terror. One of their new cre-
  ations is a glyph mine, an object imbued with an unholy 
  rune of damaging.
  Unlike regular mines, glyph mines can be made from 
  any material, so long as the object has a maximum size of 
  a large dinner plate (about 12” across). This means they 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4646
  attackers, whose appearances aren’t particularly fear-
  some but whose powers are, were created by their ﬁ nest 
  necromancers.
  WEIRD SCIENCE
  WEIRD SCIENCE
  The following new weird science gizmos and necro-
  mantic devices appear from 2351 onward. The 
  exact dates these devices are introduced is left 
  to the WM and the needs of his campaign. As 
  always with necromantic technology, never 
  refer to it by name, only by its description.
  NEW ARMOR
  NEW ARMOR
  Advanced
  Stygian
  Armor: Ad-
  vanced Stygian armor protects the 
  wearer 
  like 
  conventional 
  Stygian 
  armor, but has additional runes of 
  protection and destruction worked 
  into it.
  When struck by a melee or ranged 
  weapon, the runes automatically 
  activate, glowing a sickly green for 
  a brief instant. The wearer makes a 
  Necromancy roll (a free action) against 
  the damage caused by the blow. With 
  success, the weapon or round shatters, 
  causing no damage to the Rephaim and 
  ruining melee weapons. It has no effect on 
  area effect attacks or laser weapons. On 
  a failure, the weapon inﬂ icts damage as 
  normal. (The armor’s standard protec-
  tion rating counts as usual, however.) 
  There is no limit to how many times ad-
  vanced Stygian armor may activate in this 
  manner.
  Only liches and greater mummies wear 
  this rare armor. When one of these ﬁ ends is 
  encountered, draw a card from the action 
  deck. On a black face card (Jack through Ace) 
  or Joker, the creature is wearing advanced 
  Stygian armor.
  Golem
  Power
  Armor: Exactly 
  how the Rephaim came to begin 
  research on power armor is un-
  known. Very few suits have been 
  issued to Knights and none have 
  been reported missing. It may be that a puppet has 
  leaked sensitive design information or perhaps it is sim-
  ply a case of independent parallel thinking.
  Golem power armor is a suit of bone plates crafted 
  from a variety of sources (shattered skeletons and slain 
  zombies being the most common) and powered by mul-
  tiple layers of living tissue taken from captives.
  Whereas Church power armor has a battery, golem 
  armor has a human heart and blood reservoir as the 
  power source. Naturally, this means that golem armor is 
  not always in active mode, for the current limitations of 
  necromantic weird science prevent it from functioning 
  for long.
  As a suit of armor, golem power armor provides just 
  +6 protection. Activating the heart pump requires a 
  Smarts roll, which means skeletons and zombies have 
  had little success using the item. Plans are afoot to cre-
  ate 
  a battalion of golem armored wights or young 
  vampires.
  Once activated, the wearer beneﬁ ts 
  from both the boost Strength and speed 
  spells. Both spells activate simulta-
  neously and use the same arcane 
  skill roll to determine success 
  or raises.
  This has an initial Power 
  Point cost of 3 points and a 
  duration of 3 rounds. Each 
  round thereafter that the 
  wearer wishes to maintain 
  the power, he must spend 2 
  Power Points. A suit of golem 
  power armor contains a reser-
  voir of 35 Power Points.
  The suit weighs 30 pounds 
  when inactive, and effectively zero 
  when activated.
  NEW WEAPONS
  Darkness Rounds: Darkness is the 
  ally of many Rephaim. While humans 
  blunder around in the gloom, the 
  Rephaim use their fell senses to accu-
  rately home in on living prey.
  Darkness rounds are gelatinous, 
  pulsating sacs ﬁ tted to conventional 
  mortar and artillery rounds. They were 
  designed following the success of the 
  Nocturnis mortar and adapted to be 
  ﬁ red from any artillery piece. On impact, 
  they produce a cloud of inky darkness 
  ﬁ lling a Large Burst Template for 3 
  rounds. No explosive damage is dealt. 
  The template is treated as an obscure
  spell. Each round is a one-use device.
  Glyph Mines: While corpse mines 
  are a great psychological weapon, the 
  liches have been experimenting with 
  other forms of mine designed to induce 
  both physical injury and terror. One of their new cre-
  ations is a glyph mine, an object imbued with an unholy 
  rune of damaging.
  Unlike regular mines, glyph mines can be made from 
  any material, so long as the object has a maximum size of 
  a large dinner plate (about 12” across). This means they 
  
  REPHAIM UPDATE
  REPHAIM UPDATE
  4747
  can be disguised as roof tiles, pieces of wood, helmets, 
  or the breastplates of fallen Knights, and scattered amid 
  the debris of a ruined city for some unfortunate human 
  to encounter. Such devices are placed with the glyph fac-
  ing down, to avoid easy detection.
  Glyph mines are programmed to automatically deto-
  nate when a living creature of Size –1 or greater moves 
  adjacent to them. The mines explode in a Medium Burst 
  Template and inﬂ ict 3d6 damage. Each mine is a one-use 
  device.
  To introduce glyph mines randomly, you need to alter 
  the Mine Summary Table (see Necropolis 2350). A roll of 
  7 indicates a corpse mine, while a roll of 8 means a glyph 
  mine. Mine detectors provide no bonus against glyph 
  mines due to their quasi-magical nature.
  Jahannam Field Gun: The Jahannam is the Rephaim’s 
  ﬁ rst true attempt at a static anti-tank weapon. Formed 
  from the thigh bone of a Dark Dimension beast of awe-
  some size and coated with living tissue, the Jahannam 
  unleashes a bolt of pure necromantic energy.
  Although not yet capable of penetrating the front 
  armor of a main battle tank, it is effective against the 
  weaker side and rear armor of these brutes. It can scythe 
  through the front armor of most other armored vehicles 
  with relative ease.
  The weapon is powered by an enormous heart (from 
  the same beast) and uses 10 Power Points per shot. It 
  can also be fed by a necromantic reservoir (p. 49), which 
  connects to the rear of the weapon.
  Legion Defense Web: The Legion comprises a mass 
  of severed arms attached via tendons, muscles, and arter-
  ies to the central power core.
  Buried beneath the ground, the device activates 
  whenever a living creature of Size –1 or greater enters 
  the area. The arms burst forth, grabbing and clutching 
  wildly. The blood animates the arms for just a short 
  while—those which fail to ﬁ nd prey quickly recede back 
  into the soil, while those that are more successful lock in 
  a rigor mortis like state shortly afterward, trapping their 
  prey. The arms have the capacity to crawl a short dis-
  tance beneath the ground. This prevents observers from 
  watching where an arm emerged and avoiding the area.
  A Legion covers a Medium Burst Template. This de-
  vice uses entangle with an arcane skill of d10. A typical 
  Legion has 12 Power Points.
  Malebolge Quaker: The Malebolge is similar in ap-
  pearance to the Jahannam, but smaller. Instead of spew-
  ing forth a blast of deadly energy, the Malebolge causes 
  a tiny but powerful earthquake that can crush foes and 
  level buildings. It only works on solid earth or rock—not 
  sand, water, wood, ﬂ oors, or any other substances.
  The area of effect is a Large Burst Template centered 
  within the weapon’s Range. Activating the gun requires 
  a Shooting roll, and the template is subject to deviation. 
  Each shot uses 5 Power Points.
  Victims within the template must make an Agility roll 
  or fall into the hole the weapon creates, where they are 
  crushed by earth and stone for 2d10 damage. Those who 
  make the roll cling to the sides and may climb out on 
  their next action. Those who succeed with a raise jump 
  free and may act normally on their next action. 
  The driver of a vehicle (except grav lift ones) caught 
  in the template must make a Driving roll or crash his 
  vehicle into the hole. Treat this as a collision with a sta-
  tionary object. Maneuvering out of the hole requires a 
  Driving roll at –4 and may be attempted each round.
  Even the thickest walls crumble and are breached 
  with this weapon, opening a gap as wide across as the 
  portion of the template touching them.
  Necrobiosis Defense Staves: These fell weapons are 
  similar in appearance to the Banshee defense system, on 
  which they were based. Contained within each staff is a 
  death ﬁ eld (p. 52), which automatically activates when-
  ever a living creature of Size –1 or larger comes within 
  6”.
  Power supply has proven a bugbear, though, and each 
  effect lasts just 5 rounds with a standard source. In order 
  to combat this limitation, Rephaim bury necromantic 
  reservoirs in a ﬁ eld of staves, thus providing consider-
  ably longer effects.
  Ose Skull Launcher: The Ose is similar in appear-
  ance to the Nocturnis mortar but has a much wider bar-
  rel. When a human skull is placed down the barrel, it is 
  imbued with powerful necromantic energy and released 
  as a doom skull (p. 78). Each doom skull created uses 5 
  Power Points.
  Any Rephaim capable of stufﬁ ng a skull into the barrel 
  can use the weapon. No roll is required, but each reload 
  takes an action.
  Screamer: Screamers are human skulls with lips, 
  tongue, jaw muscles, and larynx attached, as well as a 
  pair of lungs. They are inscribed with runes of fear and 
  foreboding. The human heart sits inside the skull cavity. 
  When a living creature of Size –1 or greater moves adja-
  CAPTURED VEHICLES
  CAPTURED VEHICLES
  The Rephaim manufacture only one vehicle—the 
  ﬂ iergerkopf—and it isn’t exactly at the cutting 
  edge of technology. However, they make use of 
  captured Church and Corporate vehicles, using 
  human slaves to make patchy repairs.
  Whenever you decide to give the Rephaim a 
  vehicle, draw a card from the action deck for 
  each vehicle and consult the table below. Roll on 
  the Critical Hit table for each wound. Treat any 
  rolls of Crew and Wrecked as Chassis hits instead. 
  Weapons hits are treated as Chassis Hits only if 
  the vehicle has a single weapon—not even the 
  Rephaim send out unarmed vehicles.
  Value 
  Damage Taken
  2–4 
  2 wounds
  5–10 
  1 wound
  Jack–Joker 
  Undamaged
  REPHAIM UPDATE
  REPHAIM UPDATE
  4747
  can be disguised as roof tiles, pieces of wood, helmets, 
  or the breastplates of fallen Knights, and scattered amid 
  the debris of a ruined city for some unfortunate human 
  to encounter. Such devices are placed with the glyph fac-
  ing down, to avoid easy detection.
  Glyph mines are programmed to automatically deto-
  nate when a living creature of Size –1 or greater moves 
  adjacent to them. The mines explode in a Medium Burst 
  Template and inﬂ ict 3d6 damage. Each mine is a one-use 
  device.
  To introduce glyph mines randomly, you need to alter 
  the Mine Summary Table (see Necropolis 2350). A roll of 
  7 indicates a corpse mine, while a roll of 8 means a glyph 
  mine. Mine detectors provide no bonus against glyph 
  mines due to their quasi-magical nature.
  Jahannam Field Gun: The Jahannam is the Rephaim’s 
  ﬁ rst true attempt at a static anti-tank weapon. Formed 
  from the thigh bone of a Dark Dimension beast of awe-
  some size and coated with living tissue, the Jahannam 
  unleashes a bolt of pure necromantic energy.
  Although not yet capable of penetrating the front 
  armor of a main battle tank, it is effective against the 
  weaker side and rear armor of these brutes. It can scythe 
  through the front armor of most other armored vehicles 
  with relative ease.
  The weapon is powered by an enormous heart (from 
  the same beast) and uses 10 Power Points per shot. It 
  can also be fed by a necromantic reservoir (p. 49), which 
  connects to the rear of the weapon.
  Legion Defense Web: The Legion comprises a mass 
  of severed arms attached via tendons, muscles, and arter-
  ies to the central power core.
  Buried beneath the ground, the device activates 
  whenever a living creature of Size –1 or greater enters 
  the area. The arms burst forth, grabbing and clutching 
  wildly. The blood animates the arms for just a short 
  while—those which fail to ﬁ nd prey quickly recede back 
  into the soil, while those that are more successful lock in 
  a rigor mortis like state shortly afterward, trapping their 
  prey. The arms have the capacity to crawl a short dis-
  tance beneath the ground. This prevents observers from 
  watching where an arm emerged and avoiding the area.
  A Legion covers a Medium Burst Template. This de-
  vice uses entangle with an arcane skill of d10. A typical 
  Legion has 12 Power Points.
  Malebolge Quaker: The Malebolge is similar in ap-
  pearance to the Jahannam, but smaller. Instead of spew-
  ing forth a blast of deadly energy, the Malebolge causes 
  a tiny but powerful earthquake that can crush foes and 
  level buildings. It only works on solid earth or rock—not 
  sand, water, wood, ﬂ oors, or any other substances.
  The area of effect is a Large Burst Template centered 
  within the weapon’s Range. Activating the gun requires 
  a Shooting roll, and the template is subject to deviation. 
  Each shot uses 5 Power Points.
  Victims within the template must make an Agility roll 
  or fall into the hole the weapon creates, where they are 
  crushed by earth and stone for 2d10 damage. Those who 
  make the roll cling to the sides and may climb out on 
  their next action. Those who succeed with a raise jump 
  free and may act normally on their next action. 
  The driver of a vehicle (except grav lift ones) caught 
  in the template must make a Driving roll or crash his 
  vehicle into the hole. Treat this as a collision with a sta-
  tionary object. Maneuvering out of the hole requires a 
  Driving roll at –4 and may be attempted each round.
  Even the thickest walls crumble and are breached 
  with this weapon, opening a gap as wide across as the 
  portion of the template touching them.
  Necrobiosis Defense Staves: These fell weapons are 
  similar in appearance to the Banshee defense system, on 
  which they were based. Contained within each staff is a 
  death ﬁ eld (p. 52), which automatically activates when-
  ever a living creature of Size –1 or larger comes within 
  6”.
  Power supply has proven a bugbear, though, and each 
  effect lasts just 5 rounds with a standard source. In order 
  to combat this limitation, Rephaim bury necromantic 
  reservoirs in a ﬁ eld of staves, thus providing consider-
  ably longer effects.
  Ose Skull Launcher: The Ose is similar in appear-
  ance to the Nocturnis mortar but has a much wider bar-
  rel. When a human skull is placed down the barrel, it is 
  imbued with powerful necromantic energy and released 
  as a doom skull (p. 78). Each doom skull created uses 5 
  Power Points.
  Any Rephaim capable of stufﬁ ng a skull into the barrel 
  can use the weapon. No roll is required, but each reload 
  takes an action.
  Screamer: Screamers are human skulls with lips, 
  tongue, jaw muscles, and larynx attached, as well as a 
  pair of lungs. They are inscribed with runes of fear and 
  foreboding. The human heart sits inside the skull cavity. 
  When a living creature of Size –1 or greater moves adja-
  CAPTURED VEHICLES
  CAPTURED VEHICLES
  The Rephaim manufacture only one vehicle—the 
  ﬂ iergerkopf—and it isn’t exactly at the cutting 
  edge of technology. However, they make use of 
  captured Church and Corporate vehicles, using 
  human slaves to make patchy repairs.
  Whenever you decide to give the Rephaim a 
  vehicle, draw a card from the action deck for 
  each vehicle and consult the table below. Roll on 
  the Critical Hit table for each wound. Treat any 
  rolls of Crew and Wrecked as Chassis hits instead. 
  Weapons hits are treated as Chassis Hits only if 
  the vehicle has a single weapon—not even the 
  Rephaim send out unarmed vehicles.
  Value 
  Damage Taken
  2–4 
  2 wounds
  5–10 
  1 wound
  Jack–Joker 
  Undamaged
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4848
  cent, the skull activates and begins emitting a terrifying 
  wail or scream.
  This functions as the panic power (see page 52) with 
  an arcane skill of d10. It affects a Large Burst Template 
  centered on the skull. The skull screams for 10 rounds 
  (when its power runs out). A screamer has Toughness 8 
  but counts a small target (–4 to attackers attack rolls).
  Screamers are rarely deployed in isolation. Rather, 
  they are usually found scattered in and around Banshee 
  defense systems. The Screamer reduces the Guts of at-
  tackers before the Banshee sends them ﬂ eeing.
  Screamers can also be used as intruder alarms, for 
  although it loses effectiveness beyond a few yards, the 
  sound carries for miles.
  Scourge Necrowhip: Formed from a length of hu-
  man intestine with a thigh bone handle (to which the 
  heart power source is attached), necrowhips can be used 
  by any Rephaim.
  A successful Touch Attack (+2 to Fighting) automati-
  cally activates the device and delivers a powerful nec-
  romantic discharge. Victims must make a Spirit roll, –2 
  if the attack was a raise, or be Shaken for 1d6 rounds. 
  They cannot try to unShake until the rolled duration has 
  expired. On a roll of 1 on the Fighting die, regardless of 
  Wild Die, the user has whipped himself and must make 
  a Spirit roll as above. Each successful hit uses 1 Power 
  Point.
  Wither Stick: Crafted from a mummiﬁ ed human fore-
  arm and ﬁ tted with a heart on the elbow joint. Wither 
  sticks are melee weapons.
  On a successful Touch Attack (+2 Fighting), the heart 
  automatically activates. Victims must make a Vigor roll 
  or suffer a level of Fatigue as their life force is drained. A 
  wither stick uses 2 Power Points per successful hit.
  NEW NECROMANTIC GIZMOS
  NEW NECROMANTIC GIZMOS
  BRAIN SLICE
  BRAIN SLICE
  Worn as a small backpack, this necromantic gizmo 
  takes the form of a semi-translucent sac ﬁ lled with milky 
  ﬂ uid and thin slices of human brain. The power supply 
  is internal to the sac, and reﬁ lled via a valve. Bundles of 
  nerve tissue extend from the top of the spike and pass 
  through a piece of sharpened, hollow bone. The bone 
  needle must be inserted into the top of the wearer’s 
  spinal cord for the device to work.
  The slices of brain act as the boost trait litany, but 
  only ever provide a single, ﬁ xed skill (never an attribute). 
  Once chosen this cannot be changed. While many wear-
  ers opt for brains containing knowledge of Fighting or 
  Shooting, Knowledge (Battle) and Intimidation are also 
  popular.
  The heart provides 10 Power Points.
  LIFE SENSOR
  LIFE SENSOR
  Rephaim have the advantage in night battles thanks 
  to their unusual senses, but even they could not see 
  through solid objects—at least not until very recently.
  A life sensor comprises a pair of human eyes attached 
  to a pulsating block of muscle and brain tissue and the 
  heart power source. It is carried in the hand, much like 
  an ID tag scanner. A thin membrane, crafted from the 
  lenses of human eyes, displays the location of all living 
  objects in a limited range, regardless of concealment or 
  intervening obstacles.
  The device uses the same basic stats as the detect ar-
  cana power, except it allows the Rephaim to detect any 
  living creature within 12”, even ones hidden behind solid 
  objects, regardless of their thickness, or inside vehicles.
  Note that the goggles don’t allow the wearer to negate 
  Cover, nor do they let him actually “see” through solid 
  objects (they aren’t “x-ray goggles”). Rather, the wearer 
  receives an indication a living target is within sight. The 
  goggles do not register gear, so any identiﬁ ed target 
  could be armed to the teeth or stake naked.
  NECROMANTIC RESERVOIR
  NECROMANTIC RESERVOIR
  The necromantic reservoir is perhaps the most insidi-
  ous necromantic device ever created.
  Crafted from three hollowed out human torsos graft-
  ed together, the device is bloated with stored blood. A 
  number of hearts (1d4+1) are attached to the base, with 
  long intestines snaking from them. These grisly tubes 
  have small mouths with a ring of sharp teeth at the other 
  end. When attached to a necromantic gizmo, the teeth 
  bite into the heart, allowing blood to be transferred from 
  the reservoir to the gizmo, thus providing it with more 
  Power Points.
  A typical necromantic reservoir contains 70–100 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  4848
  cent, the skull activates and begins emitting a terrifying 
  wail or scream.
  This functions as the panic power (see page 52) with 
  an arcane skill of d10. It affects a Large Burst Template 
  centered on the skull. The skull screams for 10 rounds 
  (when its power runs out). A screamer has Toughness 8 
  but counts a small target (–4 to attackers attack rolls).
  Screamers are rarely deployed in isolation. Rather, 
  they are usually found scattered in and around Banshee 
  defense systems. The Screamer reduces the Guts of at-
  tackers before the Banshee sends them ﬂ eeing.
  Screamers can also be used as intruder alarms, for 
  although it loses effectiveness beyond a few yards, the 
  sound carries for miles.
  Scourge Necrowhip: Formed from a length of hu-
  man intestine with a thigh bone handle (to which the 
  heart power source is attached), necrowhips can be used 
  by any Rephaim.
  A successful Touch Attack (+2 to Fighting) automati-
  cally activates the device and delivers a powerful nec-
  romantic discharge. Victims must make a Spirit roll, –2 
  if the attack was a raise, or be Shaken for 1d6 rounds. 
  They cannot try to unShake until the rolled duration has 
  expired. On a roll of 1 on the Fighting die, regardless of 
  Wild Die, the user has whipped himself and must make 
  a Spirit roll as above. Each successful hit uses 1 Power 
  Point.
  Wither Stick: Crafted from a mummiﬁ ed human fore-
  arm and ﬁ tted with a heart on the elbow joint. Wither 
  sticks are melee weapons.
  On a successful Touch Attack (+2 Fighting), the heart 
  automatically activates. Victims must make a Vigor roll 
  or suffer a level of Fatigue as their life force is drained. A 
  wither stick uses 2 Power Points per successful hit.
  NEW NECROMANTIC GIZMOS
  NEW NECROMANTIC GIZMOS
  BRAIN SLICE
  BRAIN SLICE
  Worn as a small backpack, this necromantic gizmo 
  takes the form of a semi-translucent sac ﬁ lled with milky 
  ﬂ uid and thin slices of human brain. The power supply 
  is internal to the sac, and reﬁ lled via a valve. Bundles of 
  nerve tissue extend from the top of the spike and pass 
  through a piece of sharpened, hollow bone. The bone 
  needle must be inserted into the top of the wearer’s 
  spinal cord for the device to work.
  The slices of brain act as the boost trait litany, but 
  only ever provide a single, ﬁ xed skill (never an attribute). 
  Once chosen this cannot be changed. While many wear-
  ers opt for brains containing knowledge of Fighting or 
  Shooting, Knowledge (Battle) and Intimidation are also 
  popular.
  The heart provides 10 Power Points.
  LIFE SENSOR
  LIFE SENSOR
  Rephaim have the advantage in night battles thanks 
  to their unusual senses, but even they could not see 
  through solid objects—at least not until very recently.
  A life sensor comprises a pair of human eyes attached 
  to a pulsating block of muscle and brain tissue and the 
  heart power source. It is carried in the hand, much like 
  an ID tag scanner. A thin membrane, crafted from the 
  lenses of human eyes, displays the location of all living 
  objects in a limited range, regardless of concealment or 
  intervening obstacles.
  The device uses the same basic stats as the detect ar-
  cana power, except it allows the Rephaim to detect any 
  living creature within 12”, even ones hidden behind solid 
  objects, regardless of their thickness, or inside vehicles.
  Note that the goggles don’t allow the wearer to negate 
  Cover, nor do they let him actually “see” through solid 
  objects (they aren’t “x-ray goggles”). Rather, the wearer 
  receives an indication a living target is within sight. The 
  goggles do not register gear, so any identiﬁ ed target 
  could be armed to the teeth or stake naked.
  NECROMANTIC RESERVOIR
  NECROMANTIC RESERVOIR
  The necromantic reservoir is perhaps the most insidi-
  ous necromantic device ever created.
  Crafted from three hollowed out human torsos graft-
  ed together, the device is bloated with stored blood. A 
  number of hearts (1d4+1) are attached to the base, with 
  long intestines snaking from them. These grisly tubes 
  have small mouths with a ring of sharp teeth at the other 
  end. When attached to a necromantic gizmo, the teeth 
  bite into the heart, allowing blood to be transferred from 
  the reservoir to the gizmo, thus providing it with more 
  Power Points.
  A typical necromantic reservoir contains 70–100 
  
  REPHAIM UPDATE
  REPHAIM UPDATE
  4949
  Power Points worth of blood (1d4+6 x 10) and can be 
  used to fuel any necromantic gizmo requiring a power 
  supply. Every device shares from a common source 
  (which makes it easier for the WM to track Power Point 
  expenditure). Larger or smaller resevoirs can be used as 
  the WM wishes.
  The intestines have a maximum length of 20”, Tough-
  ness 8, and count as Small Targets (–4) for the purposes of 
  attacking them. If they take a wound, they are destroyed, 
  cutting off the gizmo from the reservoir. The main res-
  ervoir has Toughness 20 (2). The reservoir weighs 100 
  pounds, plus 1 pound per Power Point it contains.
  Reservoirs are currently used only in gun emplace-
  ments, feeding into multiple Banshee defense systems, 
  Abaddon and Gehenna blast cannons, Hellmouth tank 
  killers, Judas hypnosis cannons, Nocturnis mortars, and 
  Pentagram warding staves. As they become available, 
  Jahannam ﬁ eld guns, Legion defense webs, Malebolge 
  quakers, Necrobiosis staves, and Ose skull launchers are 
  attached to reservoirs.
  PITUITARY BRACELET
  PITUITARY BRACELET
  Worn around the arm, this bone bracelet appears quite 
  mundane until it is examined closely. Protected beneath 
  the bone are a series of small, pulsating sacs. Protruding 
  from the sacs are thin tubes, each tipped with a sharp 
  sliver of bone. When the bracelet is snapped closed, the 
  bones pierce the ﬂ esh of the wearer.
  Each sac is, in fact, a human pituitary gland, and when 
  activated, the gizmo delivers a powerful burst of chemi-
  cals straight into the wearer’s body. The device does not 
  work on ﬂ eshless Rephaim.
  This functions as both the boost Strength and boost 
  Vigor powers. The powers operate simultaneously with a 
  single arcane skill roll, and thus the device costs double 
  the usual Power Points to activate and maintain. Each 
  bracelet contains just 10 Power Points, limiting their ef-
  fectiveness.
  PRIEST HUNTER GOGGLES
  PRIEST HUNTER GOGGLES
  While the Rephaim hate all humans, those blessed 
  with miraculous or psionic powers are especially detest-
  ed. Miracle workers are hated because they wield pow-
  ers considered anathema to Rephaim, while psionicists 
  represent a possible evolutionary step forward mankind 
  cannot be allowed to take.
  Priest hunter goggles (or psi hunter goggles, as the 
  Union prefers to call them) are crafted from human eyes. 
  Encased in a band of living muscle, they are worn above 
  the wearer’s eyes and are capable of independent move-
  ment. A long artery connects the headset to the power 
  source, which is worn at the waist. Most have a single 
  eye, but some sets have as many as four eyes spaced 
  equidistantly along the muscle.
  A priest hunter allows the wearer to use the detect 
  arcana power (no conceal). The power supply contains 
  10 Power Points.
  REGENERATION TANK
  REGENERATION TANK
  For all their power, the physical bodies of Rephaim 
  are just as prone to injury as humans. In order to speed 
  up a greater Rephaim’s return to the dark cause, liches 
  invented regeneration tanks. Only liches, greater mum-
  mies, and vampires have access to these devices.
  Regenerators are around six feet long, 3 feet wide, 
  and four feet high. They are usually made of stone or 
  metal for durability (Toughness 20 (10)). Engraved on 
  the surfaces, inside and out, are fell sigils and glyphs.
  Concealed in the ﬂ oor of each tank is a small nec-
  romantic reservoir, which can hold 30 pints of blood. 
  When the lid is closed, bone needles attached to arteries 
  push through the ﬂ oor and into the Rephaim’s ﬂ esh. 
  Blood mixed with special necromantic ﬂ uid is then 
  pumped into the occupant, greatly enhancing his ability 
  to recover from injury. For each 12 hours enclosed in a 
  regenerator tank, a Wild Card Rephaim makes a natural 
  Healing roll. Starting in 2354, advanced versions grant a 
  +2 bonus to this roll.
  Each roll consumes 10 pints of blood. Recharging 
  involves placing a live human inside the tank. The bone 
  needles then drain his blood from his body and into the 
  reservoir. This takes 6 minutes per pint (or roughly an 
  hour per victim).
  REPHAIM UPDATE
  REPHAIM UPDATE
  4949
  Power Points worth of blood (1d4+6 x 10) and can be 
  used to fuel any necromantic gizmo requiring a power 
  supply. Every device shares from a common source 
  (which makes it easier for the WM to track Power Point 
  expenditure). Larger or smaller resevoirs can be used as 
  the WM wishes.
  The intestines have a maximum length of 20”, Tough-
  ness 8, and count as Small Targets (–4) for the purposes of 
  attacking them. If they take a wound, they are destroyed, 
  cutting off the gizmo from the reservoir. The main res-
  ervoir has Toughness 20 (2). The reservoir weighs 100 
  pounds, plus 1 pound per Power Point it contains.
  Reservoirs are currently used only in gun emplace-
  ments, feeding into multiple Banshee defense systems, 
  Abaddon and Gehenna blast cannons, Hellmouth tank 
  killers, Judas hypnosis cannons, Nocturnis mortars, and 
  Pentagram warding staves. As they become available, 
  Jahannam ﬁ eld guns, Legion defense webs, Malebolge 
  quakers, Necrobiosis staves, and Ose skull launchers are 
  attached to reservoirs.
  PITUITARY BRACELET
  PITUITARY BRACELET
  Worn around the arm, this bone bracelet appears quite 
  mundane until it is examined closely. Protected beneath 
  the bone are a series of small, pulsating sacs. Protruding 
  from the sacs are thin tubes, each tipped with a sharp 
  sliver of bone. When the bracelet is snapped closed, the 
  bones pierce the ﬂ esh of the wearer.
  Each sac is, in fact, a human pituitary gland, and when 
  activated, the gizmo delivers a powerful burst of chemi-
  cals straight into the wearer’s body. The device does not 
  work on ﬂ eshless Rephaim.
  This functions as both the boost Strength and boost 
  Vigor powers. The powers operate simultaneously with a 
  single arcane skill roll, and thus the device costs double 
  the usual Power Points to activate and maintain. Each 
  bracelet contains just 10 Power Points, limiting their ef-
  fectiveness.
  PRIEST HUNTER GOGGLES
  PRIEST HUNTER GOGGLES
  While the Rephaim hate all humans, those blessed 
  with miraculous or psionic powers are especially detest-
  ed. Miracle workers are hated because they wield pow-
  ers considered anathema to Rephaim, while psionicists 
  represent a possible evolutionary step forward mankind 
  cannot be allowed to take.
  Priest hunter goggles (or psi hunter goggles, as the 
  Union prefers to call them) are crafted from human eyes. 
  Encased in a band of living muscle, they are worn above 
  the wearer’s eyes and are capable of independent move-
  ment. A long artery connects the headset to the power 
  source, which is worn at the waist. Most have a single 
  eye, but some sets have as many as four eyes spaced 
  equidistantly along the muscle.
  A priest hunter allows the wearer to use the detect 
  arcana power (no conceal). The power supply contains 
  10 Power Points.
  REGENERATION TANK
  REGENERATION TANK
  For all their power, the physical bodies of Rephaim 
  are just as prone to injury as humans. In order to speed 
  up a greater Rephaim’s return to the dark cause, liches 
  invented regeneration tanks. Only liches, greater mum-
  mies, and vampires have access to these devices.
  Regenerators are around six feet long, 3 feet wide, 
  and four feet high. They are usually made of stone or 
  metal for durability (Toughness 20 (10)). Engraved on 
  the surfaces, inside and out, are fell sigils and glyphs.
  Concealed in the ﬂ oor of each tank is a small nec-
  romantic reservoir, which can hold 30 pints of blood. 
  When the lid is closed, bone needles attached to arteries 
  push through the ﬂ oor and into the Rephaim’s ﬂ esh. 
  Blood mixed with special necromantic ﬂ uid is then 
  pumped into the occupant, greatly enhancing his ability 
  to recover from injury. For each 12 hours enclosed in a 
  regenerator tank, a Wild Card Rephaim makes a natural 
  Healing roll. Starting in 2354, advanced versions grant a 
  +2 bonus to this roll.
  Each roll consumes 10 pints of blood. Recharging 
  involves placing a live human inside the tank. The bone 
  needles then drain his blood from his body and into the 
  reservoir. This takes 6 minutes per pint (or roughly an 
  hour per victim).
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5050
  When humans eventually discover these items, they 
  are quickly given the nickname “cofﬁ ns,” testimony to 
  the ﬁ ctional power of vampires pervasion of even 24th 
  century minds.
  SHADOW SUIT
  SHADOW SUIT
  An advancement on the shadow cloak, the shadow 
  suit comprises a skintight, leathery garment with a beat-
  ing heart sewn onto the hip.
  Although the item produces the same game mechanic 
  as the shadow cloak, it works in a different way. Rather 
  than absorbing light, the wearer ﬂ ickers in an out of the 
  Dark Dimension, making him difﬁ cult to pinpoint. 
  Human wearers (such as Arcanists) are not mentally 
  equipped to deal with the sights they see in brief ﬂ ick-
  ers as they pass in and out of the Dark Dimension. Each 
  round the suit is used, they must make a Guts roll at –2 
  or roll on the Fright table.
  This functions as the deﬂ ection power. Each cloak 
  contains 10 Power Points.
  SOUL CLOAK
  SOUL CLOAK
  Unbeknownst to the Church, until a mortal receives 
  burial rites his soul is trapped on Salus. This discovery by 
  the dread liches has opened up a whole new avenue of 
  necromantic research.
  Soul cloaks are garments of ﬂ ayed human skin soaked 
  in blood which contain a trapped soul. To activate the 
  device, the wearer simply fastens the cloak around his 
  neck, which closes together the major veins, thus allow-
  ing the blood and soul to ﬂ ow around like electricity in 
  a circuit.
  The wearer then gains the beneﬁ ts of the intangibil-
  ity power (see Necropolis 2350). Soul cloaks have 15 
  Power Points.
  VOCAL CORDS
  VOCAL CORDS
  Comprising a human larynx and set of lungs, with a 
  heart power supply worn at the waist and attached via a 
  thick artery, vocal cords are worn strapped around the 
  throat (and held in place by a band of living muscle). 
  When activated, the lungs inﬂ ate and then expel air to 
  produce a terrifying wail.
  This grisly item contains the fear power. Unlike the 
  regular power, this version ﬁ lls a Cone Template. Place 
  the thin end of the template next to the wearer and ro-
  tate it as required to cover his foes. The power supply 
  contains 10 Power Points.
  RANDOM GIZMOS
  RANDOM GIZMOS
  Several types of Rephaim make regular use of nec-
  romantic gizmos. Until now, their description has just 
  listed the number of gizmos and left the WM to decide 
  on their exact nature. While the WM is always free to pick 
  and chose devices as he wishes, the table below provides 
  a quick way of arming Rephaim. Just roll a d20 as many 
  times as required, ignoring duplicate entries except 
  where noted.
  RANDOM GIZMO TABLE
  RANDOM GIZMO TABLE
  d20 
  Gizmo
  1–2 
  Adrenal bracelet
  3–5 
  Brain slice*
  6 
  Flying pack
  7–8 
  Life sensor
  9–10 
  Pituitary bracelet
  11 
  Priest hunter goggles
  12 
  Scourge necrowhip
  13–14 
  Shadow cloak
  15 
  Shadow suit
  16 
  Soul cloak
  17 
  Translator
  18–19 
  Vocal cords
  20 
  Wither stick
  * May be taken multiple times. A different skill must 
  be chosen each time.
  DIMENSIONAL RIFT GENERATOR (2355)
  DIMENSIONAL RIFT GENERATOR (2355)
  Dimensional rift generators have been separated from 
  the other necromantic items for one reason—introduc-
  ing them allows the Rephaim to send vast numbers of 
  troops into the heart of any human city, completely by-
  passing all fortiﬁ cations. By introducing these, you alter 
  the campaign from one of Church aggression to one in 
  where the Church is heavily on the defensive. Mankind 
  is indeed facing Armageddon.
  The necromantic device the Dark Conclave hopes will 
  win them the war creates a dimensional rift. In days of 
  yore, long before the dinosaurs walked the Earth, the 
  Zal used similar technology to cross the vast distances 
  between stars (a feat copied by humans with the inven-
  tion of the FC Drive). Whereas humans never mastered 
  personal teleporters, the Zal used them as commonly as 
  a human would a car to travel across the surface of a 
  world.
  At long last, the Rephaim have managed to replicate 
  these devices through their mastery of necromancy. The 
  generators used to power the rifts are immense con-
  structions of ﬂ esh and bone, and found only in Stygian 
  Towers. Each use requires the sacriﬁ ce of many sentient 
  creatures.
  Once activated, the generator creates a tunnel between 
  two points on Salus. Exact coordinates are required for 
  the destination portal or travelers risk materializing in 
  solid objects. Fortunately, their human agents have pro-
  vided the Rephaim with accurate maps of Salus.
  The Rephaim, somewhat fearful humans will use an 
  open rift to launch an attack into the heart of a Stygian 
  Tower, restrict the opening times as much as possible. 
  Fortunately for them, and unfortunately for mankind, 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5050
  When humans eventually discover these items, they 
  are quickly given the nickname “cofﬁ ns,” testimony to 
  the ﬁ ctional power of vampires pervasion of even 24th 
  century minds.
  SHADOW SUIT
  SHADOW SUIT
  An advancement on the shadow cloak, the shadow 
  suit comprises a skintight, leathery garment with a beat-
  ing heart sewn onto the hip.
  Although the item produces the same game mechanic 
  as the shadow cloak, it works in a different way. Rather 
  than absorbing light, the wearer ﬂ ickers in an out of the 
  Dark Dimension, making him difﬁ cult to pinpoint. 
  Human wearers (such as Arcanists) are not mentally 
  equipped to deal with the sights they see in brief ﬂ ick-
  ers as they pass in and out of the Dark Dimension. Each 
  round the suit is used, they must make a Guts roll at –2 
  or roll on the Fright table.
  This functions as the deﬂ ection power. Each cloak 
  contains 10 Power Points.
  SOUL CLOAK
  SOUL CLOAK
  Unbeknownst to the Church, until a mortal receives 
  burial rites his soul is trapped on Salus. This discovery by 
  the dread liches has opened up a whole new avenue of 
  necromantic research.
  Soul cloaks are garments of ﬂ ayed human skin soaked 
  in blood which contain a trapped soul. To activate the 
  device, the wearer simply fastens the cloak around his 
  neck, which closes together the major veins, thus allow-
  ing the blood and soul to ﬂ ow around like electricity in 
  a circuit.
  The wearer then gains the beneﬁ ts of the intangibil-
  ity power (see Necropolis 2350). Soul cloaks have 15 
  Power Points.
  VOCAL CORDS
  VOCAL CORDS
  Comprising a human larynx and set of lungs, with a 
  heart power supply worn at the waist and attached via a 
  thick artery, vocal cords are worn strapped around the 
  throat (and held in place by a band of living muscle). 
  When activated, the lungs inﬂ ate and then expel air to 
  produce a terrifying wail.
  This grisly item contains the fear power. Unlike the 
  regular power, this version ﬁ lls a Cone Template. Place 
  the thin end of the template next to the wearer and ro-
  tate it as required to cover his foes. The power supply 
  contains 10 Power Points.
  RANDOM GIZMOS
  RANDOM GIZMOS
  Several types of Rephaim make regular use of nec-
  romantic gizmos. Until now, their description has just 
  listed the number of gizmos and left the WM to decide 
  on their exact nature. While the WM is always free to pick 
  and chose devices as he wishes, the table below provides 
  a quick way of arming Rephaim. Just roll a d20 as many 
  times as required, ignoring duplicate entries except 
  where noted.
  RANDOM GIZMO TABLE
  RANDOM GIZMO TABLE
  d20 
  Gizmo
  1–2 
  Adrenal bracelet
  3–5 
  Brain slice*
  6 
  Flying pack
  7–8 
  Life sensor
  9–10 
  Pituitary bracelet
  11 
  Priest hunter goggles
  12 
  Scourge necrowhip
  13–14 
  Shadow cloak
  15 
  Shadow suit
  16 
  Soul cloak
  17 
  Translator
  18–19 
  Vocal cords
  20 
  Wither stick
  * May be taken multiple times. A different skill must 
  be chosen each time.
  DIMENSIONAL RIFT GENERATOR (2355)
  DIMENSIONAL RIFT GENERATOR (2355)
  Dimensional rift generators have been separated from 
  the other necromantic items for one reason—introduc-
  ing them allows the Rephaim to send vast numbers of 
  troops into the heart of any human city, completely by-
  passing all fortiﬁ cations. By introducing these, you alter 
  the campaign from one of Church aggression to one in 
  where the Church is heavily on the defensive. Mankind 
  is indeed facing Armageddon.
  The necromantic device the Dark Conclave hopes will 
  win them the war creates a dimensional rift. In days of 
  yore, long before the dinosaurs walked the Earth, the 
  Zal used similar technology to cross the vast distances 
  between stars (a feat copied by humans with the inven-
  tion of the FC Drive). Whereas humans never mastered 
  personal teleporters, the Zal used them as commonly as 
  a human would a car to travel across the surface of a 
  world.
  At long last, the Rephaim have managed to replicate 
  these devices through their mastery of necromancy. The 
  generators used to power the rifts are immense con-
  structions of ﬂ esh and bone, and found only in Stygian 
  Towers. Each use requires the sacriﬁ ce of many sentient 
  creatures.
  Once activated, the generator creates a tunnel between 
  two points on Salus. Exact coordinates are required for 
  the destination portal or travelers risk materializing in 
  solid objects. Fortunately, their human agents have pro-
  vided the Rephaim with accurate maps of Salus.
  The Rephaim, somewhat fearful humans will use an 
  open rift to launch an attack into the heart of a Stygian 
  Tower, restrict the opening times as much as possible. 
  Fortunately for them, and unfortunately for mankind, 
  
  REPHAIM UPDATE
  REPHAIM UPDATE
  5151
  humans have no idea where a rift will appear, making it 
  extremely difﬁ cult to plan an assault against the Rephaim 
  via a rift. The odds of catching a rift open and unguarded 
  are extremely minute.
  RIFT APPEARANCE
  RIFT APPEARANCE
  The portals are not physical objects—they are sim-
  ply gaps in reality, appearing as shimmering, ink-black 
  tears. They have no actual depth, being completely two 
  dimensional (like a shadow), yet one can walk around a 
  portal and always see the rip. Thus, despite being two-
  dimensional, travelers can enter and leave a rift from any 
  direction.
  Rifts vary in size. Small ones ﬁ ll the equivalent of a 
  Small Burst Template standing on end, while the largest, 
  which can accommodate vehicles, are the same height 
  and width as a Large Burst Template. Once set, the 
  dimensions of the rift cannot be changed without ﬁ rst 
  deactivating the rift, recalibrating the vile machinery, and 
  sacriﬁ cing more sentient beings.
  The inter-dimensional tunnel linking the portals 
  actually passes through the Dark Dimension. However, 
  no Rephaim can use one to actually enter the alternate 
  dimension proper, nor can creatures in the dimension 
  use one to escape. They are, in human terms, simple 
  highways with no exit ramps.
  TRAVELING THROUGH A RIFT
  TRAVELING THROUGH A RIFT
  Sticking one’s head into a rift “for a look” produces 
  a feeling of total sensory deprivation—even the basic 
  three dimensions seem not to exist, making the viewer 
  extremely dizzy and feeling as if he is falling into a bot-
  tomless abyss.
  Travel is instantaneous, but only once an entire object 
  is inside the rift. The rift can accept multiple travelers 
  at once, so long as they can ﬁ t inside. Linking objects 
  together does not work—ropes and cables are severed 
  and hands pulled apart by an irresistible force once the 
  ﬁ rst person is completely inside.
  Woe to a person partially in a rift when it closes. Body 
  parts outside the rift become separated from those in-
  side, appearing at the other end in a bloody pile. Losing 
  an arm or leg counts as a permanent injury, while losing 
  one’s head or torso is instantly fatal (no Soak roll).
  Despite potentially being separated by many thou-
  sands of miles, the start and end rifts are linked instan-
  taneously. As soon as the generator is activated, two rifts 
  appear within a fraction of a second of each other. The 
  instant one closes, so does the other. Creatures inside a 
  rift when it closes notice nothing unusual, being depos-
  ited at the far end before the rift seals.
  Rephaim can use a rift without trouble. Mortals, how-
  ever, do not get such an easy ride. The journey may take 
  a fraction of a second in the real world, but the traveler 
  experiences the passing of many hours while inside the 
  rift, during which his senses are assailed.
  Beyond the thin veil of energy formed by the tunnel 
  can be seen ﬂ eeting, shadowy glimpses of the Dark Di-
  mension, and the brieﬁ ng viewed sights are more than 
  capable of sending a mortal insane or causing his heart 
  to fail. Closing one’s eyes is no defense against this, for 
  the visions penetrate directly into the brain.
  Any human using a dimensional rift must make a Guts 
  roll with a penalty equal to the roll of 1d6. One d6 roll 
  covers all travelers using the same rift. With failure, the 
  hero rolls on the Fright Table using the same result as a 
  positive modiﬁ er.
  Within a rift tunnel the traveler is effectively helpless. 
  He is capable of movement, but regardless of his actions 
  he is carried along the tunnel along in one direction. 
  One cannot exit a rift by the portal one used to enter un-
  til after reaching the destination and reentering. Objects 
  leave a portal with zero momentum. If you run in, you 
  arrive stationary at the other end.
  LIMITS OF A RIFT
  LIMITS OF A RIFT
  Radio communications do not function within a rift, 
  nor do they work through a rift. For instance, a Knight 
  carrying a backpack radio with a range of 500 miles 
  cannot direct the signal to use the rift as a carrier. If no 
  other radio is within 500 real world miles, he can’t com-
  municate with anyone. Of course, he could step back 
  through the rift, travel 10,000 miles, and deliver a report 
  in person in a heartbeat.
  Likewise, ﬁ ring guns through a portal doesn’t work. 
  Objects not attached to or containing organic tissue be-
  ing simply pass through the area of the rift as if it never 
  existed. Thus, you can drive a vehicle into a rift because 
  it has a human inside, but you can’t launch a rocket. 
  Discharging a weapon inside a rift is impossible—the 
  appearance of time passing to travelers is illusory—the 
  journey is instant as far as the real world is concerned.
  WM Advice: It might be tempting to allow the Knights 
  to use a rift early on in the campaign and enter a Stygian 
  Tower. No mortal has seen the inside of one and made it 
  out alive, so allowing your group the honor of being the 
  ﬁ rst might seem natural. There’s a very good reason why 
  no mortal has escaped a Stygian Tower.
  By all means feel free to design and populate one, but 
  even a Legendary group should have a very difﬁ cult time 
  surviving if you want to avoid an anti-climax. Make such 
  a victory hard-earned and your group will enjoy it much 
  more than stroll in the park encounter.
  A raid on a Stygian Tower should mark the ﬁ nal part 
  of a campaign, not be a simple Savage Tale, and the body 
  count should be suitably impressive on all sides.
  NEW SPELLS
  NEW SPELLS
  These powers are available only to Rephaim spellcast-
  ers. They can be used by necromancers and Rephaim 
  weird scientists alike.
  While the Rephaim are NPCs and so don’t use char-
  acters Ranks, we’ve included the Rank so WMs know the 
  REPHAIM UPDATE
  REPHAIM UPDATE
  5151
  humans have no idea where a rift will appear, making it 
  extremely difﬁ cult to plan an assault against the Rephaim 
  via a rift. The odds of catching a rift open and unguarded 
  are extremely minute.
  RIFT APPEARANCE
  RIFT APPEARANCE
  The portals are not physical objects—they are sim-
  ply gaps in reality, appearing as shimmering, ink-black 
  tears. They have no actual depth, being completely two 
  dimensional (like a shadow), yet one can walk around a 
  portal and always see the rip. Thus, despite being two-
  dimensional, travelers can enter and leave a rift from any 
  direction.
  Rifts vary in size. Small ones ﬁ ll the equivalent of a 
  Small Burst Template standing on end, while the largest, 
  which can accommodate vehicles, are the same height 
  and width as a Large Burst Template. Once set, the 
  dimensions of the rift cannot be changed without ﬁ rst 
  deactivating the rift, recalibrating the vile machinery, and 
  sacriﬁ cing more sentient beings.
  The inter-dimensional tunnel linking the portals 
  actually passes through the Dark Dimension. However, 
  no Rephaim can use one to actually enter the alternate 
  dimension proper, nor can creatures in the dimension 
  use one to escape. They are, in human terms, simple 
  highways with no exit ramps.
  TRAVELING THROUGH A RIFT
  TRAVELING THROUGH A RIFT
  Sticking one’s head into a rift “for a look” produces 
  a feeling of total sensory deprivation—even the basic 
  three dimensions seem not to exist, making the viewer 
  extremely dizzy and feeling as if he is falling into a bot-
  tomless abyss.
  Travel is instantaneous, but only once an entire object 
  is inside the rift. The rift can accept multiple travelers 
  at once, so long as they can ﬁ t inside. Linking objects 
  together does not work—ropes and cables are severed 
  and hands pulled apart by an irresistible force once the 
  ﬁ rst person is completely inside.
  Woe to a person partially in a rift when it closes. Body 
  parts outside the rift become separated from those in-
  side, appearing at the other end in a bloody pile. Losing 
  an arm or leg counts as a permanent injury, while losing 
  one’s head or torso is instantly fatal (no Soak roll).
  Despite potentially being separated by many thou-
  sands of miles, the start and end rifts are linked instan-
  taneously. As soon as the generator is activated, two rifts 
  appear within a fraction of a second of each other. The 
  instant one closes, so does the other. Creatures inside a 
  rift when it closes notice nothing unusual, being depos-
  ited at the far end before the rift seals.
  Rephaim can use a rift without trouble. Mortals, how-
  ever, do not get such an easy ride. The journey may take 
  a fraction of a second in the real world, but the traveler 
  experiences the passing of many hours while inside the 
  rift, during which his senses are assailed.
  Beyond the thin veil of energy formed by the tunnel 
  can be seen ﬂ eeting, shadowy glimpses of the Dark Di-
  mension, and the brieﬁ ng viewed sights are more than 
  capable of sending a mortal insane or causing his heart 
  to fail. Closing one’s eyes is no defense against this, for 
  the visions penetrate directly into the brain.
  Any human using a dimensional rift must make a Guts 
  roll with a penalty equal to the roll of 1d6. One d6 roll 
  covers all travelers using the same rift. With failure, the 
  hero rolls on the Fright Table using the same result as a 
  positive modiﬁ er.
  Within a rift tunnel the traveler is effectively helpless. 
  He is capable of movement, but regardless of his actions 
  he is carried along the tunnel along in one direction. 
  One cannot exit a rift by the portal one used to enter un-
  til after reaching the destination and reentering. Objects 
  leave a portal with zero momentum. If you run in, you 
  arrive stationary at the other end.
  LIMITS OF A RIFT
  LIMITS OF A RIFT
  Radio communications do not function within a rift, 
  nor do they work through a rift. For instance, a Knight 
  carrying a backpack radio with a range of 500 miles 
  cannot direct the signal to use the rift as a carrier. If no 
  other radio is within 500 real world miles, he can’t com-
  municate with anyone. Of course, he could step back 
  through the rift, travel 10,000 miles, and deliver a report 
  in person in a heartbeat.
  Likewise, ﬁ ring guns through a portal doesn’t work. 
  Objects not attached to or containing organic tissue be-
  ing simply pass through the area of the rift as if it never 
  existed. Thus, you can drive a vehicle into a rift because 
  it has a human inside, but you can’t launch a rocket. 
  Discharging a weapon inside a rift is impossible—the 
  appearance of time passing to travelers is illusory—the 
  journey is instant as far as the real world is concerned.
  WM Advice: It might be tempting to allow the Knights 
  to use a rift early on in the campaign and enter a Stygian 
  Tower. No mortal has seen the inside of one and made it 
  out alive, so allowing your group the honor of being the 
  ﬁ rst might seem natural. There’s a very good reason why 
  no mortal has escaped a Stygian Tower.
  By all means feel free to design and populate one, but 
  even a Legendary group should have a very difﬁ cult time 
  surviving if you want to avoid an anti-climax. Make such 
  a victory hard-earned and your group will enjoy it much 
  more than stroll in the park encounter.
  A raid on a Stygian Tower should mark the ﬁ nal part 
  of a campaign, not be a simple Savage Tale, and the body 
  count should be suitably impressive on all sides.
  NEW SPELLS
  NEW SPELLS
  These powers are available only to Rephaim spellcast-
  ers. They can be used by necromancers and Rephaim 
  weird scientists alike.
  While the Rephaim are NPCs and so don’t use char-
  acters Ranks, we’ve included the Rank so WMs know the 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5252
  sort of power level involved. If the heroes are all Novices, 
  using a Veteran spell against them might be overkill.
  DEATH FIELD
  DEATH FIELD
  Rank: Veteran
  Power Points: 8
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Necromantic energy ﬁ eld.
  The target of this spell is swathed in a necromantic 
  aura, which can damage foes.
  At the end of his movement, all adjacent living targets 
  suffer 2d6 necromantic damage. Only the armor litany is 
  protection against this vile power (yes, it even penetrates 
  fully-enclosed Heavy Armor, such as that on a main battle 
  tank). The target of the spell is immune to the aura, as 
  are any Rephaim.
  PANIC
  PANIC
  Rank: Seasoned
  Power Points: 3
  Range: Smarts
  Duration: 3 (1/round)
  Trappings: Glyphs, feeling of unease, horrible vi-
  sions, horrible sounds.
  Facing down a Rephaim is terrifying enough under 
  normal circumstances, but a necromancer with this spell 
  can cause even the stoutest heart to quiver. The caster 
  places a Medium Burst Template anywhere within range. 
  He then makes a single Necromancy roll opposed by a 
  Spirit roll from every living creature within the template. 
  If the caster beats a victim with a success, the victim suf-
  fers –2 to Guts rolls for the duration of the power. On a 
  raise, the penalty increases to –4.
  NEW MONSTROUS ABILITY
  NEW MONSTROUS ABILITY
  Rephaim don’t really need new Edges only they 
  can wield, so instead we present a new Monstrous 
  Ability suitable for necromancers in Necropolis 
  2350.
  NECROMANCER
  NECROMANCER
  Any Rephaim with the Necromancy skill can, at the 
  WM’s option, be given this ability. The Rephaim gains +2 
  to Necromancy rolls when casting zombie and improved 
  zombie. In addition, he gains the beneﬁ ts of the Wizard 
  Edge when within the conﬁ nes of a graveyard, ossuary, 
  mausoleum, Stygian Tower, battleﬁ eld, or other place 
  commonly associated with death.
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Advanced Stygian armor
  +1 to +6
  12
  Full body; +2 to Stealth rolls when hiding; see notes
  Golem power armor
  +6
  20/0
  Full body; see notes
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  PP
  Notes
  Scourge necrowhip
  Stun
  3
  10
  Reach 1; see notes
  Wither stick
  Fatigue
  3
  10
  See notes
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  PP
  Notes
  Darkness rounds
  Special
  —
  2
  2
  See notes
  Glyph mines
  Medium Burst
  3d6
  2
  4
  See notes
  Jahannam ﬁ eld gun
  75/150/300
  3d10
  500
  100
  AP 60; see notes
  Legion defense web
  Medium Burst
  —
  40
  12
  See notes
  Malebolge quaker
  100/200/400
  Special
  350
  25
  See notes
  Necrobiosis defense staves
  Adjacent foes
  2d6
  6
  10
  See notes
  Ose skull launcher
  —
  Special
  24
  20
  See notes
  Screamer
  Large Burst
  —
  2
  10
  See notes
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5252
  sort of power level involved. If the heroes are all Novices, 
  using a Veteran spell against them might be overkill.
  DEATH FIELD
  DEATH FIELD
  Rank: Veteran
  Power Points: 8
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Necromantic energy ﬁ eld.
  The target of this spell is swathed in a necromantic 
  aura, which can damage foes.
  At the end of his movement, all adjacent living targets 
  suffer 2d6 necromantic damage. Only the armor litany is 
  protection against this vile power (yes, it even penetrates 
  fully-enclosed Heavy Armor, such as that on a main battle 
  tank). The target of the spell is immune to the aura, as 
  are any Rephaim.
  PANIC
  PANIC
  Rank: Seasoned
  Power Points: 3
  Range: Smarts
  Duration: 3 (1/round)
  Trappings: Glyphs, feeling of unease, horrible vi-
  sions, horrible sounds.
  Facing down a Rephaim is terrifying enough under 
  normal circumstances, but a necromancer with this spell 
  can cause even the stoutest heart to quiver. The caster 
  places a Medium Burst Template anywhere within range. 
  He then makes a single Necromancy roll opposed by a 
  Spirit roll from every living creature within the template. 
  If the caster beats a victim with a success, the victim suf-
  fers –2 to Guts rolls for the duration of the power. On a 
  raise, the penalty increases to –4.
  NEW MONSTROUS ABILITY
  NEW MONSTROUS ABILITY
  Rephaim don’t really need new Edges only they 
  can wield, so instead we present a new Monstrous 
  Ability suitable for necromancers in Necropolis 
  2350.
  NECROMANCER
  NECROMANCER
  Any Rephaim with the Necromancy skill can, at the 
  WM’s option, be given this ability. The Rephaim gains +2 
  to Necromancy rolls when casting zombie and improved 
  zombie. In addition, he gains the beneﬁ ts of the Wizard 
  Edge when within the conﬁ nes of a graveyard, ossuary, 
  mausoleum, Stygian Tower, battleﬁ eld, or other place 
  commonly associated with death.
  ARMOR
  ARMOR
  Type
  Armor
  Weight
  Notes
  Advanced Stygian armor
  +1 to +6
  12
  Full body; +2 to Stealth rolls when hiding; see notes
  Golem power armor
  +6
  20/0
  Full body; see notes
  MELEE WEAPONS
  MELEE WEAPONS
  Type
  Damage
  Weight
  PP
  Notes
  Scourge necrowhip
  Stun
  3
  10
  Reach 1; see notes
  Wither stick
  Fatigue
  3
  10
  See notes
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type
  Range
  Damage
  Weight
  PP
  Notes
  Darkness rounds
  Special
  —
  2
  2
  See notes
  Glyph mines
  Medium Burst
  3d6
  2
  4
  See notes
  Jahannam ﬁ eld gun
  75/150/300
  3d10
  500
  100
  AP 60; see notes
  Legion defense web
  Medium Burst
  —
  40
  12
  See notes
  Malebolge quaker
  100/200/400
  Special
  350
  25
  See notes
  Necrobiosis defense staves
  Adjacent foes
  2d6
  6
  10
  See notes
  Ose skull launcher
  —
  Special
  24
  20
  See notes
  Screamer
  Large Burst
  —
  2
  10
  See notes
  
  And great fear came upon all the church, and upon 
  as many as heard these things.
  Acts 5:1
  As with the dangerous secrets in the Necropolis 2350 
  setting book, these ideas could spawn an entire cam-
  paign arc or be left as background ﬂ avor. Like much of 
  the setting, the new ideas presented in this chapter are 
  as ofﬁ cial as the WM wishes them to be.
  HERESIES
  HERESIES
  Despite the best efforts of the Holy Inquisition and 
  the new Teutonic order, men and women across Salus 
  continue to dabble in heretical practices.
  INDULGENISM
  INDULGENISM
  Indulgenists hold the view that one cannot truly 
  understand sin until one has experienced it ﬁ rst hand. 
  Only then can one repent with true knowledge of what 
  it means to be a sinner and a saved soul. Anything and 
  everything is permissible behavior, so long as one goes 
  and seeks absolution soon after. A sect within Indulgen-
  ism, the Repenters, holds that man can live as he wishes 
  and sin to his heart is content without fear of damnation, 
  so long as he earnestly repents on his death bed.
  As always, the Church holds a different view. It claims 
  willful indulgence in sin automatically promotes it to a 
  mortal sin, which severs the tie to God’s divine grace and 
  prevents any form absolution. The Church preaches that 
  knowingly committing a sin is to directly oppose God’s 
  will and his teachings.
  Practitioners are labeled as a mixture of sadists, he-
  donists, perverts, anarchists, and psychopaths combined 
  with a handful of old-fashioned misguided souls for good 
  measure. Those found guilty of Indulgenism are typically 
  burned at the stake without being offered absolution.
  MANICHAEISM
  MANICHAEISM
  Manichaeism was founded in the third century of the 
  current era by Mani, a member of the Mandaean faith. He 
  taught that there are two powers in the universe, both of 
  equal power. At their simplest, these could be referred 
  to as good and evil. Though thought stamped out long 
  before mankind reached the stars, the nature of the 
  Rephaim has rekindled the last embers of the heresy.
  Manichaeism does not refute the existence of God, 
  but it does refute the Church’s view of creation. Accord-
  ing to current belief’s God created the universe and 
  everything in it. To Manichaeists, the material universe 
  was created by the “dark” power, and thus the material 
  word is inherently evil.
  The human soul was created by God, but in order to 
  earn salvation it must exist in and overcome the crav-
  ings for the physical world. Existence is, in the eyes of 
  the creed’s adherents, nothing more than a test. Those 
  found wanting will remain bound to the material world 
  in an endless cycle of reincarnation. Only those who 
  shun materialism will be rewarded in what the Church 
  refers to as “God’s grace.”
  Sin, the heretics claim, does not stem from mankind 
  directly, but from the physical ﬂ esh which houses the 
  eternal, spiritual, pure soul. Only by denying the physi-
  cal world can one save one’s soul from corruption.
  Manichaeists aren’t a dangerous sect per se, though 
  their creed does goes against Church rhetoric. Most fol-
  lowers are simply extremely dull. They abstain from eat-
  ing meat, taking drugs (legal or illegal), refrain from the 
  physical carnality of sex, never dance, don’t believe in 
  owning material possessions, and so on. The hard core 
  worshippers go so far as ignoring personal hygiene, so as 
  not to be distracted from spiritual matters by what they 
  view as triﬂ ing, physical affairs.
  While the pursuit of spiritual purity is a noble goal, the 
  Manichaeist philosophy isn’t one the Church advocates. 
  If clean living was enough to ensure eternal salvation, 
  there would be no need for the Church.
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5353
  And great fear came upon all the church, and upon 
  as many as heard these things.
  Acts 5:1
  As with the dangerous secrets in the Necropolis 2350 
  setting book, these ideas could spawn an entire cam-
  paign arc or be left as background ﬂ avor. Like much of 
  the setting, the new ideas presented in this chapter are 
  as ofﬁ cial as the WM wishes them to be.
  HERESIES
  HERESIES
  Despite the best efforts of the Holy Inquisition and 
  the new Teutonic order, men and women across Salus 
  continue to dabble in heretical practices.
  INDULGENISM
  INDULGENISM
  Indulgenists hold the view that one cannot truly 
  understand sin until one has experienced it ﬁ rst hand. 
  Only then can one repent with true knowledge of what 
  it means to be a sinner and a saved soul. Anything and 
  everything is permissible behavior, so long as one goes 
  and seeks absolution soon after. A sect within Indulgen-
  ism, the Repenters, holds that man can live as he wishes 
  and sin to his heart is content without fear of damnation, 
  so long as he earnestly repents on his death bed.
  As always, the Church holds a different view. It claims 
  willful indulgence in sin automatically promotes it to a 
  mortal sin, which severs the tie to God’s divine grace and 
  prevents any form absolution. The Church preaches that 
  knowingly committing a sin is to directly oppose God’s 
  will and his teachings.
  Practitioners are labeled as a mixture of sadists, he-
  donists, perverts, anarchists, and psychopaths combined 
  with a handful of old-fashioned misguided souls for good 
  measure. Those found guilty of Indulgenism are typically 
  burned at the stake without being offered absolution.
  MANICHAEISM
  MANICHAEISM
  Manichaeism was founded in the third century of the 
  current era by Mani, a member of the Mandaean faith. He 
  taught that there are two powers in the universe, both of 
  equal power. At their simplest, these could be referred 
  to as good and evil. Though thought stamped out long 
  before mankind reached the stars, the nature of the 
  Rephaim has rekindled the last embers of the heresy.
  Manichaeism does not refute the existence of God, 
  but it does refute the Church’s view of creation. Accord-
  ing to current belief’s God created the universe and 
  everything in it. To Manichaeists, the material universe 
  was created by the “dark” power, and thus the material 
  word is inherently evil.
  The human soul was created by God, but in order to 
  earn salvation it must exist in and overcome the crav-
  ings for the physical world. Existence is, in the eyes of 
  the creed’s adherents, nothing more than a test. Those 
  found wanting will remain bound to the material world 
  in an endless cycle of reincarnation. Only those who 
  shun materialism will be rewarded in what the Church 
  refers to as “God’s grace.”
  Sin, the heretics claim, does not stem from mankind 
  directly, but from the physical ﬂ esh which houses the 
  eternal, spiritual, pure soul. Only by denying the physi-
  cal world can one save one’s soul from corruption.
  Manichaeists aren’t a dangerous sect per se, though 
  their creed does goes against Church rhetoric. Most fol-
  lowers are simply extremely dull. They abstain from eat-
  ing meat, taking drugs (legal or illegal), refrain from the 
  physical carnality of sex, never dance, don’t believe in 
  owning material possessions, and so on. The hard core 
  worshippers go so far as ignoring personal hygiene, so as 
  not to be distracted from spiritual matters by what they 
  view as triﬂ ing, physical affairs.
  While the pursuit of spiritual purity is a noble goal, the 
  Manichaeist philosophy isn’t one the Church advocates. 
  If clean living was enough to ensure eternal salvation, 
  there would be no need for the Church.
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5353
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5454
  On a more practical note, citizens’ basic physical 
  needs and their desire to own “things,” such as washing 
  machines and automobiles, is what keeps the wheels of 
  the Church’s many industries turning.
  Moreover, a citizen who doesn’t need material goods 
  has little need to work, and, as the Inquisition’s posters 
  proclaim, a bored citizen is only one step from sin.
  NECROLATRY
  NECROLATRY
  Necrolatry (nek-rol-ah-tree) is the worship of or ex-
  cessive reverence toward the dead. In the case of the 
  heresy that goes by this name, it is the open worship of  
  the Rephaim.
  Necrolatry has its origins in the vile heresies of Im-
  mortalism and Poenaism, though it differs from both 
  these creeds and has evolved into a unique heresy.
  Necrolatrists (those who follow the heresy) believe 
  the true Rephaim (as opposed to the mindless skeletons 
  and zombies) are superior beings, far more advanced 
  than humans. By worshipping them as gods, they believe 
  their lives will be saved when the Rephaim inevitably de-
  feat the armies of mankind. They don’t want to become 
  Rephaim (as do Immortalists)—they just want to serve 
  as loyal subjects to living gods. Better to live like a slave 
  than die like a dog, as the saying goes.
  Most practitioners are simply misguided fools who 
  have given up all hope of mankind winning the war. 
  Some are just insane. A small but growing percentage 
  comprises soldiers, Church and Corporate, who have 
  faced the Rephaim in battle and witnessed their “invin-
  cibility” ﬁ rst hand. Stripped of their reason and sanity, 
  these former combatants rank among the most danger-
  ous heretics thanks to their martial prowess. As among 
  the Immortalists, a number seek to prove their loyalty by 
  attacking the Church.
  Many necrolatrists, not unlike other cultists, have 
  never seen a Rephaim in the ﬂ esh. Their only references 
  are media images, which are often doctored. As such, 
  cells of cultists tend to worship either a blown-up media 
  image or an actual corpse. They chant and pray to their 
  false idol, even going so far as to offer bloody sacriﬁ ces. 
  Only a tiny handful of cells have actual contact with a 
  Rephaim. Typically a vampire leads such congregations, 
  accepting their worship and offerings, and encouraging 
  them to conduct sabotage and subterfuge against their 
  fellow men.
  Of course, should the Rephaim win the war they in-
  tend to spare no mortals. All life is anathema to them and 
  subservience for the span of a mortal life means nothing 
  to the greater Rephaim when one can serve for eternity 
  as a living corpse.
  PELAGIANISM
  PELAGIANISM
  Often called the “Corporate heresy,” Pelagianism 
  is the belief that salvation can be achieved without the 
  need for the Church. It is important to note Pelagianists 
  do not refute the existence of God.
  The heresy stems from the teaching that man was cre-
  ated by God and blessed with free will. That free will 
  extends from committing sins, and being responsible for 
  them, to being able to control one’s salvation by avoiding 
  sins and doing good works. Rather than receiving absolu-
  tion and confessing sins to a priest, a man can atone for 
  bad deeds by performing good ones. God, followers of 
  this creed insist, gave man the choice to be good or evil, 
  to save or damn himself for eternity. In essence, virtue is 
  its own reward.
  Naturally, the Church sees things slightly differently. 
  As far as the Pope and his followers are concerned, salva-
  tion can only be granted through the priesthood, God’s 
  appointed intermediaries, and obedience to God’s teach-
  ings, which are passed on through the Church. Critics 
  often call this the, “Do as we say, not as we do” rule.
  Pelagianism is often confused with the Forsaker heresy, 
  though in truth they are completely different. Forsakers 
  believe the Church is unnecessary because God has for-
  saken man. Pelagianists hold the view that the Church is 
  unnecessary because man can save his own soul through 
  proper actions and direct dealings with God.
  Whereas Forsakers tend not to be organized, Pela-
  gianists have a group structure. Since man is responsible 
  for his own salvation, which precludes help from other 
  mortals, they are more akin to a self-help group, offer-
  ing encouragement to members to walk the divinely 
  inspired path and seek inner peace. However, the In-
  quisition portrays Pelagianists as crazed cultists who 
  murder priests and burn holy places. Ironically, it is this 
  very persecution which has caused some Pelagianists to 
  perform those actions.
  CHURCH SECRETS
  CHURCH SECRETS
  For all its protestations of purity and offering salva-
  tion to mankind, the Church has its fair share of dark 
  secrets.
  PROJECT LAZARUS
  PROJECT LAZARUS
  This black project ﬁ rst appeared in Tales from the 
  Frontline #1. It is repeated here for completeness.
  Mankind’s mortal life has always been relatively short. 
  Even during the height of Corporate power, when anti-
  aging treatments were popular with the rich and famous, 
  life expectancy only crept up to around 150 years. Since 
  the Corporate War ended, research into longevity has 
  been all but ignored.
  It doesn’t take a prophet to work out that mankind 
  is losing the numbers war. It takes 16 years for a baby to 
  reach the age it can be trained for war (within acceptable 
  moral guidelines), and in the time it takes an infant to 
  reach adulthood, countless soldiers will have been killed 
  or maimed in the ﬁ ghting. On the other hand, every dead 
  human is a potential recruit for the Rephaim.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5454
  On a more practical note, citizens’ basic physical 
  needs and their desire to own “things,” such as washing 
  machines and automobiles, is what keeps the wheels of 
  the Church’s many industries turning.
  Moreover, a citizen who doesn’t need material goods 
  has little need to work, and, as the Inquisition’s posters 
  proclaim, a bored citizen is only one step from sin.
  NECROLATRY
  NECROLATRY
  Necrolatry (nek-rol-ah-tree) is the worship of or ex-
  cessive reverence toward the dead. In the case of the 
  heresy that goes by this name, it is the open worship of  
  the Rephaim.
  Necrolatry has its origins in the vile heresies of Im-
  mortalism and Poenaism, though it differs from both 
  these creeds and has evolved into a unique heresy.
  Necrolatrists (those who follow the heresy) believe 
  the true Rephaim (as opposed to the mindless skeletons 
  and zombies) are superior beings, far more advanced 
  than humans. By worshipping them as gods, they believe 
  their lives will be saved when the Rephaim inevitably de-
  feat the armies of mankind. They don’t want to become 
  Rephaim (as do Immortalists)—they just want to serve 
  as loyal subjects to living gods. Better to live like a slave 
  than die like a dog, as the saying goes.
  Most practitioners are simply misguided fools who 
  have given up all hope of mankind winning the war. 
  Some are just insane. A small but growing percentage 
  comprises soldiers, Church and Corporate, who have 
  faced the Rephaim in battle and witnessed their “invin-
  cibility” ﬁ rst hand. Stripped of their reason and sanity, 
  these former combatants rank among the most danger-
  ous heretics thanks to their martial prowess. As among 
  the Immortalists, a number seek to prove their loyalty by 
  attacking the Church.
  Many necrolatrists, not unlike other cultists, have 
  never seen a Rephaim in the ﬂ esh. Their only references 
  are media images, which are often doctored. As such, 
  cells of cultists tend to worship either a blown-up media 
  image or an actual corpse. They chant and pray to their 
  false idol, even going so far as to offer bloody sacriﬁ ces. 
  Only a tiny handful of cells have actual contact with a 
  Rephaim. Typically a vampire leads such congregations, 
  accepting their worship and offerings, and encouraging 
  them to conduct sabotage and subterfuge against their 
  fellow men.
  Of course, should the Rephaim win the war they in-
  tend to spare no mortals. All life is anathema to them and 
  subservience for the span of a mortal life means nothing 
  to the greater Rephaim when one can serve for eternity 
  as a living corpse.
  PELAGIANISM
  PELAGIANISM
  Often called the “Corporate heresy,” Pelagianism 
  is the belief that salvation can be achieved without the 
  need for the Church. It is important to note Pelagianists 
  do not refute the existence of God.
  The heresy stems from the teaching that man was cre-
  ated by God and blessed with free will. That free will 
  extends from committing sins, and being responsible for 
  them, to being able to control one’s salvation by avoiding 
  sins and doing good works. Rather than receiving absolu-
  tion and confessing sins to a priest, a man can atone for 
  bad deeds by performing good ones. God, followers of 
  this creed insist, gave man the choice to be good or evil, 
  to save or damn himself for eternity. In essence, virtue is 
  its own reward.
  Naturally, the Church sees things slightly differently. 
  As far as the Pope and his followers are concerned, salva-
  tion can only be granted through the priesthood, God’s 
  appointed intermediaries, and obedience to God’s teach-
  ings, which are passed on through the Church. Critics 
  often call this the, “Do as we say, not as we do” rule.
  Pelagianism is often confused with the Forsaker heresy, 
  though in truth they are completely different. Forsakers 
  believe the Church is unnecessary because God has for-
  saken man. Pelagianists hold the view that the Church is 
  unnecessary because man can save his own soul through 
  proper actions and direct dealings with God.
  Whereas Forsakers tend not to be organized, Pela-
  gianists have a group structure. Since man is responsible 
  for his own salvation, which precludes help from other 
  mortals, they are more akin to a self-help group, offer-
  ing encouragement to members to walk the divinely 
  inspired path and seek inner peace. However, the In-
  quisition portrays Pelagianists as crazed cultists who 
  murder priests and burn holy places. Ironically, it is this 
  very persecution which has caused some Pelagianists to 
  perform those actions.
  CHURCH SECRETS
  CHURCH SECRETS
  For all its protestations of purity and offering salva-
  tion to mankind, the Church has its fair share of dark 
  secrets.
  PROJECT LAZARUS
  PROJECT LAZARUS
  This black project ﬁ rst appeared in Tales from the 
  Frontline #1. It is repeated here for completeness.
  Mankind’s mortal life has always been relatively short. 
  Even during the height of Corporate power, when anti-
  aging treatments were popular with the rich and famous, 
  life expectancy only crept up to around 150 years. Since 
  the Corporate War ended, research into longevity has 
  been all but ignored.
  It doesn’t take a prophet to work out that mankind 
  is losing the numbers war. It takes 16 years for a baby to 
  reach the age it can be trained for war (within acceptable 
  moral guidelines), and in the time it takes an infant to 
  reach adulthood, countless soldiers will have been killed 
  or maimed in the ﬁ ghting. On the other hand, every dead 
  human is a potential recruit for the Rephaim.
  
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5555
  While the Church has not advocated forced insemina-
  tion (yet), the Lazarites have taken the ﬁ rst steps down a 
  dark road into closing the numbers gap. Since there is no 
  way to speed up human development, the answer is to 
  create a better soldier, one more resistant to damage.
  Twenty years ago, a Lazarite investigation team discov-
  ered the wreck of a starship, the Demeter, which crashed 
  on Salus before the outbreak of World War III. Amid the 
  corrupted data ﬁ les in the ship’s computer, they retrieved 
  the transcribed fragments of a diary dating back to the 
  turn of the 20th century.
  The diary, written by one Xavier Jahrling, told of how, 
  in ages past, a group of men and women battled fell 
  creatures of the night. It told of a procedure for grafting 
  body parts from these night ﬁ ends onto human ﬂ esh, 
  which was used to strengthen their warriors. The diary 
  was dismissed as nonsense, perhaps part of a novel kept 
  in the ship’s library system, until it eventually came to 
  the attention of Lazarite Dr. Johannes Weissman.
  For over a decade, Weissman studied the diary in 
  untold depth, reading, rereading, analyzing, and hypoth-
  esizing. At last he reached a startling conclusion—the 
  medical procedures the diary described were not ﬁ ction, 
  but valid surgical methods.
  Using members of the Penitents deemed irredeemable 
  and Rephaim captives, Weissman has performed his own 
  experiments—Rephaim limbs, tissue, and organs have 
  been surgically implanted into and onto living human 
  bodies. Much to the doctor’s dismay, initial tests have 
  had mixed results. In a few rare cases the graft has taken, 
  resulting in what Weissman calls a “super soldier.” In 
  most cases, however, the subjects go insane and commit 
  suicide. A small few take the grafts but become psychotic, 
  and must be given, to use the Church euphemism, “the 
  ﬁ nal rest.”
  Live-ﬁ re tests using the human subjects are con-
  ducted under close guard by Lazarite forces. As with 
  many Lazarite projects public knowledge of the Lazarus 
  experiments would result in a ﬁ erce backlash against the 
  Church.
  PROJECT LUCIFER
  PROJECT LUCIFER
  Although faster-than-light travel remains a living 
  memory, both the Union and the Church have the ca-
  pacity for orbital spaceﬂ ight. While there is little need to 
  launch men into space, both factions are boosting the 
  number of communication satellites in orbit, as well as 
  spy satellites.
  The latter have been unable to penetrate the clouds 
  surrounding the Rephaim’s mausoleums, a fact that has 
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5555
  While the Church has not advocated forced insemina-
  tion (yet), the Lazarites have taken the ﬁ rst steps down a 
  dark road into closing the numbers gap. Since there is no 
  way to speed up human development, the answer is to 
  create a better soldier, one more resistant to damage.
  Twenty years ago, a Lazarite investigation team discov-
  ered the wreck of a starship, the Demeter, which crashed 
  on Salus before the outbreak of World War III. Amid the 
  corrupted data ﬁ les in the ship’s computer, they retrieved 
  the transcribed fragments of a diary dating back to the 
  turn of the 20th century.
  The diary, written by one Xavier Jahrling, told of how, 
  in ages past, a group of men and women battled fell 
  creatures of the night. It told of a procedure for grafting 
  body parts from these night ﬁ ends onto human ﬂ esh, 
  which was used to strengthen their warriors. The diary 
  was dismissed as nonsense, perhaps part of a novel kept 
  in the ship’s library system, until it eventually came to 
  the attention of Lazarite Dr. Johannes Weissman.
  For over a decade, Weissman studied the diary in 
  untold depth, reading, rereading, analyzing, and hypoth-
  esizing. At last he reached a startling conclusion—the 
  medical procedures the diary described were not ﬁ ction, 
  but valid surgical methods.
  Using members of the Penitents deemed irredeemable 
  and Rephaim captives, Weissman has performed his own 
  experiments—Rephaim limbs, tissue, and organs have 
  been surgically implanted into and onto living human 
  bodies. Much to the doctor’s dismay, initial tests have 
  had mixed results. In a few rare cases the graft has taken, 
  resulting in what Weissman calls a “super soldier.” In 
  most cases, however, the subjects go insane and commit 
  suicide. A small few take the grafts but become psychotic, 
  and must be given, to use the Church euphemism, “the 
  ﬁ nal rest.”
  Live-ﬁ re tests using the human subjects are con-
  ducted under close guard by Lazarite forces. As with 
  many Lazarite projects public knowledge of the Lazarus 
  experiments would result in a ﬁ erce backlash against the 
  Church.
  PROJECT LUCIFER
  PROJECT LUCIFER
  Although faster-than-light travel remains a living 
  memory, both the Union and the Church have the ca-
  pacity for orbital spaceﬂ ight. While there is little need to 
  launch men into space, both factions are boosting the 
  number of communication satellites in orbit, as well as 
  spy satellites.
  The latter have been unable to penetrate the clouds 
  surrounding the Rephaim’s mausoleums, a fact that has 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5656
  stymied raids deep into the Dead Zones. While the Pope 
  wants a mass crusade, the Grand Masters are less eager 
  to throw their troops into the dark unknown.
  Unbeknownst to the Sacri Ordines, the Church’s 
  scientists are on the verge of a major breakthrough in 
  orbital weaponry. It won’t help the troops see the enemy, 
  but it will allow the Church to strike deep into the Dead 
  Zones without spilling a drop of human blood.
  Although known among the designers as Project 
  Lucifer, the program goes under the codename Project 
  Hourglass (a communication satellite project), if only 
  to deﬂ ect attention away from it—both the Union and 
  Rephaim would love to stop this work. While the Cor-
  porations are secretly constructing a nuclear missile 
  platform, the Church plans to place a massive laser array 
  into orbit.
  Lucifer comprises a huge central laser surrounded by 
  a network of mirrored panels. According to the scientists, 
  the panels will focus the sun’s light into a central col-
  lector, amplify it, and send a concentrated beam to any 
  point on Salus beneath the satellite. Anything struck by 
  the beam would be subjected to intense heat, instantly 
  vaporizing ﬂ esh and bone, and melting even the stron-
  gest metals and plastics.
  Computer predictions indicate a single shot to be the 
  equivalent to the detonation of a two kiloton nuclear 
  warhead, but without any radioactive fallout. The same 
  predictions give the satellite a recharge time of just un-
  der four hours. Currently this would require retasking 
  the satellite between strikes, a costly and risky maneuver. 
  Work is under way to improve the charge cycle. Hope-
  fully an improvement would allow the weapon to strike 
  the same general locale two or even three times before 
  the satellite moved out of ﬁ ring position (depending on 
  its position over the target zone). At best, the designers 
  calculate this would require another two years of work.
  While the scientists who designed Lucifer planned 
  for it to be used against the Rephaim, hard-line cardinals 
  who know of the project are already earmarking Union 
  facilities—if the Union falls, the Church will be there to 
  pick up the pieces and offer succor to the masses, ex-
  panding its powerbase dramatically.
  PROJECT MESSIAH
  PROJECT MESSIAH
  Psionics is a little understood phenomenon. The 
  Union makes use of psions in business and war, believing 
  that they should be nurtured, studied, and controlled. 
  The Church publicly burns those with psionic talents, 
  labeling them as heretics and cultists.
  Despite investing billions of dollars during the Cor-
  porate War, no Corporation was able to track down the 
  gene responsible for psionics. Even eugenics programs 
  have met with repeated failure. Where they failed, the 
  Church hopes to succeed.
  For all the Church’s anti-psionic ranting, there is a se-
  cret element within the Curia actively studying psionics, 
  using captured psions as guinea pigs. Their aim is to use 
  limited psionics to create a super-soldier.
  The Curia currently only seeks to unlock those parts 
  of the brain that would allow soldiers to override pain 
  or fatigue, ignore heat or cold, increase adrenal output, 
  develop a sixth sense enabling them to avoid attacks, and 
  such like. In game terms, these would equate to powers 
  such as deﬂ ection (sixth sense), environmental protec-
  tion (ignore temperature extremes), quickness (adrenal 
  output), and succor (ignore fatigue).
  Research is still in the preliminary stages, but cerebral 
  grafts (captured psions have no human rights to speak 
  of) combined with special exercises, meditation, and 
  drug programs, have already produced limited success.
  CORPORATE SECRETS
  CORPORATE SECRETS
  The Union’s black ops are listed by Corporation for 
  convenience. These are the major projects, those in 
  which a speciﬁ c Corporation is heavily investing money 
  and manpower. Many other projects undoubtedly exist, 
  giving the WM near-unlimited freedom in designing new 
  dark secrets for his players to uncover and, with any luck, 
  to put out of commission.
  ASGARD
  ASGARD
  Asgard’s grav tank, the Mjolnir (see p. 42), has proven 
  a remarkable success. 
  Though it suffers from the same limitations as its 
  Church equivalent, Asgard’s grav engine is more power-
  ful, allowing the tank to carry thicker armor and mount 
  a larger main gun. (As an aside, the Church has at least 
  one project focused on acquiring a working Mjolnir for 
  scientiﬁ c study.)
  Unlike the Calvary, however, Asgard has not yet pro-
  duced the Mjolnir in large quantities, and in that regard 
  it is lagging behind in the arms race. 
  However, whereas the Church intends to limit grav 
  technology to heavy tanks for the present, Asgard has 
  already begun testing prototype light tanks and APCs 
  based on the Atlantis chassis, and intends to start work 
  on its own grav SPA in the very near future.
  ATLANTIS
  ATLANTIS
  Atlantis has detected a weak signal coming from one 
  of their old mining stations in the asteroid belt. Calcula-
  tions indicate the signal is being broadcast directly at the 
  black hole, and what they are receiving are merely stray 
  signals intercepted when Salus’ orbit places it between 
  the source and destination. Cryptographers have had no 
  luck in ﬁ guring out the message, assuming it is one.
  Currently keeping this under wraps, Atlantis’ Board 
  is unsure whether the signal is merely a computer glitch 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5656
  stymied raids deep into the Dead Zones. While the Pope 
  wants a mass crusade, the Grand Masters are less eager 
  to throw their troops into the dark unknown.
  Unbeknownst to the Sacri Ordines, the Church’s 
  scientists are on the verge of a major breakthrough in 
  orbital weaponry. It won’t help the troops see the enemy, 
  but it will allow the Church to strike deep into the Dead 
  Zones without spilling a drop of human blood.
  Although known among the designers as Project 
  Lucifer, the program goes under the codename Project 
  Hourglass (a communication satellite project), if only 
  to deﬂ ect attention away from it—both the Union and 
  Rephaim would love to stop this work. While the Cor-
  porations are secretly constructing a nuclear missile 
  platform, the Church plans to place a massive laser array 
  into orbit.
  Lucifer comprises a huge central laser surrounded by 
  a network of mirrored panels. According to the scientists, 
  the panels will focus the sun’s light into a central col-
  lector, amplify it, and send a concentrated beam to any 
  point on Salus beneath the satellite. Anything struck by 
  the beam would be subjected to intense heat, instantly 
  vaporizing ﬂ esh and bone, and melting even the stron-
  gest metals and plastics.
  Computer predictions indicate a single shot to be the 
  equivalent to the detonation of a two kiloton nuclear 
  warhead, but without any radioactive fallout. The same 
  predictions give the satellite a recharge time of just un-
  der four hours. Currently this would require retasking 
  the satellite between strikes, a costly and risky maneuver. 
  Work is under way to improve the charge cycle. Hope-
  fully an improvement would allow the weapon to strike 
  the same general locale two or even three times before 
  the satellite moved out of ﬁ ring position (depending on 
  its position over the target zone). At best, the designers 
  calculate this would require another two years of work.
  While the scientists who designed Lucifer planned 
  for it to be used against the Rephaim, hard-line cardinals 
  who know of the project are already earmarking Union 
  facilities—if the Union falls, the Church will be there to 
  pick up the pieces and offer succor to the masses, ex-
  panding its powerbase dramatically.
  PROJECT MESSIAH
  PROJECT MESSIAH
  Psionics is a little understood phenomenon. The 
  Union makes use of psions in business and war, believing 
  that they should be nurtured, studied, and controlled. 
  The Church publicly burns those with psionic talents, 
  labeling them as heretics and cultists.
  Despite investing billions of dollars during the Cor-
  porate War, no Corporation was able to track down the 
  gene responsible for psionics. Even eugenics programs 
  have met with repeated failure. Where they failed, the 
  Church hopes to succeed.
  For all the Church’s anti-psionic ranting, there is a se-
  cret element within the Curia actively studying psionics, 
  using captured psions as guinea pigs. Their aim is to use 
  limited psionics to create a super-soldier.
  The Curia currently only seeks to unlock those parts 
  of the brain that would allow soldiers to override pain 
  or fatigue, ignore heat or cold, increase adrenal output, 
  develop a sixth sense enabling them to avoid attacks, and 
  such like. In game terms, these would equate to powers 
  such as deﬂ ection (sixth sense), environmental protec-
  tion (ignore temperature extremes), quickness (adrenal 
  output), and succor (ignore fatigue).
  Research is still in the preliminary stages, but cerebral 
  grafts (captured psions have no human rights to speak 
  of) combined with special exercises, meditation, and 
  drug programs, have already produced limited success.
  CORPORATE SECRETS
  CORPORATE SECRETS
  The Union’s black ops are listed by Corporation for 
  convenience. These are the major projects, those in 
  which a speciﬁ c Corporation is heavily investing money 
  and manpower. Many other projects undoubtedly exist, 
  giving the WM near-unlimited freedom in designing new 
  dark secrets for his players to uncover and, with any luck, 
  to put out of commission.
  ASGARD
  ASGARD
  Asgard’s grav tank, the Mjolnir (see p. 42), has proven 
  a remarkable success. 
  Though it suffers from the same limitations as its 
  Church equivalent, Asgard’s grav engine is more power-
  ful, allowing the tank to carry thicker armor and mount 
  a larger main gun. (As an aside, the Church has at least 
  one project focused on acquiring a working Mjolnir for 
  scientiﬁ c study.)
  Unlike the Calvary, however, Asgard has not yet pro-
  duced the Mjolnir in large quantities, and in that regard 
  it is lagging behind in the arms race. 
  However, whereas the Church intends to limit grav 
  technology to heavy tanks for the present, Asgard has 
  already begun testing prototype light tanks and APCs 
  based on the Atlantis chassis, and intends to start work 
  on its own grav SPA in the very near future.
  ATLANTIS
  ATLANTIS
  Atlantis has detected a weak signal coming from one 
  of their old mining stations in the asteroid belt. Calcula-
  tions indicate the signal is being broadcast directly at the 
  black hole, and what they are receiving are merely stray 
  signals intercepted when Salus’ orbit places it between 
  the source and destination. Cryptographers have had no 
  luck in ﬁ guring out the message, assuming it is one.
  Currently keeping this under wraps, Atlantis’ Board 
  is unsure whether the signal is merely a computer glitch 
  
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5757
  in a decades-old system, the direction it is being beamed 
  in having been caused either by a malfunction in the 
  station’s communication array or by the station shifting 
  position over the years, or whether something sentient 
  has reactivated the station.
  The Church has also detected the signals, though as 
  yet they have not pinpointed the source.
  BIOGEN
  BIOGEN
  BioGen’s work has always attracted attention from 
  other Corporations (notably Pharmacom) and the 
  Church, and its top secret projects have always been in 
  danger of being exposed. Nine years ago, BioGen began 
  an ambitious project. Although man’s access to the stars 
  has been lost, he still possesses access to the dark depths 
  of the oceans, and BioGen has sought to exploit this.
  Located off the coast of Kobia is an underwater re-
  search facility known among high level BioGen execu-
  tives as “the Womb.” Completed only six months ago, 
  scientists are currently in the process of transferring all 
  secret research into the Womb.
  The Corporation plans to keep several other “secret” 
  projects (all very minor breakthroughs in medical re-
  search) at its former laboratories discovered by its rivals, 
  thus creating enough of a smokescreen to protect the 
  Womb while it goes fully operational.
  The Womb is a series of domes, each given over to a 
  speciﬁ c purpose, such as scientiﬁ c research (vampiric re-
  search, germ warfare, and 
  so on), living quarters, 
  powerplant, and so on. 
  Every dome is hardwired 
  with explosive charges. 
  Should the Womb be 
  invaded, or worse, some-
  thing get out, individual 
  domes can be destroyed, 
  concealing their secrets 
  for eternity.
  Below the seabed lies 
  a ﬁ nal series of chambers, 
  its purpose known to only 
  a handful of very senior 
  executives and scientists. 
  What fell research war-
  rants such secrecy, when 
  the vampiric super soldier 
  project is housed in an 
  open dome?
  HELVETIA 
  HELVETIA 
  TELEKOM
  TELEKOM
  While Helvetia’s joint 
  nuclear weapons plat-
  form is ultimately doomed due to Asgard’s manipula-
  tion, the Corporation has other projects up its sleeve, 
  so to speak.
  Among these is a plan to hijack new communication 
  satellites, allowing Helvetia to gather sensitive informa-
  tion regarding other Corporations and the Church and 
  then sell the information to the highest bidder.
  Since altering all the existing satellites would require 
  manned space missions, something not attempted in 
  many decades, Helvetia plans to phase out its older satel-
  lites as quickly as possible, replacing them with its “more 
  advanced, more secure” comsats. Cheaper rental agree-
  ments will ensure the other Corporations and Church 
  fall into line, while proﬁ ts from blackmailing these enti-
  ties and selling their secrets will ensure a healthy proﬁ t 
  margin.
  LANSING MEDIA
  LANSING MEDIA
  Not content with simply gathering dirt on the Church, 
  the executives at Lansing have decided to create their 
  own dirt as well.
  A team of actors kitted out in Church garb bought 
  illegally on the black market or scavenged from fallen 
  Knights, supported by numerous extras playing Church 
  civilians, has been making a “documentary” about 
  Church brutality and corruption. Rather than pick on 
  any one Ordo, the actors represent a multi-Ordo team, 
  similar to that of the heroes. They are ﬁ lmed beating 
  DANGEROUS SECRETS UPDATE
  DANGEROUS SECRETS UPDATE
  5757
  in a decades-old system, the direction it is being beamed 
  in having been caused either by a malfunction in the 
  station’s communication array or by the station shifting 
  position over the years, or whether something sentient 
  has reactivated the station.
  The Church has also detected the signals, though as 
  yet they have not pinpointed the source.
  BIOGEN
  BIOGEN
  BioGen’s work has always attracted attention from 
  other Corporations (notably Pharmacom) and the 
  Church, and its top secret projects have always been in 
  danger of being exposed. Nine years ago, BioGen began 
  an ambitious project. Although man’s access to the stars 
  has been lost, he still possesses access to the dark depths 
  of the oceans, and BioGen has sought to exploit this.
  Located off the coast of Kobia is an underwater re-
  search facility known among high level BioGen execu-
  tives as “the Womb.” Completed only six months ago, 
  scientists are currently in the process of transferring all 
  secret research into the Womb.
  The Corporation plans to keep several other “secret” 
  projects (all very minor breakthroughs in medical re-
  search) at its former laboratories discovered by its rivals, 
  thus creating enough of a smokescreen to protect the 
  Womb while it goes fully operational.
  The Womb is a series of domes, each given over to a 
  speciﬁ c purpose, such as scientiﬁ c research (vampiric re-
  search, germ warfare, and 
  so on), living quarters, 
  powerplant, and so on. 
  Every dome is hardwired 
  with explosive charges. 
  Should the Womb be 
  invaded, or worse, some-
  thing get out, individual 
  domes can be destroyed, 
  concealing their secrets 
  for eternity.
  Below the seabed lies 
  a ﬁ nal series of chambers, 
  its purpose known to only 
  a handful of very senior 
  executives and scientists. 
  What fell research war-
  rants such secrecy, when 
  the vampiric super soldier 
  project is housed in an 
  open dome?
  HELVETIA 
  HELVETIA 
  TELEKOM
  TELEKOM
  While Helvetia’s joint 
  nuclear weapons plat-
  form is ultimately doomed due to Asgard’s manipula-
  tion, the Corporation has other projects up its sleeve, 
  so to speak.
  Among these is a plan to hijack new communication 
  satellites, allowing Helvetia to gather sensitive informa-
  tion regarding other Corporations and the Church and 
  then sell the information to the highest bidder.
  Since altering all the existing satellites would require 
  manned space missions, something not attempted in 
  many decades, Helvetia plans to phase out its older satel-
  lites as quickly as possible, replacing them with its “more 
  advanced, more secure” comsats. Cheaper rental agree-
  ments will ensure the other Corporations and Church 
  fall into line, while proﬁ ts from blackmailing these enti-
  ties and selling their secrets will ensure a healthy proﬁ t 
  margin.
  LANSING MEDIA
  LANSING MEDIA
  Not content with simply gathering dirt on the Church, 
  the executives at Lansing have decided to create their 
  own dirt as well.
  A team of actors kitted out in Church garb bought 
  illegally on the black market or scavenged from fallen 
  Knights, supported by numerous extras playing Church 
  civilians, has been making a “documentary” about 
  Church brutality and corruption. Rather than pick on 
  any one Ordo, the actors represent a multi-Ordo team, 
  similar to that of the heroes. They are ﬁ lmed beating 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5858
  up civilians, demanding taxes at gunpoint, engaged in 
  drunken brawls, and so on.
  The show is broadcast on Corporate media channels 
  as a factual look at the way the Sacri Ordines operate, 
  and is rapidly gaining a large audience.
  The Grand Masters, who have heard of the existence 
  of the show from agents within the Union, are very keen 
  to “terminate its run.” Unable to feed their own, real 
  footage into the Corporate sectors, they plan to assign 
  a small team to close down production by any means 
  necessary.
  REPHAIM SECRETS
  REPHAIM SECRETS
  While everything the Rephaim do is a secret from 
  their human adversaries, there are a few special projects 
  which deserve particular mention. WMs are free to ex-
  pand these ideas as they desire.
  A NEW PLAGUE
  A NEW PLAGUE
  The liches of the Dark Conclave have recently perfect-
  ed a way of distilling the necromantic energy of vampires 
  into liquid form. The process costs the vampire its unlife, 
  and the liches prefer to infect human captives and distill 
  them, rather than waste valuable older vampires.
  Within BioGen there are a small number of junior 
  laboratory technicians who have been corrupted by the 
  Rephaim. These willing puppets, promised immortality 
  in return for their services, have begun seeding supplies 
  of bio-blood (a synthetic blood designed to be used on 
  any patient, regardless of his blood type) with the nec-
  romantic brew.
  Once in the human body, the necromantic-tainted 
  blood remains dormant until the host is killed, at which 
  time it activates. Whereas necromantic gizmos like the 
  Lazarus reanimator pack produce zombies, a victim who 
  dies with vampiric essence in his veins automatically re-
  turns to life as a vampire within 1d4 hours (the brew is 
  more concentrated than a vampire’s usual energy).
  Unfortunately, for the Rephaim anyway, the blood 
  remains potent in a host for only 1d6 weeks at present, 
  before degrading to a state where it lacks the power to 
  awaken a new vampire.
  GLOBAL DARKNESS
  GLOBAL DARKNESS
  While Rephaim do not fear sunlight, they are better 
  suited to darkness. Within the murky cloud of a darkness 
  generator’s sphere of inﬂ uence, their superior sense of 
  sight gives them an edge. Fortunately for humanity, the 
  clouds have only a limited diameter.
  Much as the Rephaim would love to extinguish Salus’ 
  sun and cast the planet into eternal night, such an act is 
  physically impossible. Even at the height of their power, 
  before their imprisonment, they could no more com-
  pletely destroy a sun than they could grow a third arm.
  There is, however, another option. While the Rephaim 
  have not mastered rocketry, they have heard of it from 
  captives. The liches are currently experimenting with 
  what can only be called a feasibility study—could dark-
  ness generators positioned high in the atmosphere be 
  used to blanket vast areas of the planet?
  There are, of course, many obstacles to this plan. 
  How would they launch the generators into space? What 
  would they draw energy from? Would the clouds form in 
  the rariﬁ ed upper atmosphere?
  While undoubtedly many, many decades, if not centu-
  ries, away from becoming reality, the Rephaim are keen 
  to get their hands on a rocket, or at least engineers with 
  the knowledge of how to construct one.
  NEW WORLD ORDER
  NEW WORLD ORDER
  While the Rephaim seek the total destruction of hu-
  manity, they are quite prepared to play out a long game, 
  using subterfuge to win the war. Among the best weap-
  ons they have available are the changelings.
  Until now, changelings have been used only to replace 
  low-ranking Knights and Corporate executives, gathering 
  information, spreading disinformation, or committing 
  acts of sabotage or assassination. Among Rephaim and 
  humans alike, knowledge is power.
  In order to strike a heavy blow against humanity, the 
  Dark Conclave has recently ordered the changelings to 
  switch their attention to more important targets—arch-
  bishops and cardinals, the Grand Masters, senior Cor-
  porate executives, and so on. Gaining access to these 
  important ﬁ gures is no easy task, even for a changeling, 
  but the liches are willing to sacriﬁ ce as many minions as 
  it takes.
  Human puppets within the Church and Union have 
  already begun spreading rumors that a few middle-rank-
  ing ﬁ gures have been replaced by changelings. While this 
  has, in some cases, had the backlash of prompting senior 
  targets to tighten their security, it is also generating an 
  air of fear and paranoia which gnaws at the cohesive-
  ness of the armed forces. The CIS and Inquisition have 
  secretly begun a series of witch hunts, already removing 
  a dozen or so innocent persons from ofﬁ ce (well, from 
  their homes in the middle of the night).
  How would the heroes cope if they learned their Pre-
  ceptor Master had begun “acting very strange, recently”? 
  Especially if he began giving them unusual orders, such 
  as attacking derelict villages or standing down when a 
  Rephaim force was in their sights?
  Perhaps the Preceptor Master has been changed, in 
  which case the heroes have to gather evidence for the 
  local Field Master. Maybe he’s just suffering from stress, 
  however. He could even be following orders from above, 
  and unbeknownst to the heroes, their strange orders are 
  intended to confuse the Rephaim forces in their area or 
  to lure them into an ambush.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  5858
  up civilians, demanding taxes at gunpoint, engaged in 
  drunken brawls, and so on.
  The show is broadcast on Corporate media channels 
  as a factual look at the way the Sacri Ordines operate, 
  and is rapidly gaining a large audience.
  The Grand Masters, who have heard of the existence 
  of the show from agents within the Union, are very keen 
  to “terminate its run.” Unable to feed their own, real 
  footage into the Corporate sectors, they plan to assign 
  a small team to close down production by any means 
  necessary.
  REPHAIM SECRETS
  REPHAIM SECRETS
  While everything the Rephaim do is a secret from 
  their human adversaries, there are a few special projects 
  which deserve particular mention. WMs are free to ex-
  pand these ideas as they desire.
  A NEW PLAGUE
  A NEW PLAGUE
  The liches of the Dark Conclave have recently perfect-
  ed a way of distilling the necromantic energy of vampires 
  into liquid form. The process costs the vampire its unlife, 
  and the liches prefer to infect human captives and distill 
  them, rather than waste valuable older vampires.
  Within BioGen there are a small number of junior 
  laboratory technicians who have been corrupted by the 
  Rephaim. These willing puppets, promised immortality 
  in return for their services, have begun seeding supplies 
  of bio-blood (a synthetic blood designed to be used on 
  any patient, regardless of his blood type) with the nec-
  romantic brew.
  Once in the human body, the necromantic-tainted 
  blood remains dormant until the host is killed, at which 
  time it activates. Whereas necromantic gizmos like the 
  Lazarus reanimator pack produce zombies, a victim who 
  dies with vampiric essence in his veins automatically re-
  turns to life as a vampire within 1d4 hours (the brew is 
  more concentrated than a vampire’s usual energy).
  Unfortunately, for the Rephaim anyway, the blood 
  remains potent in a host for only 1d6 weeks at present, 
  before degrading to a state where it lacks the power to 
  awaken a new vampire.
  GLOBAL DARKNESS
  GLOBAL DARKNESS
  While Rephaim do not fear sunlight, they are better 
  suited to darkness. Within the murky cloud of a darkness 
  generator’s sphere of inﬂ uence, their superior sense of 
  sight gives them an edge. Fortunately for humanity, the 
  clouds have only a limited diameter.
  Much as the Rephaim would love to extinguish Salus’ 
  sun and cast the planet into eternal night, such an act is 
  physically impossible. Even at the height of their power, 
  before their imprisonment, they could no more com-
  pletely destroy a sun than they could grow a third arm.
  There is, however, another option. While the Rephaim 
  have not mastered rocketry, they have heard of it from 
  captives. The liches are currently experimenting with 
  what can only be called a feasibility study—could dark-
  ness generators positioned high in the atmosphere be 
  used to blanket vast areas of the planet?
  There are, of course, many obstacles to this plan. 
  How would they launch the generators into space? What 
  would they draw energy from? Would the clouds form in 
  the rariﬁ ed upper atmosphere?
  While undoubtedly many, many decades, if not centu-
  ries, away from becoming reality, the Rephaim are keen 
  to get their hands on a rocket, or at least engineers with 
  the knowledge of how to construct one.
  NEW WORLD ORDER
  NEW WORLD ORDER
  While the Rephaim seek the total destruction of hu-
  manity, they are quite prepared to play out a long game, 
  using subterfuge to win the war. Among the best weap-
  ons they have available are the changelings.
  Until now, changelings have been used only to replace 
  low-ranking Knights and Corporate executives, gathering 
  information, spreading disinformation, or committing 
  acts of sabotage or assassination. Among Rephaim and 
  humans alike, knowledge is power.
  In order to strike a heavy blow against humanity, the 
  Dark Conclave has recently ordered the changelings to 
  switch their attention to more important targets—arch-
  bishops and cardinals, the Grand Masters, senior Cor-
  porate executives, and so on. Gaining access to these 
  important ﬁ gures is no easy task, even for a changeling, 
  but the liches are willing to sacriﬁ ce as many minions as 
  it takes.
  Human puppets within the Church and Union have 
  already begun spreading rumors that a few middle-rank-
  ing ﬁ gures have been replaced by changelings. While this 
  has, in some cases, had the backlash of prompting senior 
  targets to tighten their security, it is also generating an 
  air of fear and paranoia which gnaws at the cohesive-
  ness of the armed forces. The CIS and Inquisition have 
  secretly begun a series of witch hunts, already removing 
  a dozen or so innocent persons from ofﬁ ce (well, from 
  their homes in the middle of the night).
  How would the heroes cope if they learned their Pre-
  ceptor Master had begun “acting very strange, recently”? 
  Especially if he began giving them unusual orders, such 
  as attacking derelict villages or standing down when a 
  Rephaim force was in their sights?
  Perhaps the Preceptor Master has been changed, in 
  which case the heroes have to gather evidence for the 
  local Field Master. Maybe he’s just suffering from stress, 
  however. He could even be following orders from above, 
  and unbeknownst to the heroes, their strange orders are 
  intended to confuse the Rephaim forces in their area or 
  to lure them into an ambush.
  
  And when they shall have ﬁ nished their testimony, 
  the beast that ascendeth out of the bottomless pit shall 
  make war against them, and shall overcome them, and 
  kill them.
  Revelation 11:10
  This section presents a new batch of adventures for 
  members of the Sacri Ordines. The adventures are writ-
  ten, unless otherwise stated, for Novice or Seasoned 
  parties of 4–6 members. For more experienced groups, 
  increase the number of opponents to suit the abilities 
  and ﬁ repower of the party.
  Many adventures have numbers of foes determined 
  by the number of heroes present, which naturally means 
  larger groups get more opponents to face anyway. Where 
  numbers of enemies are listed as “X per character,” the 
  term character includes both the heroes and any sup-
  porting Allies.
  THINGS TO AVOID
  THINGS TO AVOID
  While Necropolis 2350 is an open setting and yours to 
  play with as you wish, there are some things you really 
  should avoid doing, if only because they will spoil the 
  depth of the setting and affect possible future releases.
  DON’T REMOVE THE POPE
  DON’T REMOVE THE POPE
  Pope John XXIV shouldn’t be killed or removed from 
  power. Though just a single man, the Pope has the un-
  swerving support of the Praetorians, Teutonics, Lazarites, 
  the Inquisition, and a large number of the members of 
  the Curia. Any attempt to discredit him would be excep-
  tionally bad for the heroes’ health. Permanently.
  DON’T INTRODUCE THE BIG BADS TOO SOON
  DON’T INTRODUCE THE BIG BADS TOO SOON
  Liches and dread liches are the true power behind the 
  Rephaim, and their existence should remain a mystery for 
  as long as possible. Even when the heroes do confront 
  one, most of their fellow Knights are unlikely to believe 
  them, at least until a few more have been encountered.
  Likewise, Stygian Towers shouldn’t be stormed until 
  the heroes are at least Heroic Rank, and preferably well 
  into Legendary. These aren’t minor mausoleums, but 
  the true centers of necromantic power. Any mission into 
  a Stygian Tower should be near-suicidal, and the body 
  count on the characters’ side should be correspondingly 
  high. Whether they live or die, characters who undertake 
  such a mission are honored as heroes and guaranteed a 
  seat in Heaven.
  DON’T IGNORE THE CORPORATIONS
  DON’T IGNORE THE CORPORATIONS
  The Rephaim may be the main antagonists, but the 
  Corporations are also rivals to the Church. Some Corpo-
  rations want to bring down the Church, others are just 
  engaged in matters the Church would consider illegal 
  and immoral (double standards aside). By the same to-
  ken, don’t make them too important in your game, or 
  the Rephaim may begin to lose prominence, thus drasti-
  cally altering the core ﬂ avor.
  The Corporations were included in Necropolis 2350 
  to highlight one important factor in the war—while 
  mankind is still ﬁ ghting himself, the Rephaim will always 
  have the upper hand.
  DON’T INTRODUCE WEIRD SCIENCE
  DON’T INTRODUCE WEIRD SCIENCE
  With the exception of the new Arcanist Edge, Weird 
  Science remains ﬁ rmly in the hands of the Rephaim. No 
  human can ever hope to master the creation of these 
  gizmos, though through the Arcanist Edge he may learn 
  how to operate them.
  Likewise, magic and superpowers have no place in 
  Necropolis 2350, and introducing them will ruin the ﬂ a-
  vor of the setting. Psionics should remain a Union tool, 
  giving the heroes chance to face up against a psion and 
  deliver the punishment the Church demands he suffer.
  NEW MISSIONS
  NEW MISSIONS
  5959
  And when they shall have ﬁ nished their testimony, 
  the beast that ascendeth out of the bottomless pit shall 
  make war against them, and shall overcome them, and 
  kill them.
  Revelation 11:10
  This section presents a new batch of adventures for 
  members of the Sacri Ordines. The adventures are writ-
  ten, unless otherwise stated, for Novice or Seasoned 
  parties of 4–6 members. For more experienced groups, 
  increase the number of opponents to suit the abilities 
  and ﬁ repower of the party.
  Many adventures have numbers of foes determined 
  by the number of heroes present, which naturally means 
  larger groups get more opponents to face anyway. Where 
  numbers of enemies are listed as “X per character,” the 
  term character includes both the heroes and any sup-
  porting Allies.
  THINGS TO AVOID
  THINGS TO AVOID
  While Necropolis 2350 is an open setting and yours to 
  play with as you wish, there are some things you really 
  should avoid doing, if only because they will spoil the 
  depth of the setting and affect possible future releases.
  DON’T REMOVE THE POPE
  DON’T REMOVE THE POPE
  Pope John XXIV shouldn’t be killed or removed from 
  power. Though just a single man, the Pope has the un-
  swerving support of the Praetorians, Teutonics, Lazarites, 
  the Inquisition, and a large number of the members of 
  the Curia. Any attempt to discredit him would be excep-
  tionally bad for the heroes’ health. Permanently.
  DON’T INTRODUCE THE BIG BADS TOO SOON
  DON’T INTRODUCE THE BIG BADS TOO SOON
  Liches and dread liches are the true power behind the 
  Rephaim, and their existence should remain a mystery for 
  as long as possible. Even when the heroes do confront 
  one, most of their fellow Knights are unlikely to believe 
  them, at least until a few more have been encountered.
  Likewise, Stygian Towers shouldn’t be stormed until 
  the heroes are at least Heroic Rank, and preferably well 
  into Legendary. These aren’t minor mausoleums, but 
  the true centers of necromantic power. Any mission into 
  a Stygian Tower should be near-suicidal, and the body 
  count on the characters’ side should be correspondingly 
  high. Whether they live or die, characters who undertake 
  such a mission are honored as heroes and guaranteed a 
  seat in Heaven.
  DON’T IGNORE THE CORPORATIONS
  DON’T IGNORE THE CORPORATIONS
  The Rephaim may be the main antagonists, but the 
  Corporations are also rivals to the Church. Some Corpo-
  rations want to bring down the Church, others are just 
  engaged in matters the Church would consider illegal 
  and immoral (double standards aside). By the same to-
  ken, don’t make them too important in your game, or 
  the Rephaim may begin to lose prominence, thus drasti-
  cally altering the core ﬂ avor.
  The Corporations were included in Necropolis 2350 
  to highlight one important factor in the war—while 
  mankind is still ﬁ ghting himself, the Rephaim will always 
  have the upper hand.
  DON’T INTRODUCE WEIRD SCIENCE
  DON’T INTRODUCE WEIRD SCIENCE
  With the exception of the new Arcanist Edge, Weird 
  Science remains ﬁ rmly in the hands of the Rephaim. No 
  human can ever hope to master the creation of these 
  gizmos, though through the Arcanist Edge he may learn 
  how to operate them.
  Likewise, magic and superpowers have no place in 
  Necropolis 2350, and introducing them will ruin the ﬂ a-
  vor of the setting. Psionics should remain a Union tool, 
  giving the heroes chance to face up against a psion and 
  deliver the punishment the Church demands he suffer.
  NEW MISSIONS
  NEW MISSIONS
  5959
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6060
  MAJOR CONFLICTS
  MAJOR CONFLICTS
  Throughout the years 2351–55 the Sacer Ordines and 
  Rephaim engage in several major military campaigns. 
  These are detailed individually below. The battles are 
  not the only ones occurring during this time—they are 
  merely the most noteworthy.
  No adventures or Plot Points exist for these actions—
  they are background ﬂ avor the WM can weave into his 
  own campaign. Perhaps they are merely stories heard in 
  a remote Preceptory far from the frontline, or maybe the 
  heroes are in the thick of the ﬁ ghting.
  IV–VI.2351: OPERATION STEEL HAMMER
  IV–VI.2351: OPERATION STEEL HAMMER
  Steel Hammer is an attempt to secure the headland 
  to the west of the Levant. The major assault is marked 
  by amphibious landings of troops shipped in from Nova 
  Europa and waves of Angel dropping troops close to 
  enemy hardpoints further inland.
  The marshes on and behind the coastline hamper at-
  tempts to move rapidly inland, resulting in the airborne 
  troops being cut off without heavy weapons and artillery 
  support. Unexpectedly heavy resistance creates further 
  problems. A month passes before the massed Knights 
  can attempt a breakout from their coastal bases to begin 
  their primary objectives.
  By the start of VI.2351 it becomes apparent the cam-
  paign has stalled. Plans are drawn up to increase troop 
  numbers, but are cancelled due to events elsewhere. The 
  Knights begin erecting a line of fortiﬁ ed Preceptories, 
  known as the Steel Belt. The campaign is ofﬁ cially halted 
  at the start of VII, leaving the Church in possession of a 
  narrow bulge on the tip of the headland.
  Despite facing a lengthy siege throughout most of 
  2352, the defenders are able to receive regular supplies 
  and reinforcements from the Levant. At the end of the 
  year the territory held is ofﬁ cially named the Western 
  Marches.
  Depending on how the Battle of New Budapest ended 
  in your campaign, this operation occurs either to create 
  a second pocket to help fortify the territory gained (the 
  Knights won New Budapest) or marks a second attempt 
  to retake the city and relieve growing pressure on the 
  Iron Belt (if they lost).
  VI–VII.2351: OPERATION LEVEL GROUND
  VI–VII.2351: OPERATION LEVEL GROUND
  As Church forces struggle in Dead Zone Alpha, the 
  Rephaim launch an assault on Tomaculum. The attack 
  is not intended to capture territory, but to distract the 
  local senior commanders and halt reinforcements from 
  reaching DZ-Alpha.
  The Sacri Ordines respond with withering barrages of 
  artillery and air strikes all along the front, seemingly con-
  tent to stem the ﬂ ow with as little loss of life as possible. 
  On 13.VII, a Rephaim thrust breaches the western border 
  defenses and begins to push across toward the Leviathan 
  Mountains in a bid to cut the territory in half. Only the 
  stubborn aggression of a few Preceptories located in the 
  hinterlands prevent the attack succeeding.
  With their primary force shattered and the rest of the 
  border holding strong, the Rephaim have no option but 
  to withdraw.
  I–III & VI–VII.2352: OPERATIONS BUNKER & 
  I–III & VI–VII.2352: OPERATIONS BUNKER & 
  HOWLING STORM
  HOWLING STORM
  Terra Septentriones was always considered a safe 
  realm. Although subject to harsh winters, and far-from 
  pleasant summers, it seemingly lacked any Rephaim 
  presence. Rather ironically, being posted there was re-
  ferred to as “being quiet as the grave.”
  That viewpoint changes dramatically in early 2352 as 
  Rephaim forces tear south toward Aquila and Midgard. 
  For three long months, Church and Asgard forces battle 
  independently to stem the ﬂ ow. They ﬁ nally succeed in 
  securing a border III.2352. For the next month they for-
  tify their positions and gather their strength for a coun-
  terattack while scouts roam the frozen north in search of 
  the Rephaim base.
  A colossal Stygian Tower is ﬁ nally located deep inside 
  a glacier, shielded from the few remaining satellites or-
  biting the war torn world. How long it had been there is 
  unknown, for no darkness generator shrouds it.
  Possessing the same information and intent on captur-
  ing the Tower and its dark secrets, the Sacri Ordines and 
  Asgard surge forward from their bases in VI.2353. With 
  Asgard having no love for the Church, and vice versa, 
  both assaults are conducted independently (and not 
  without a few “friendly ﬁ re” incidents when resources 
  allow).
  Asgard’s initial assault drives forward ahead of the 
  Ordines, the bulk of Asgard’s army being stationed at 
  Midgard. The Church makes slower progress, but re-
  inforcements quickly ﬂ ood in. As Asgard meets stiffer 
  resistance it is forced to call on the Union for support. 
  Contract issues with their rivals cause substantial delays 
  and all-but stall their offensive.
  Eventually, both sides begin to converge on the gla-
  cier. Fierce resistance and waves of Rephaim suicide 
  troops cause minor delays, but it is too late to prevent 
  the inevitable. Victory for humanity seems assured.
  On 34.VII the campaign ends suddenly. Although both 
  the Church and Asgard publicly claim victory, neither has 
  truly won. As the vanguards ﬁ ght each other to reach the 
  Stygian Tower ﬁ rst it explodes in a wave of necromantic 
  energy equivalent to a 10-megaton nuclear bomb. Thou-
  sands of soldiers are killed, their ﬂ esh withering in an in-
  stant. All that remains of the Stygian Tower is a blackened 
  crater in the heart of the glacier.
  Asgard quickly signals a truce, for the contracts it has 
  with the Union prohibit overt offensive action against the 
  Church once the Tower is captured or destroyed. The 
  Sacri Ordines duly comply, having no wish to weaken 
  their armies, and both sides withdraw their forces. A pact 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6060
  MAJOR CONFLICTS
  MAJOR CONFLICTS
  Throughout the years 2351–55 the Sacer Ordines and 
  Rephaim engage in several major military campaigns. 
  These are detailed individually below. The battles are 
  not the only ones occurring during this time—they are 
  merely the most noteworthy.
  No adventures or Plot Points exist for these actions—
  they are background ﬂ avor the WM can weave into his 
  own campaign. Perhaps they are merely stories heard in 
  a remote Preceptory far from the frontline, or maybe the 
  heroes are in the thick of the ﬁ ghting.
  IV–VI.2351: OPERATION STEEL HAMMER
  IV–VI.2351: OPERATION STEEL HAMMER
  Steel Hammer is an attempt to secure the headland 
  to the west of the Levant. The major assault is marked 
  by amphibious landings of troops shipped in from Nova 
  Europa and waves of Angel dropping troops close to 
  enemy hardpoints further inland.
  The marshes on and behind the coastline hamper at-
  tempts to move rapidly inland, resulting in the airborne 
  troops being cut off without heavy weapons and artillery 
  support. Unexpectedly heavy resistance creates further 
  problems. A month passes before the massed Knights 
  can attempt a breakout from their coastal bases to begin 
  their primary objectives.
  By the start of VI.2351 it becomes apparent the cam-
  paign has stalled. Plans are drawn up to increase troop 
  numbers, but are cancelled due to events elsewhere. The 
  Knights begin erecting a line of fortiﬁ ed Preceptories, 
  known as the Steel Belt. The campaign is ofﬁ cially halted 
  at the start of VII, leaving the Church in possession of a 
  narrow bulge on the tip of the headland.
  Despite facing a lengthy siege throughout most of 
  2352, the defenders are able to receive regular supplies 
  and reinforcements from the Levant. At the end of the 
  year the territory held is ofﬁ cially named the Western 
  Marches.
  Depending on how the Battle of New Budapest ended 
  in your campaign, this operation occurs either to create 
  a second pocket to help fortify the territory gained (the 
  Knights won New Budapest) or marks a second attempt 
  to retake the city and relieve growing pressure on the 
  Iron Belt (if they lost).
  VI–VII.2351: OPERATION LEVEL GROUND
  VI–VII.2351: OPERATION LEVEL GROUND
  As Church forces struggle in Dead Zone Alpha, the 
  Rephaim launch an assault on Tomaculum. The attack 
  is not intended to capture territory, but to distract the 
  local senior commanders and halt reinforcements from 
  reaching DZ-Alpha.
  The Sacri Ordines respond with withering barrages of 
  artillery and air strikes all along the front, seemingly con-
  tent to stem the ﬂ ow with as little loss of life as possible. 
  On 13.VII, a Rephaim thrust breaches the western border 
  defenses and begins to push across toward the Leviathan 
  Mountains in a bid to cut the territory in half. Only the 
  stubborn aggression of a few Preceptories located in the 
  hinterlands prevent the attack succeeding.
  With their primary force shattered and the rest of the 
  border holding strong, the Rephaim have no option but 
  to withdraw.
  I–III & VI–VII.2352: OPERATIONS BUNKER & 
  I–III & VI–VII.2352: OPERATIONS BUNKER & 
  HOWLING STORM
  HOWLING STORM
  Terra Septentriones was always considered a safe 
  realm. Although subject to harsh winters, and far-from 
  pleasant summers, it seemingly lacked any Rephaim 
  presence. Rather ironically, being posted there was re-
  ferred to as “being quiet as the grave.”
  That viewpoint changes dramatically in early 2352 as 
  Rephaim forces tear south toward Aquila and Midgard. 
  For three long months, Church and Asgard forces battle 
  independently to stem the ﬂ ow. They ﬁ nally succeed in 
  securing a border III.2352. For the next month they for-
  tify their positions and gather their strength for a coun-
  terattack while scouts roam the frozen north in search of 
  the Rephaim base.
  A colossal Stygian Tower is ﬁ nally located deep inside 
  a glacier, shielded from the few remaining satellites or-
  biting the war torn world. How long it had been there is 
  unknown, for no darkness generator shrouds it.
  Possessing the same information and intent on captur-
  ing the Tower and its dark secrets, the Sacri Ordines and 
  Asgard surge forward from their bases in VI.2353. With 
  Asgard having no love for the Church, and vice versa, 
  both assaults are conducted independently (and not 
  without a few “friendly ﬁ re” incidents when resources 
  allow).
  Asgard’s initial assault drives forward ahead of the 
  Ordines, the bulk of Asgard’s army being stationed at 
  Midgard. The Church makes slower progress, but re-
  inforcements quickly ﬂ ood in. As Asgard meets stiffer 
  resistance it is forced to call on the Union for support. 
  Contract issues with their rivals cause substantial delays 
  and all-but stall their offensive.
  Eventually, both sides begin to converge on the gla-
  cier. Fierce resistance and waves of Rephaim suicide 
  troops cause minor delays, but it is too late to prevent 
  the inevitable. Victory for humanity seems assured.
  On 34.VII the campaign ends suddenly. Although both 
  the Church and Asgard publicly claim victory, neither has 
  truly won. As the vanguards ﬁ ght each other to reach the 
  Stygian Tower ﬁ rst it explodes in a wave of necromantic 
  energy equivalent to a 10-megaton nuclear bomb. Thou-
  sands of soldiers are killed, their ﬂ esh withering in an in-
  stant. All that remains of the Stygian Tower is a blackened 
  crater in the heart of the glacier.
  Asgard quickly signals a truce, for the contracts it has 
  with the Union prohibit overt offensive action against the 
  Church once the Tower is captured or destroyed. The 
  Sacri Ordines duly comply, having no wish to weaken 
  their armies, and both sides withdraw their forces. A pact 
  
  NEW MISSIONS
  NEW MISSIONS
  6161
  forbidding either the Church or Union from having more 
  than 50 soldiers within 100 miles of the crater at any one 
  time is hastily drawn up and signed.
  Numerous skirmishes break out between “salvage” 
  teams, though the public is never made aware of these. 
  By the end of 2352 these have all but ceased, the debris 
  ﬁ eld producing no ﬁ nds of value.
  The current theory regarding the Tower is that it was 
  smothered by the glacier at some point in its history. 
  With no escape route, the Rephaim went into hiberna-
  tion. An unusually warm summer resulted in enough ice 
  melting for the inhabitants to break out. This wild (and 
  inaccurate) speculation leads the Church and Union to 
  believe there may be other Stygian Towers buried be-
  neath the ice and snow. A race starts on to locate and 
  capture on before the other side can make the discovery 
  of the century.
  VIII.2352–V.2353: OPERATION RESOLUTE
  VIII.2352–V.2353: OPERATION RESOLUTE
  Rephaim appear in great numbers on the peninsula 
  east of DZ-Alpha and west of New Pittsburgh. At ﬁ rst the 
  Sacri Ordines are slow to react, ﬁ guring the Corporate 
  forces in New Pittsburgh will deal with the situation. 
  Plans are made to take advantage of the attack to push 
  out from the Western Marches to link up with the Iron 
  Belt along the coat. However, the Rephaim suddenly 
  turn northward toward Terra Infernalis. Simultane-
  ously, attacks against the southern Iron Belt and Western 
  Marches increase in intensity, preventing the withdrawal 
  of troops to face the enemy at their rear.
  Suspecting the Rephaim plan an audacious move to 
  strike through the Carpathians against the rear of the 
  Iron Belt or drive into the Levant, forces are quickly mo-
  bilized. With the Western Marches draining troops from 
  the Levant and the Iron Belt unable to spare any units, 
  the Ordines must wait patiently as troops and supplies 
  are shipped in from elsewhere.
  The Rephaim, needing neither food nor water, make 
  rapid progress, slowed only slightly by repeated air-
  strikes. Only in early II.2353 do the Ordines and Rephaim 
  engage in ground warfare. In the heat of the desert, the 
  two sides ﬁ ght a mixture of pitched battles and guerilla 
  warfare for the best part of two months.
  Attrition begins to take its toll on the Rephaim, whose 
  supply route across the southern bay is halted by an 
  Ordines naval task force and intense bombardment of 
  coastal positions.
  Perhaps fearing the withdrawing Rephaim will try to 
  ﬁ nd a home in Kobia, the Union (except Asgard) sends a 
  joint expeditionary force to cut off the Rephaim retreat. 
  Working together for the ﬁ rst time in decades, the Or-
  dines and Union catch the Rephaim in a pincer move-
  ment and crush them. The remnants are hunted down 
  and exterminated, but neither the Union or Church 
  knows whether pockets of Rephaim remain in hiding.
  Three Preceptor Masters responsible for naval defens-
  es in the southern ocean are excommunicated for failing 
  to stop the initial assault. The Ordines quickly strengthen 
  the coastal Preceptories, though doing so leaves them 
  lacking naval power in other operational areas.
  II–III.2353: OPERATION GRAND HAMMER
  II–III.2353: OPERATION GRAND HAMMER
  A large force of Rephaim is (accidentally) detected 
  on the plains east of DZ-Beta, having somehow passed 
  through the mountains. Unknown to the Sacri Ordines, 
  the Rephaim are ﬁ eld testing the ﬁ rst dimension genera-
  tor. The Rephaim planned to construct new Stygian Tow-
  ers in the region and create a new Dead Zone.
  With absolutely no defenses in the southern wastes, 
  the Sacri Ordines quickly realize they must take swift 
  action to prevent their enemy gaining new ground. Re-
  serve forces are mobilized from Nova Europa and ﬂ own 
  south. Battle commences four days later, as the vanguard 
  engages the Rephaim in a daring and risky maneuver 
  designed to attract as many as possible to the Knights 
  and limit their spread.
  After two days of intense ﬁ ghting, the Knights are on 
  the verge of defeat. Scrambled signals are sent to unleash 
  hell, which the Air Lances gladly comply with. Thousands 
  of tons of napalm are dropped, scorching the ground 
  for years to come. Weakened, but far from defeated, the 
  Rephaim pull back to regroup.
  Meanwhile, the main Ordines’ strike force has as-
  sembled. Led by Templar armored Battles, they advance 
  on two fronts. The plan is not to catch the Rephaim in a 
  pincer movement, but to force them south, where a third 
  force is waiting. Faced with the huge railguns of Calvary 
  and Golgotha main battle tanks, the Rephaim command-
  ers signal a withdrawal, and walk straight into the trap.
  A week later, the Rephaim force had ceased to exist 
  to the last zombie. While the majority of ground forces 
  withdraw to rearm in case they are needed in Operation 
  Resolute, aerial forces pound eastern Dead Zone Beta 
  in reprisal while ground troops scour the mountains for 
  the breakthrough point. None is ever found. As Nones 
  draws to a close, most of the Knights are withdrawn, 
  leaving behind only a token force—the Ordines lack the 
  resources to create new Preceptories so far from estab-
  lished supply lines.
  Although they lost thousands of troops, the liches 
  of the Dark Conclave were pleased with the operation. 
  The new generators worked perfectly, and they learned 
  valuable intelligence about how their enemy reacts when 
  threatened in unexpected quarters. While the liches 
  could have evacuated their forces through a dimensional 
  gateway, to open a portal would risk alerting their foe.
  V–VI.2353: OPERATION MACE/OPERATION 
  V–VI.2353: OPERATION MACE/OPERATION 
  SPEARPOINT
  SPEARPOINT
  As Kobia siphons off forces to assault the Rephaim in 
  Terra Infernalis, intelligence reports indicate a weaken-
  ing of Rephaim troop numbers along the border with 
  the New Territories. The Templar Field Master reaches 
  the rash judgment that the Rephaim are planning an 
  assault on Kobia and decides to take advantage of the 
  NEW MISSIONS
  NEW MISSIONS
  6161
  forbidding either the Church or Union from having more 
  than 50 soldiers within 100 miles of the crater at any one 
  time is hastily drawn up and signed.
  Numerous skirmishes break out between “salvage” 
  teams, though the public is never made aware of these. 
  By the end of 2352 these have all but ceased, the debris 
  ﬁ eld producing no ﬁ nds of value.
  The current theory regarding the Tower is that it was 
  smothered by the glacier at some point in its history. 
  With no escape route, the Rephaim went into hiberna-
  tion. An unusually warm summer resulted in enough ice 
  melting for the inhabitants to break out. This wild (and 
  inaccurate) speculation leads the Church and Union to 
  believe there may be other Stygian Towers buried be-
  neath the ice and snow. A race starts on to locate and 
  capture on before the other side can make the discovery 
  of the century.
  VIII.2352–V.2353: OPERATION RESOLUTE
  VIII.2352–V.2353: OPERATION RESOLUTE
  Rephaim appear in great numbers on the peninsula 
  east of DZ-Alpha and west of New Pittsburgh. At ﬁ rst the 
  Sacri Ordines are slow to react, ﬁ guring the Corporate 
  forces in New Pittsburgh will deal with the situation. 
  Plans are made to take advantage of the attack to push 
  out from the Western Marches to link up with the Iron 
  Belt along the coat. However, the Rephaim suddenly 
  turn northward toward Terra Infernalis. Simultane-
  ously, attacks against the southern Iron Belt and Western 
  Marches increase in intensity, preventing the withdrawal 
  of troops to face the enemy at their rear.
  Suspecting the Rephaim plan an audacious move to 
  strike through the Carpathians against the rear of the 
  Iron Belt or drive into the Levant, forces are quickly mo-
  bilized. With the Western Marches draining troops from 
  the Levant and the Iron Belt unable to spare any units, 
  the Ordines must wait patiently as troops and supplies 
  are shipped in from elsewhere.
  The Rephaim, needing neither food nor water, make 
  rapid progress, slowed only slightly by repeated air-
  strikes. Only in early II.2353 do the Ordines and Rephaim 
  engage in ground warfare. In the heat of the desert, the 
  two sides ﬁ ght a mixture of pitched battles and guerilla 
  warfare for the best part of two months.
  Attrition begins to take its toll on the Rephaim, whose 
  supply route across the southern bay is halted by an 
  Ordines naval task force and intense bombardment of 
  coastal positions.
  Perhaps fearing the withdrawing Rephaim will try to 
  ﬁ nd a home in Kobia, the Union (except Asgard) sends a 
  joint expeditionary force to cut off the Rephaim retreat. 
  Working together for the ﬁ rst time in decades, the Or-
  dines and Union catch the Rephaim in a pincer move-
  ment and crush them. The remnants are hunted down 
  and exterminated, but neither the Union or Church 
  knows whether pockets of Rephaim remain in hiding.
  Three Preceptor Masters responsible for naval defens-
  es in the southern ocean are excommunicated for failing 
  to stop the initial assault. The Ordines quickly strengthen 
  the coastal Preceptories, though doing so leaves them 
  lacking naval power in other operational areas.
  II–III.2353: OPERATION GRAND HAMMER
  II–III.2353: OPERATION GRAND HAMMER
  A large force of Rephaim is (accidentally) detected 
  on the plains east of DZ-Beta, having somehow passed 
  through the mountains. Unknown to the Sacri Ordines, 
  the Rephaim are ﬁ eld testing the ﬁ rst dimension genera-
  tor. The Rephaim planned to construct new Stygian Tow-
  ers in the region and create a new Dead Zone.
  With absolutely no defenses in the southern wastes, 
  the Sacri Ordines quickly realize they must take swift 
  action to prevent their enemy gaining new ground. Re-
  serve forces are mobilized from Nova Europa and ﬂ own 
  south. Battle commences four days later, as the vanguard 
  engages the Rephaim in a daring and risky maneuver 
  designed to attract as many as possible to the Knights 
  and limit their spread.
  After two days of intense ﬁ ghting, the Knights are on 
  the verge of defeat. Scrambled signals are sent to unleash 
  hell, which the Air Lances gladly comply with. Thousands 
  of tons of napalm are dropped, scorching the ground 
  for years to come. Weakened, but far from defeated, the 
  Rephaim pull back to regroup.
  Meanwhile, the main Ordines’ strike force has as-
  sembled. Led by Templar armored Battles, they advance 
  on two fronts. The plan is not to catch the Rephaim in a 
  pincer movement, but to force them south, where a third 
  force is waiting. Faced with the huge railguns of Calvary 
  and Golgotha main battle tanks, the Rephaim command-
  ers signal a withdrawal, and walk straight into the trap.
  A week later, the Rephaim force had ceased to exist 
  to the last zombie. While the majority of ground forces 
  withdraw to rearm in case they are needed in Operation 
  Resolute, aerial forces pound eastern Dead Zone Beta 
  in reprisal while ground troops scour the mountains for 
  the breakthrough point. None is ever found. As Nones 
  draws to a close, most of the Knights are withdrawn, 
  leaving behind only a token force—the Ordines lack the 
  resources to create new Preceptories so far from estab-
  lished supply lines.
  Although they lost thousands of troops, the liches 
  of the Dark Conclave were pleased with the operation. 
  The new generators worked perfectly, and they learned 
  valuable intelligence about how their enemy reacts when 
  threatened in unexpected quarters. While the liches 
  could have evacuated their forces through a dimensional 
  gateway, to open a portal would risk alerting their foe.
  V–VI.2353: OPERATION MACE/OPERATION 
  V–VI.2353: OPERATION MACE/OPERATION 
  SPEARPOINT
  SPEARPOINT
  As Kobia siphons off forces to assault the Rephaim in 
  Terra Infernalis, intelligence reports indicate a weaken-
  ing of Rephaim troop numbers along the border with 
  the New Territories. The Templar Field Master reaches 
  the rash judgment that the Rephaim are planning an 
  assault on Kobia and decides to take advantage of the 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6262
  situation. Without consulting his superiors he orders a 
  pre-emptive strike into DZ-Gamma. Local commanders 
  of the other Ordines quickly offer unsanctioned support 
  in an attempt to gain some of the glory.
  The Church forces steamroll across the border and 
  through the weakened Rephaim lines into a carefully 
  orchestrated trap. Finding themselves surrounded, the 
  Ordines at ﬁ rst try to breakout. Strong Rephaim lines 
  repel several attempts. The commanders quickly realize 
  their folly and have no choice but to order a protective 
  hedgehog to be formed. The Knights prepare to ﬁ ght to 
  the last man.
  Finally freed from moping up the last Rephaim out-
  posts in Terra Infernalis, the Ordines rapidly transport 
  the battle-weary men halfway across the continent to 
  relive their enveloped comrades.
  By the time they arrive, the surrounded troops have 
  been reduced to 50% of the starting strength. Air drops 
  have kept them supplied with ammunition and rations, 
  but the situation is bleak and dropship losses mount 
  daily due to lack of maintenance and swarms of doom 
  skulls.
  Without waiting to strengthen their army, the relief 
  force drives into DZ-Gamma along a narrow corridor. 
  Speed is the only consideration and protection of the 
  corridor is left to aerial units and small groups of Assault 
  and Artillery Knights ﬁ ghting from makeshift Precepto-
  ries.
  On 42.VI.2353, the relief force ﬁ nally punches through 
  the Rephaim lines. The besieged force quickly makes its 
  escape while their comrades ﬁ ght a bitter rearguard ac-
  tion. Sacer Ordo losses are heavy, though the Rephaim 
  suffer little better.
  The Templar Field Master responsible for the initial 
  assault is posthumously excommunicated, ﬁ ve Precep-
  tory Masters are excommunicated, four begin serving 
  with the Penitents for an extended period, seven more 
  are severely rebuked, and one is killed by a “friendly ﬁ re” 
  incident a few weeks later.
  The heavy losses force the Ordines to pull reserve 
  troops from the Augustine Territories and the western 
  New Territories, leaving the entire front weakened. 
  Fortunately, the Rephaim have suffered enough losses 
  to prevent them from quickly taking advantage of the 
  confusion.
  VI.2354–IV.2355: OPERATION STEEL BAND
  VI.2354–IV.2355: OPERATION STEEL BAND
  Due to events in 2353, the Sacri Ordines are unable to 
  launch any major offensives until late in 2354.
  Forces from the Western Marches begin to push 
  toward the northern end of the Iron Belt. As territory 
  is captured, so it is immediately fortiﬁ ed. Progress is 
  painfully slow. Simultaneously, troops from the Iron Belt 
  begin advancing toward the Western Marches using the 
  same tactic.
  Constant attacks hamper the movement of the van-
  guard and keep the newly captured positions from sup-
  porting their allies. Countless air strikes are launched 
  deep into the southern part of DZ-Alpha to try and fool 
  the Rephaim into thinking a second front is opening.
  Back in the north, dense swarms of doom skulls pre-
  vent aircraft from destroying forward enemy command 
  and artillery positions, leaving the Ordines no choice but 
  to dispatch small teams of Knights by land to capture, 
  sabotage, or destroy the installations.
  In IV.2355 the Church armies ﬁ nally converge, secur-
  ing a 100-mile wide land route between the territories 
  and ensuring the Western Marches cannot be easily 
  surrounded on land. The campaign is ofﬁ cially ended 
  a month later, once all Rephaim forces behind the new 
  border have been cleansed.
  III–VII.2355: OPERATIONS SUNRISE & SUNSET
  III–VII.2355: OPERATIONS SUNRISE & SUNSET
  A naval task force launches an amphibious assault on 
  the northwest corner of DZ-Beta under the codename 
  Sunrise. Ground forces from Tomaculum begin Opera-
  tion Sunset, a ﬁ erce and relentless assault on the land-
  ward side. The orders are simple—keep pushing east 
  and west until the forces meet up.
  After two months of relentless combat, the forces 
  meet and begin strengthening their positions. Rephaim 
  counterattacks fail to break the line, and by V.2355 
  Tomaculum has, on paper at least, expanded its eastern 
  border to the coast. A month passes before the major 
  pockets of Rephaim resistance are exterminated from 
  the newly-captured lands.
  Although the last few years have been frustrating, 
  the Church has much to celebrate as spring begins to 
  turn into summer on Salus. The Western Marches and 
  Iron Belt are now joined, giving the Sacri Ordines a 
  ﬁ rm footing in DZ-Alpha, the borders with DZ-Gamma 
  are stabilized after the disaster of Operation Mace, and 
  Tomaculum has expanded into DZ-Beta.
  While the citizens celebrate, the senior ofﬁ cials of 
  the Sacri Ordines meet in secret conclave. Although the 
  Rephaim have put up stiff resistance in every campaign, 
  the victories have been far easier than expected. Some-
  thing is wrong, though no one can point the ﬁ nger at the 
  cause of their suspicions.
  I.2356: OPERATIONS ARMAGEDDON
  I.2356: OPERATIONS ARMAGEDDON
  As dawn breaks on the ﬁ rst day of the new year, pan-
  icked reports come in from across Salus—huge numbers 
  of Rephaim are appearing in the heart of every city, hav-
  ing bypassed all perimeter fortiﬁ cations. The Pope per-
  sonally sends the code signal the Grand Masters hoped 
  never to hear—Armageddon, the ﬁ nal confrontation.
  Mankind no longer stands on the brink of the Abyss—
  he has started to fall.
  WM’s are strongly encouraged to avoid the temptation 
  to skip straight to 2356 and being unleashing hell. This 
  year will see major events unfolding in the Necropolis 
  2350 setting and a number of black projects coming to 
  fruition. Good and evil will cease to be absolutes, even 
  in the Sacri Ordines.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6262
  situation. Without consulting his superiors he orders a 
  pre-emptive strike into DZ-Gamma. Local commanders 
  of the other Ordines quickly offer unsanctioned support 
  in an attempt to gain some of the glory.
  The Church forces steamroll across the border and 
  through the weakened Rephaim lines into a carefully 
  orchestrated trap. Finding themselves surrounded, the 
  Ordines at ﬁ rst try to breakout. Strong Rephaim lines 
  repel several attempts. The commanders quickly realize 
  their folly and have no choice but to order a protective 
  hedgehog to be formed. The Knights prepare to ﬁ ght to 
  the last man.
  Finally freed from moping up the last Rephaim out-
  posts in Terra Infernalis, the Ordines rapidly transport 
  the battle-weary men halfway across the continent to 
  relive their enveloped comrades.
  By the time they arrive, the surrounded troops have 
  been reduced to 50% of the starting strength. Air drops 
  have kept them supplied with ammunition and rations, 
  but the situation is bleak and dropship losses mount 
  daily due to lack of maintenance and swarms of doom 
  skulls.
  Without waiting to strengthen their army, the relief 
  force drives into DZ-Gamma along a narrow corridor. 
  Speed is the only consideration and protection of the 
  corridor is left to aerial units and small groups of Assault 
  and Artillery Knights ﬁ ghting from makeshift Precepto-
  ries.
  On 42.VI.2353, the relief force ﬁ nally punches through 
  the Rephaim lines. The besieged force quickly makes its 
  escape while their comrades ﬁ ght a bitter rearguard ac-
  tion. Sacer Ordo losses are heavy, though the Rephaim 
  suffer little better.
  The Templar Field Master responsible for the initial 
  assault is posthumously excommunicated, ﬁ ve Precep-
  tory Masters are excommunicated, four begin serving 
  with the Penitents for an extended period, seven more 
  are severely rebuked, and one is killed by a “friendly ﬁ re” 
  incident a few weeks later.
  The heavy losses force the Ordines to pull reserve 
  troops from the Augustine Territories and the western 
  New Territories, leaving the entire front weakened. 
  Fortunately, the Rephaim have suffered enough losses 
  to prevent them from quickly taking advantage of the 
  confusion.
  VI.2354–IV.2355: OPERATION STEEL BAND
  VI.2354–IV.2355: OPERATION STEEL BAND
  Due to events in 2353, the Sacri Ordines are unable to 
  launch any major offensives until late in 2354.
  Forces from the Western Marches begin to push 
  toward the northern end of the Iron Belt. As territory 
  is captured, so it is immediately fortiﬁ ed. Progress is 
  painfully slow. Simultaneously, troops from the Iron Belt 
  begin advancing toward the Western Marches using the 
  same tactic.
  Constant attacks hamper the movement of the van-
  guard and keep the newly captured positions from sup-
  porting their allies. Countless air strikes are launched 
  deep into the southern part of DZ-Alpha to try and fool 
  the Rephaim into thinking a second front is opening.
  Back in the north, dense swarms of doom skulls pre-
  vent aircraft from destroying forward enemy command 
  and artillery positions, leaving the Ordines no choice but 
  to dispatch small teams of Knights by land to capture, 
  sabotage, or destroy the installations.
  In IV.2355 the Church armies ﬁ nally converge, secur-
  ing a 100-mile wide land route between the territories 
  and ensuring the Western Marches cannot be easily 
  surrounded on land. The campaign is ofﬁ cially ended 
  a month later, once all Rephaim forces behind the new 
  border have been cleansed.
  III–VII.2355: OPERATIONS SUNRISE & SUNSET
  III–VII.2355: OPERATIONS SUNRISE & SUNSET
  A naval task force launches an amphibious assault on 
  the northwest corner of DZ-Beta under the codename 
  Sunrise. Ground forces from Tomaculum begin Opera-
  tion Sunset, a ﬁ erce and relentless assault on the land-
  ward side. The orders are simple—keep pushing east 
  and west until the forces meet up.
  After two months of relentless combat, the forces 
  meet and begin strengthening their positions. Rephaim 
  counterattacks fail to break the line, and by V.2355 
  Tomaculum has, on paper at least, expanded its eastern 
  border to the coast. A month passes before the major 
  pockets of Rephaim resistance are exterminated from 
  the newly-captured lands.
  Although the last few years have been frustrating, 
  the Church has much to celebrate as spring begins to 
  turn into summer on Salus. The Western Marches and 
  Iron Belt are now joined, giving the Sacri Ordines a 
  ﬁ rm footing in DZ-Alpha, the borders with DZ-Gamma 
  are stabilized after the disaster of Operation Mace, and 
  Tomaculum has expanded into DZ-Beta.
  While the citizens celebrate, the senior ofﬁ cials of 
  the Sacri Ordines meet in secret conclave. Although the 
  Rephaim have put up stiff resistance in every campaign, 
  the victories have been far easier than expected. Some-
  thing is wrong, though no one can point the ﬁ nger at the 
  cause of their suspicions.
  I.2356: OPERATIONS ARMAGEDDON
  I.2356: OPERATIONS ARMAGEDDON
  As dawn breaks on the ﬁ rst day of the new year, pan-
  icked reports come in from across Salus—huge numbers 
  of Rephaim are appearing in the heart of every city, hav-
  ing bypassed all perimeter fortiﬁ cations. The Pope per-
  sonally sends the code signal the Grand Masters hoped 
  never to hear—Armageddon, the ﬁ nal confrontation.
  Mankind no longer stands on the brink of the Abyss—
  he has started to fall.
  WM’s are strongly encouraged to avoid the temptation 
  to skip straight to 2356 and being unleashing hell. This 
  year will see major events unfolding in the Necropolis 
  2350 setting and a number of black projects coming to 
  fruition. Good and evil will cease to be absolutes, even 
  in the Sacri Ordines.
  
  NEW MISSIONS
  NEW MISSIONS
  6363
  A VOICE IN THE DARK
  A VOICE IN THE DARK
  The heroes are ordered to scavenge an old communi-
  cation post, lost before the war began. While there, they 
  hear a strange message.
  BRIEFING
  BRIEFING
  “Greetings, Knights. A routine recon mission over 
  the outskirts of the Dead Zone has located an outpost 
  we believe is an old orbital communications station 
  abandoned during the Corporate War. The Ofﬁ ce of 
  Scientiﬁ c Advancement wants the place looted for 
  any usable technology. You guys have drawn the 
  short straw.
  “You’ll be airlifted to the nearest LZ, at the base 
  of the mountain on which the post sits. The dropship 
  will then depart to support a diversionary raid else-
  where. Call her in on the call-sign Sleeping Dog when 
  you’re ready to come home.”
  Enemy Forces: This place has been abandoned 
  for years and there’s no indication the Rephaim or 
  the Corporates have discovered it. That said, stay 
  frosty.
  Support: This is a quick snatch and grab mission, 
  and no support is available. You’ll be escorting four 
  technical Sergeants. Keep them alive!
  Equipment: Standard gear only for this one. 
  Travel as light as you can, because you’ll have to 
  carry heavy electronic gear down the mountain.
  THE MISSION
  THE MISSION
  Treat the four technical Sergeants as regular Sergeants 
  (see Necropolis 2350). Each carries an electronics kit (2 
  lbs) and a portable, heavy-duty battery for testing circuits 
  (10 lbs).
  Use the Surrounded map from Necropolis 2350 for 
  the installation. The top building is an accommodation, 
  admin, and storage block, the central building is the main 
  comms array, and the lower building the powerplant and 
  workshops. All buildings are single story. There is no 
  power in any building, and the powerplant is wrecked 
  beyond repair. No maps of the interior are required.
  After being dropped off, the Knights have a three hour 
  march up the cracked and weathered road to the facility. 
  A light mist covers the region (treat as Dim lighting).
  Although the Rephaim have no technical use for the 
  outpost, it does have a commanding view of the sur-
  rounding countryside. As such, a squad of Ordo Tene-
  brae led by an ofﬁ cer is stationed here. There are three 
  Knights in each of the north and south buildings, and 
  four plus the ofﬁ cer in the central building.
  The Dark Knights are hidden behind windows, hav-
  ing heard the dropship’s approach, and receive Medium 
  Cover. Spotting them requires an opposed Notice roll 
  versus their Stealth. Due to Cover, the Dark Knights have 
  a +4 bonus to their rolls. 
  They remain hidden until the heroes approach into 
  short range, then open ﬁ re in an ambush. Should they 
  be spotted, they open ﬁ re immediately.
  * Dark Knight Ofﬁ cer (1): See Necropolis 2350.
  * Dark Knights (10): See Necropolis 2350. Two of 
  the Knights operate a 25mm SBAC set up in the center 
  building, overlooking the approach.
  SCAVENGING
  SCAVENGING
  Investigation of the facility reveals nothing of interest 
  or immediate value—most personal items were taken 
  when the base was abandoned, but there may be forgot-
  ten photos pinned to walls, and such like. However, you 
  should gently crank up the paranoia factor by having the 
  heroes hear noises. These could be open windows bang-
  ing in the wind, old pipes groaning, and so forth.
  While the Knights investigate, the Sergeants get to 
  work on the communication center, checking each cir-
  cuit board in turn (there are many dozen still intact) and 
  stufﬁ ng what they think is usable into foldout cases they 
  brought with them.
  After an hour, one of the Sergeants activates an old 
  circuit. Suddenly, a nearby terminal springs to life. A 
  stream of data begins scrolling across the screen, and 
  from the speakers comes a faint and patchy message.
  “…frigate Angelus...heavy damage...Chalcis...no 
  reply…Chalcis control, please....systems approach-
  ing critical...”
  Then the circuit board explodes in a shower of sparks 
  and the comms panel goes dead. No amount of Repair 
  rolls can ﬁ x the circuit board (a Repair roll quickly re-
  veals this).
  Any Knight near the screen when it is ﬁ xed can make 
  a Smarts roll at –2. If none were, one of the Sergeants 
  noted down some of the data, allowing a Smarts roll at 
  –4. With success, the heroes calculate the origin of the 
  transmission came from somewhere in space, not from 
  the surface.
  Was this an actual transmission from a damaged FC 
  Drive starship? Or was it an old transmission, replayed 
  when the circuit board was powered up, or one lost in 
  the ether from ages past and only just picked up? That 
  may never be known.
  No matter who the heroes contact or how quickly 
  they act, nothing can be done to contact the Angelus. 
  Once back at base, an Investigation roll reveals there is 
  no existing data about an FC Drive starship of that name. 
  However, records from pre-2318 are patchy.
  GOING HOME
  GOING HOME
  The Sergeants ﬁ nish their work ﬁ ve hours later, and 
  hand each hero a crate weighing 20 pounds (they’re car-
  NEW MISSIONS
  NEW MISSIONS
  6363
  A VOICE IN THE DARK
  A VOICE IN THE DARK
  The heroes are ordered to scavenge an old communi-
  cation post, lost before the war began. While there, they 
  hear a strange message.
  BRIEFING
  BRIEFING
  “Greetings, Knights. A routine recon mission over 
  the outskirts of the Dead Zone has located an outpost 
  we believe is an old orbital communications station 
  abandoned during the Corporate War. The Ofﬁ ce of 
  Scientiﬁ c Advancement wants the place looted for 
  any usable technology. You guys have drawn the 
  short straw.
  “You’ll be airlifted to the nearest LZ, at the base 
  of the mountain on which the post sits. The dropship 
  will then depart to support a diversionary raid else-
  where. Call her in on the call-sign Sleeping Dog when 
  you’re ready to come home.”
  Enemy Forces: This place has been abandoned 
  for years and there’s no indication the Rephaim or 
  the Corporates have discovered it. That said, stay 
  frosty.
  Support: This is a quick snatch and grab mission, 
  and no support is available. You’ll be escorting four 
  technical Sergeants. Keep them alive!
  Equipment: Standard gear only for this one. 
  Travel as light as you can, because you’ll have to 
  carry heavy electronic gear down the mountain.
  THE MISSION
  THE MISSION
  Treat the four technical Sergeants as regular Sergeants 
  (see Necropolis 2350). Each carries an electronics kit (2 
  lbs) and a portable, heavy-duty battery for testing circuits 
  (10 lbs).
  Use the Surrounded map from Necropolis 2350 for 
  the installation. The top building is an accommodation, 
  admin, and storage block, the central building is the main 
  comms array, and the lower building the powerplant and 
  workshops. All buildings are single story. There is no 
  power in any building, and the powerplant is wrecked 
  beyond repair. No maps of the interior are required.
  After being dropped off, the Knights have a three hour 
  march up the cracked and weathered road to the facility. 
  A light mist covers the region (treat as Dim lighting).
  Although the Rephaim have no technical use for the 
  outpost, it does have a commanding view of the sur-
  rounding countryside. As such, a squad of Ordo Tene-
  brae led by an ofﬁ cer is stationed here. There are three 
  Knights in each of the north and south buildings, and 
  four plus the ofﬁ cer in the central building.
  The Dark Knights are hidden behind windows, hav-
  ing heard the dropship’s approach, and receive Medium 
  Cover. Spotting them requires an opposed Notice roll 
  versus their Stealth. Due to Cover, the Dark Knights have 
  a +4 bonus to their rolls. 
  They remain hidden until the heroes approach into 
  short range, then open ﬁ re in an ambush. Should they 
  be spotted, they open ﬁ re immediately.
  * Dark Knight Ofﬁ cer (1): See Necropolis 2350.
  * Dark Knights (10): See Necropolis 2350. Two of 
  the Knights operate a 25mm SBAC set up in the center 
  building, overlooking the approach.
  SCAVENGING
  SCAVENGING
  Investigation of the facility reveals nothing of interest 
  or immediate value—most personal items were taken 
  when the base was abandoned, but there may be forgot-
  ten photos pinned to walls, and such like. However, you 
  should gently crank up the paranoia factor by having the 
  heroes hear noises. These could be open windows bang-
  ing in the wind, old pipes groaning, and so forth.
  While the Knights investigate, the Sergeants get to 
  work on the communication center, checking each cir-
  cuit board in turn (there are many dozen still intact) and 
  stufﬁ ng what they think is usable into foldout cases they 
  brought with them.
  After an hour, one of the Sergeants activates an old 
  circuit. Suddenly, a nearby terminal springs to life. A 
  stream of data begins scrolling across the screen, and 
  from the speakers comes a faint and patchy message.
  “…frigate Angelus...heavy damage...Chalcis...no 
  reply…Chalcis control, please....systems approach-
  ing critical...”
  Then the circuit board explodes in a shower of sparks 
  and the comms panel goes dead. No amount of Repair 
  rolls can ﬁ x the circuit board (a Repair roll quickly re-
  veals this).
  Any Knight near the screen when it is ﬁ xed can make 
  a Smarts roll at –2. If none were, one of the Sergeants 
  noted down some of the data, allowing a Smarts roll at 
  –4. With success, the heroes calculate the origin of the 
  transmission came from somewhere in space, not from 
  the surface.
  Was this an actual transmission from a damaged FC 
  Drive starship? Or was it an old transmission, replayed 
  when the circuit board was powered up, or one lost in 
  the ether from ages past and only just picked up? That 
  may never be known.
  No matter who the heroes contact or how quickly 
  they act, nothing can be done to contact the Angelus. 
  Once back at base, an Investigation roll reveals there is 
  no existing data about an FC Drive starship of that name. 
  However, records from pre-2318 are patchy.
  GOING HOME
  GOING HOME
  The Sergeants ﬁ nish their work ﬁ ve hours later, and 
  hand each hero a crate weighing 20 pounds (they’re car-
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6464
  rying their own). The crates are quite ﬂ at, and clip onto 
  the rear of a Knight’s armor for easy carrying.
  As the Knights wait around the LZ for the dropship, 
  the sun begins to dip below the horizon, reducing the 
  visibility to Dark lighting (-2).
  Without warning, a force of 10 winged zombies 
  swoops out of the mist to attack. The zombies were en-
  gaged in the diversionary raid launched by the Church, 
  but withdrew when the Church pulled back its forces. 
  Hence they have very little in the way of grenades left. 
  Check for surprise as normal. 
  The LZ is basically a wide plain, with no cover of note 
  save for a few fallen trees and some small boulders. The 
  dropship arrives 2d6+2 rounds later and is available for 
  air support.
  * Winged Zombies (10): See Necropolis 2350, but 
  armed with a ﬂ echette SMG (2 mags) each. They have 
  just two grenades left between them.
  ADDED PROBLEMS
  ADDED PROBLEMS
  These are not full missions. Instead, they should be 
  used an addition to the Lance’s current mission (and 
  maybe the next few after that).
  A DAY IN THE LIFE
  A DAY IN THE LIFE
  “Before you go,” he says, “there is one more thing. 
  The Ofﬁ ce of Information is producing a series of 
  television shows about the Sacri Ordines. For the next 
  month, you’ll have a two-person media crew tailing 
  you everywhere you go. And I mean everywhere.
  “Before you get ideas of fame and glory, just 
  remember, you’re here to do a vital job. Don’t get 
  distracted by the bright lights. Oh, and keep the crew 
  safe—having them gunned down won’t help our next 
  recruitment drive. Dismissed.”
  The media crew comprises a female reporter (Dana 
  Sanchez) and a cameraman (Franz Schuttmann). Dana is 
  a notorious ﬂ irt and doesn’t care about the Knights’ vow 
  of celibacy. Franz is an armchair general and he offers 
  tactical advice at every opportunity. Of course, he has no 
  real knowledge of life on the frontline, only what he has 
  seen in the movies and picked up on shoots.
  This adventure is designed to add a little annoyance 
  to the heroes’ lives as well as provide some roleplaying 
  opportunities. The media team is constantly around, 
  ﬁ lming and recording. Any bad language or behavior is 
  caught on camera, possibly earning the Knight punish-
  ment detail when it is aired. Of course, any brave or 
  noble deeds are also shown, possibly allowing a hero 
  the chance to buy the Media Star Edge.
  More importantly, the team is a distraction in combat. 
  They refuse to stay in cover, preferring to rush over to 
  the Knights and begin asking them stupid questions like, 
  “Why did you shoot that Rephaim?” “How does it feel 
  knowing you’re saving mankind?” and “Does that injury 
  hurt?”
  In combat, the media team attaches itself to a single 
  Knight (WM’s choice) each engagement and follows him 
  round, acting on his card. However, the WM controls 
  them, not the player. Any time the hero draws a deuce 
  in combat they begin questioning him and pointing the 
  camera in his face. The distraction gives him a –2 penalty 
  to all actions that round. After a while, it should get really 
  annoying, but there is little the squad can do—should 
  the reporters die (hey, accidents happen in war), their 
  Knight Commander and Field Master come down on the 
  Lance like a ton of bricks.
  * Dana Sanchez & Franz Schuttmann: As citizen 
  (see Necropolis 2350), but with no weapons. Each is 
  wearing light armor, giving them Toughness 9(4).
  TESTING TIMES
  TESTING TIMES
  This mission add-on should only be used in early 
  2354, before the Anakim’s become “standard” issue.
  The ﬁ rst of the Anakim combat walkers are rolling off 
  the assembly line and into the hands of the Templars for 
  live ﬁ re testing. They’ve proven adequate in simulations, 
  but the Church wants them subjected to enemy ﬁ re be-
  fore it authorizes them for use. The characters’ Lance is 
  provided with two Anakim walkers as ﬁ re support for 
  their current mission.
  Unless a player character just happens to be a Templar 
  Vehicle Crewman with the Ambidextrous and Two Fisted 
  Edges, the pilots are both NPCs.
  Unfortunately, these early models have a few serious 
  technical faults. Any time an Anakim pilot rolls a 1 (re-
  gardless of Wild Die) on a Driving or Shooting roll, his 
  walker suffers a technical glitch as detailed below. These 
  can be ﬁ xed from inside the cockpit with a Repair roll 
  made as an action. A critical failure, however, means the 
  problem is more severe. Repairs require an hour and a 
  Repair roll at -2. The technician can reroll failed Repair 
  attempts, but each roll consumes an hour.
  Driving: The leg servos screw up, causing the ma-
  chine to move slowly and erratically. The pilot’s Pace is 
  halved when driving the machine (if he runs, halve the 
  total distance he moves this round, rounded down) and 
  the Handling penalty increases to –2.
  Shooting: The ﬁ ring system goes on the fritz and 
  prevents either weapon from ﬁ ring.
  * Templar Anakim Pilots (2): As Knight Vehicle 
  Crew (see Necropolis 2350), but with the Ambidextrous 
  and Two Fisted Edges.
  BITS & PIECES
  BITS & PIECES
  The heroes are ordered to help evacuate wounded 
  Knights from a street battle, and in doing so encounter a 
  new species of Rephaim.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6464
  rying their own). The crates are quite ﬂ at, and clip onto 
  the rear of a Knight’s armor for easy carrying.
  As the Knights wait around the LZ for the dropship, 
  the sun begins to dip below the horizon, reducing the 
  visibility to Dark lighting (-2).
  Without warning, a force of 10 winged zombies 
  swoops out of the mist to attack. The zombies were en-
  gaged in the diversionary raid launched by the Church, 
  but withdrew when the Church pulled back its forces. 
  Hence they have very little in the way of grenades left. 
  Check for surprise as normal. 
  The LZ is basically a wide plain, with no cover of note 
  save for a few fallen trees and some small boulders. The 
  dropship arrives 2d6+2 rounds later and is available for 
  air support.
  * Winged Zombies (10): See Necropolis 2350, but 
  armed with a ﬂ echette SMG (2 mags) each. They have 
  just two grenades left between them.
  ADDED PROBLEMS
  ADDED PROBLEMS
  These are not full missions. Instead, they should be 
  used an addition to the Lance’s current mission (and 
  maybe the next few after that).
  A DAY IN THE LIFE
  A DAY IN THE LIFE
  “Before you go,” he says, “there is one more thing. 
  The Ofﬁ ce of Information is producing a series of 
  television shows about the Sacri Ordines. For the next 
  month, you’ll have a two-person media crew tailing 
  you everywhere you go. And I mean everywhere.
  “Before you get ideas of fame and glory, just 
  remember, you’re here to do a vital job. Don’t get 
  distracted by the bright lights. Oh, and keep the crew 
  safe—having them gunned down won’t help our next 
  recruitment drive. Dismissed.”
  The media crew comprises a female reporter (Dana 
  Sanchez) and a cameraman (Franz Schuttmann). Dana is 
  a notorious ﬂ irt and doesn’t care about the Knights’ vow 
  of celibacy. Franz is an armchair general and he offers 
  tactical advice at every opportunity. Of course, he has no 
  real knowledge of life on the frontline, only what he has 
  seen in the movies and picked up on shoots.
  This adventure is designed to add a little annoyance 
  to the heroes’ lives as well as provide some roleplaying 
  opportunities. The media team is constantly around, 
  ﬁ lming and recording. Any bad language or behavior is 
  caught on camera, possibly earning the Knight punish-
  ment detail when it is aired. Of course, any brave or 
  noble deeds are also shown, possibly allowing a hero 
  the chance to buy the Media Star Edge.
  More importantly, the team is a distraction in combat. 
  They refuse to stay in cover, preferring to rush over to 
  the Knights and begin asking them stupid questions like, 
  “Why did you shoot that Rephaim?” “How does it feel 
  knowing you’re saving mankind?” and “Does that injury 
  hurt?”
  In combat, the media team attaches itself to a single 
  Knight (WM’s choice) each engagement and follows him 
  round, acting on his card. However, the WM controls 
  them, not the player. Any time the hero draws a deuce 
  in combat they begin questioning him and pointing the 
  camera in his face. The distraction gives him a –2 penalty 
  to all actions that round. After a while, it should get really 
  annoying, but there is little the squad can do—should 
  the reporters die (hey, accidents happen in war), their 
  Knight Commander and Field Master come down on the 
  Lance like a ton of bricks.
  * Dana Sanchez & Franz Schuttmann: As citizen 
  (see Necropolis 2350), but with no weapons. Each is 
  wearing light armor, giving them Toughness 9(4).
  TESTING TIMES
  TESTING TIMES
  This mission add-on should only be used in early 
  2354, before the Anakim’s become “standard” issue.
  The ﬁ rst of the Anakim combat walkers are rolling off 
  the assembly line and into the hands of the Templars for 
  live ﬁ re testing. They’ve proven adequate in simulations, 
  but the Church wants them subjected to enemy ﬁ re be-
  fore it authorizes them for use. The characters’ Lance is 
  provided with two Anakim walkers as ﬁ re support for 
  their current mission.
  Unless a player character just happens to be a Templar 
  Vehicle Crewman with the Ambidextrous and Two Fisted 
  Edges, the pilots are both NPCs.
  Unfortunately, these early models have a few serious 
  technical faults. Any time an Anakim pilot rolls a 1 (re-
  gardless of Wild Die) on a Driving or Shooting roll, his 
  walker suffers a technical glitch as detailed below. These 
  can be ﬁ xed from inside the cockpit with a Repair roll 
  made as an action. A critical failure, however, means the 
  problem is more severe. Repairs require an hour and a 
  Repair roll at -2. The technician can reroll failed Repair 
  attempts, but each roll consumes an hour.
  Driving: The leg servos screw up, causing the ma-
  chine to move slowly and erratically. The pilot’s Pace is 
  halved when driving the machine (if he runs, halve the 
  total distance he moves this round, rounded down) and 
  the Handling penalty increases to –2.
  Shooting: The ﬁ ring system goes on the fritz and 
  prevents either weapon from ﬁ ring.
  * Templar Anakim Pilots (2): As Knight Vehicle 
  Crew (see Necropolis 2350), but with the Ambidextrous 
  and Two Fisted Edges.
  BITS & PIECES
  BITS & PIECES
  The heroes are ordered to help evacuate wounded 
  Knights from a street battle, and in doing so encounter a 
  new species of Rephaim.
  
  NEW MISSIONS
  NEW MISSIONS
  6565
  BRIEFING
  BRIEFING
  “A Lance of Knights has taken heavy casualties 
  and is pinned down behind the lines by enemy ﬁ re. 
  Your task is to clear the street leading to them of any 
  opposition, administer basic ﬁ rst aid, and then call 
  in a Samaritan APC to medevac them out. You’ll then 
  provide covering ﬁ re while the Samaritan withdraws, 
  before getting out of there yourselves.”
  Enemy Forces: Reports indicate a small force of 
  zombies armed with ﬂ echette weapons has pinned 
  down our men. There are no indications of heavy 
  weapons, but check the street carefully before calling 
  in the Samaritan.
  Support: There’s no time to organize support, so 
  you’re going in alone. The Samaritan will wait for 
  your signal before entering the area, which is consid-
  ered a hot zone. Other friendlies are operating in the 
  area and need assistance more than you guys, so ﬁ re 
  support is limited.
  Equipment: Standard gear only, plus a pair of 
  medikits.
  THE MISSION
  THE MISSION
  Use the Street by Street map from Necropolis 2350, 
  but ignore the tanks. The derelict vehicles remain pres-
  ent. 
  The casualties are located in the top right build-
  ing—there are 10 Knight Infantrymen, six of whom are 
  Incapacitated, whilst four remain in ﬁ ghting form but 
  have Low ammo. The Samaritan enters along the south-
  ern road. Requests for ﬁ re support suffer a –2 penalty, in 
  addition to any other modiﬁ ers.
  FIREFIGHT
  FIREFIGHT
  A squad of 10 zombies is scattered around the building 
  holding the wounded Knights, using the derelict vehicles 
  as cover. The surviving Knights are in the building, ﬁ ring 
  through windows. Both sides have Heavy Cover.
  A second force of six zombies is lurking in the ruins 
  of the second building on the left (as the heroes head up 
  the street). They have a single SBAC 50mm and 3 rounds. 
  However, they are under orders to remain hidden un-
  less they hear a vehicle, which means the heroes have to 
  actively search the building to locate them—failure to do 
  so could be costly.
  * Knight Infantry (4): See Necropolis 2350.
  * Zombies (16): See Necropolis 2350.
  SNIPER!
  SNIPER!
  As the heroes move up the street, they spot dozens of 
  corpses scattered amid the debris, all blown to pieces by 
  heavy artillery. There are no intact corpses, however.
  Once the heroes reach the wounded Knights, check 
  to see how many are actually alive. The wounded can be 
  treated by the heroes before the Samaritan arrives. 
  The wounded Knights must be carried to the Sa-
  maritan, which can advance no closer than the second 
  barricade on the right of the map unless the heroes 
  move some of the derelict cars from outside the Knights’ 
  location. As they carry out the stretchers, a lone sniper 
  located in the center-left building, opens ﬁ re on them. 
  He has Heavy Cover and an elevated position.
  * Sniper (1): Treat as a skeleton (see Necropolis 
  2350), but armed with a ﬂ echette sniper riﬂ e (Range: 
  30/60/120, Damage: 2d8+1, AP 2; scope).
  WITHDRAWAL
  WITHDRAWAL
  Once the Samaritan is safely off the map, the heroes 
  can leave the area. As they reach the ﬁ rst crossroads, 
  they hear the whistle of incoming artillery. Several shells 
  impact on the southern edge of the map, but instead of 
  exploding they release a sickly, green gas, which quickly 
  spreads over the street before dissipating.
  This is the same sort of weapon used during the battle 
  for New Budapest, and the shell contains reanimant gas. 
  Although there are no intact corpses to animate, the gas 
  is a new variant, and can animate bits of corpse.
  When the heroes reach the central region of the map 
  (whether they go by road or around the buildings), they 
  are attacked by a number of dismembered corpses.
  * Dismembered Corpses (1 per character): See p. 
  77.
  FALLEN ANGEL
  FALLEN ANGEL
  This is designed to be run immediately after another 
  mission, though it can be used in media res if you pre-
  fer. The idea of running it after another mission is that 
  the player characters are likely low on ammunition and 
  sporting injuries. This makes it much harder for them to 
  survive a stand-up ﬁ ght, but should encourage the use of 
  tactics and ammo conservation.
  The dropship carrying the heroes is shot down, crash-
  ing in a town held by the Rephaim.
  Read the following text before reading the brieﬁ ng.
  Dodging enemy ﬁ re, you clamber into the Angel 
  dropship and throw yourself into the seats. The pilot 
  slams the vertical thrusters, and the Angel shoots 
  upward, its weapons blasting randomly into the 
  streets below. Banking sharply right, the pilot begins 
  to turn for home. 
  Suddenly, there is a huge explosion, and the inte-
  rior of the dropship is ﬁ lled with ﬁ re and smoke. Over 
  the screaming engine you hear the pilot shouting into 
  his radio. “Mayday! Mayday! Firebird–3 ditching! 
  Firebird–3 ditching!” The impact is hard, a jarring 
  tangle of ﬂ esh and metal.
  NEW MISSIONS
  NEW MISSIONS
  6565
  BRIEFING
  BRIEFING
  “A Lance of Knights has taken heavy casualties 
  and is pinned down behind the lines by enemy ﬁ re. 
  Your task is to clear the street leading to them of any 
  opposition, administer basic ﬁ rst aid, and then call 
  in a Samaritan APC to medevac them out. You’ll then 
  provide covering ﬁ re while the Samaritan withdraws, 
  before getting out of there yourselves.”
  Enemy Forces: Reports indicate a small force of 
  zombies armed with ﬂ echette weapons has pinned 
  down our men. There are no indications of heavy 
  weapons, but check the street carefully before calling 
  in the Samaritan.
  Support: There’s no time to organize support, so 
  you’re going in alone. The Samaritan will wait for 
  your signal before entering the area, which is consid-
  ered a hot zone. Other friendlies are operating in the 
  area and need assistance more than you guys, so ﬁ re 
  support is limited.
  Equipment: Standard gear only, plus a pair of 
  medikits.
  THE MISSION
  THE MISSION
  Use the Street by Street map from Necropolis 2350, 
  but ignore the tanks. The derelict vehicles remain pres-
  ent. 
  The casualties are located in the top right build-
  ing—there are 10 Knight Infantrymen, six of whom are 
  Incapacitated, whilst four remain in ﬁ ghting form but 
  have Low ammo. The Samaritan enters along the south-
  ern road. Requests for ﬁ re support suffer a –2 penalty, in 
  addition to any other modiﬁ ers.
  FIREFIGHT
  FIREFIGHT
  A squad of 10 zombies is scattered around the building 
  holding the wounded Knights, using the derelict vehicles 
  as cover. The surviving Knights are in the building, ﬁ ring 
  through windows. Both sides have Heavy Cover.
  A second force of six zombies is lurking in the ruins 
  of the second building on the left (as the heroes head up 
  the street). They have a single SBAC 50mm and 3 rounds. 
  However, they are under orders to remain hidden un-
  less they hear a vehicle, which means the heroes have to 
  actively search the building to locate them—failure to do 
  so could be costly.
  * Knight Infantry (4): See Necropolis 2350.
  * Zombies (16): See Necropolis 2350.
  SNIPER!
  SNIPER!
  As the heroes move up the street, they spot dozens of 
  corpses scattered amid the debris, all blown to pieces by 
  heavy artillery. There are no intact corpses, however.
  Once the heroes reach the wounded Knights, check 
  to see how many are actually alive. The wounded can be 
  treated by the heroes before the Samaritan arrives. 
  The wounded Knights must be carried to the Sa-
  maritan, which can advance no closer than the second 
  barricade on the right of the map unless the heroes 
  move some of the derelict cars from outside the Knights’ 
  location. As they carry out the stretchers, a lone sniper 
  located in the center-left building, opens ﬁ re on them. 
  He has Heavy Cover and an elevated position.
  * Sniper (1): Treat as a skeleton (see Necropolis 
  2350), but armed with a ﬂ echette sniper riﬂ e (Range: 
  30/60/120, Damage: 2d8+1, AP 2; scope).
  WITHDRAWAL
  WITHDRAWAL
  Once the Samaritan is safely off the map, the heroes 
  can leave the area. As they reach the ﬁ rst crossroads, 
  they hear the whistle of incoming artillery. Several shells 
  impact on the southern edge of the map, but instead of 
  exploding they release a sickly, green gas, which quickly 
  spreads over the street before dissipating.
  This is the same sort of weapon used during the battle 
  for New Budapest, and the shell contains reanimant gas. 
  Although there are no intact corpses to animate, the gas 
  is a new variant, and can animate bits of corpse.
  When the heroes reach the central region of the map 
  (whether they go by road or around the buildings), they 
  are attacked by a number of dismembered corpses.
  * Dismembered Corpses (1 per character): See p. 
  77.
  FALLEN ANGEL
  FALLEN ANGEL
  This is designed to be run immediately after another 
  mission, though it can be used in media res if you pre-
  fer. The idea of running it after another mission is that 
  the player characters are likely low on ammunition and 
  sporting injuries. This makes it much harder for them to 
  survive a stand-up ﬁ ght, but should encourage the use of 
  tactics and ammo conservation.
  The dropship carrying the heroes is shot down, crash-
  ing in a town held by the Rephaim.
  Read the following text before reading the brieﬁ ng.
  Dodging enemy ﬁ re, you clamber into the Angel 
  dropship and throw yourself into the seats. The pilot 
  slams the vertical thrusters, and the Angel shoots 
  upward, its weapons blasting randomly into the 
  streets below. Banking sharply right, the pilot begins 
  to turn for home. 
  Suddenly, there is a huge explosion, and the inte-
  rior of the dropship is ﬁ lled with ﬁ re and smoke. Over 
  the screaming engine you hear the pilot shouting into 
  his radio. “Mayday! Mayday! Firebird–3 ditching! 
  Firebird–3 ditching!” The impact is hard, a jarring 
  tangle of ﬂ esh and metal.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6666
  All the heroes suffer 3d6 damage from the crash land-
  ing. The dropship is a total wreck and the crew is dead. 
  The Knights should now contact their superiors for as-
  sistance. Should they neglect to do this, their superiors 
  contact them.
  Read the brieﬁ ng section as normal.
  BRIEFING
  BRIEFING
  “The transponder reading from the Angel indicated 
  you were over the eastern quarter when you ditched. 
  That area is too hot for another airlift—the Rephaim 
  are using some new sort of anti-aircraft weapon. 
  Hang on. (A long pause follows.) Intel indicates the 
  docks may be clear enough for us to evacuate you. 
  Head west and radio in when you’re there.”
  Enemy Forces: You guys are surrounded by an 
  unknown number of Rephaim. We suspect numerous 
  ﬂ eshies, maybe some sticks.
  Support: Call in for ﬁ re support and we’ll get you 
  what we can.
  Equipment: Whatever you have.
  THE MISSION
  THE MISSION
  The heroes begin at the southern edge of a Gather-
  ing Intelligence map (see Necropolis 2350)—the docks 
  lie past the north end of the map.
  Unfortunately, the downed Angel has attracted 
  Rephaim attention. As the heroes seek to make their way 
  off the map, so a force of Rephaim is entering from that 
  direction. Allow the heroes to make one set of move-
  ment, then place the Rephaim force at the opposite map 
  edge. The Rephaim comprise 10 zombies, a young vam-
  pire, and a war demon.
  Once the heroes defeat the Rephaim, or all the Knights 
  reach the far edge of the map, move to the next section.
  If the heroes call in for ﬁ re support, a roll indicating 
  air support means nothing is available. The presence of 
  doom skulls has made the area a no-ﬂ y zone.
  * Young Vampire (1): See Necropolis 2350.
  * War Demon (1): See Necropolis 2350.
  * Zombies (10): See Necropolis 2350.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  As if the heroes aren’t in enough danger, feel free to 
  use any of the following.
  * A miscalculation from the rear delivers artillery on 
  the heroes’ position. Place four Large Burst Templates in 
  the center of the map. These automatically deviate 2d10” 
  in a d12 direction. Everything in the template takes 5d10 
  damage.
  * A Prophet APC carrying 12 zombies enters from the 
  side of the map the heroes started at.
  * A pack of 2d6 ghouls or dregs inhabits the area. 
  They present as much of a danger to the zombies as the 
  heroes (and can be used to rescue the Knights if they get 
  into real difﬁ culty).
  * The initial Rephaim force has a pair of ﬂ echette 
  MGs.
  THE DOCKS
  THE DOCKS
  Use the Survivors map (see Necropolis 2350). The 
  heroes enter along the northern road. When the Knights 
  radio headquarters, read the following.
  “We can’t risk landing in the streets. To the south 
  you’ll ﬁ nd three piers. Get to the end of the west-
  ern-most pier. The dropship is on its way. It has no 
  intention of loitering, so get your asses moving!”
  This is a running battle (literally) against the Rephaim. 
  The Angel dropship arrives in 2d4 rounds and hovers 
  over the pickup point for just 2 rounds. Climbing aboard 
  the Angel uses 3” of movement, but can be done while 
  running. After this time, the Angel dusts off, regardless 
  of how many Knights are left behind—the pilot spots an 
  incoming wave of doom skulls. Should any Knights be 
  left behind, the WM must handle their extraction as he 
  sees ﬁ t.
  Don’t deal initiative cards for the ﬁ rst round—just let 
  the Knights move. They can run if they want, but most 
  players will likely be more cautious.
  The Rephaim forces around the docks comprise a pa-
  trol of 2d6 skeletons that enters from the lower eastern 
  road the round after the heroes begin their movement. 
  As soon as they see the Knights, they open ﬁ re. A Prophet 
  APC follows behind the skeletons two rounds later. It is 
  crewed by skeletons with Driving d6.
  The lone building to the north of the western pier 
  houses two zombies operating a ﬂ echette MG. Their ﬁ eld 
  of ﬁ re extends 45 degrees from each of the building’s 
  southern corners. They have Medium Cover. They were 
  placed to prevent the Sacri Ordines landing by sea.
  * Skeletons (2d6): See Necropolis 2350.
  * Zombies (3 per hero): See Necropolis 2350.
  FANNING THE FLAMES
  FANNING THE FLAMES
  The heroes’ Lance has been ordered to investigate 
  an atrocity supposedly committed by Incinerators. What 
  they ﬁ nd is evidence of a Rephaim ploy to test a new 
  form of Rephaim. (The Rephaim knew the Sacri Ordines 
  would investigate any hint of a massacre in their terri-
  tory.)
  BRIEFING
  BRIEFING
  “Reports have reached us that a Lance of Incinera-
  tors has gone berserk and torched a friendly village. 
  The ﬁ ve Grand Masters have jointly ordered an inves-
  tigation, and given your multi-faction nature you 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6666
  All the heroes suffer 3d6 damage from the crash land-
  ing. The dropship is a total wreck and the crew is dead. 
  The Knights should now contact their superiors for as-
  sistance. Should they neglect to do this, their superiors 
  contact them.
  Read the brieﬁ ng section as normal.
  BRIEFING
  BRIEFING
  “The transponder reading from the Angel indicated 
  you were over the eastern quarter when you ditched. 
  That area is too hot for another airlift—the Rephaim 
  are using some new sort of anti-aircraft weapon. 
  Hang on. (A long pause follows.) Intel indicates the 
  docks may be clear enough for us to evacuate you. 
  Head west and radio in when you’re there.”
  Enemy Forces: You guys are surrounded by an 
  unknown number of Rephaim. We suspect numerous 
  ﬂ eshies, maybe some sticks.
  Support: Call in for ﬁ re support and we’ll get you 
  what we can.
  Equipment: Whatever you have.
  THE MISSION
  THE MISSION
  The heroes begin at the southern edge of a Gather-
  ing Intelligence map (see Necropolis 2350)—the docks 
  lie past the north end of the map.
  Unfortunately, the downed Angel has attracted 
  Rephaim attention. As the heroes seek to make their way 
  off the map, so a force of Rephaim is entering from that 
  direction. Allow the heroes to make one set of move-
  ment, then place the Rephaim force at the opposite map 
  edge. The Rephaim comprise 10 zombies, a young vam-
  pire, and a war demon.
  Once the heroes defeat the Rephaim, or all the Knights 
  reach the far edge of the map, move to the next section.
  If the heroes call in for ﬁ re support, a roll indicating 
  air support means nothing is available. The presence of 
  doom skulls has made the area a no-ﬂ y zone.
  * Young Vampire (1): See Necropolis 2350.
  * War Demon (1): See Necropolis 2350.
  * Zombies (10): See Necropolis 2350.
  TACTICAL PROBLEMS
  TACTICAL PROBLEMS
  As if the heroes aren’t in enough danger, feel free to 
  use any of the following.
  * A miscalculation from the rear delivers artillery on 
  the heroes’ position. Place four Large Burst Templates in 
  the center of the map. These automatically deviate 2d10” 
  in a d12 direction. Everything in the template takes 5d10 
  damage.
  * A Prophet APC carrying 12 zombies enters from the 
  side of the map the heroes started at.
  * A pack of 2d6 ghouls or dregs inhabits the area. 
  They present as much of a danger to the zombies as the 
  heroes (and can be used to rescue the Knights if they get 
  into real difﬁ culty).
  * The initial Rephaim force has a pair of ﬂ echette 
  MGs.
  THE DOCKS
  THE DOCKS
  Use the Survivors map (see Necropolis 2350). The 
  heroes enter along the northern road. When the Knights 
  radio headquarters, read the following.
  “We can’t risk landing in the streets. To the south 
  you’ll ﬁ nd three piers. Get to the end of the west-
  ern-most pier. The dropship is on its way. It has no 
  intention of loitering, so get your asses moving!”
  This is a running battle (literally) against the Rephaim. 
  The Angel dropship arrives in 2d4 rounds and hovers 
  over the pickup point for just 2 rounds. Climbing aboard 
  the Angel uses 3” of movement, but can be done while 
  running. After this time, the Angel dusts off, regardless 
  of how many Knights are left behind—the pilot spots an 
  incoming wave of doom skulls. Should any Knights be 
  left behind, the WM must handle their extraction as he 
  sees ﬁ t.
  Don’t deal initiative cards for the ﬁ rst round—just let 
  the Knights move. They can run if they want, but most 
  players will likely be more cautious.
  The Rephaim forces around the docks comprise a pa-
  trol of 2d6 skeletons that enters from the lower eastern 
  road the round after the heroes begin their movement. 
  As soon as they see the Knights, they open ﬁ re. A Prophet 
  APC follows behind the skeletons two rounds later. It is 
  crewed by skeletons with Driving d6.
  The lone building to the north of the western pier 
  houses two zombies operating a ﬂ echette MG. Their ﬁ eld 
  of ﬁ re extends 45 degrees from each of the building’s 
  southern corners. They have Medium Cover. They were 
  placed to prevent the Sacri Ordines landing by sea.
  * Skeletons (2d6): See Necropolis 2350.
  * Zombies (3 per hero): See Necropolis 2350.
  FANNING THE FLAMES
  FANNING THE FLAMES
  The heroes’ Lance has been ordered to investigate 
  an atrocity supposedly committed by Incinerators. What 
  they ﬁ nd is evidence of a Rephaim ploy to test a new 
  form of Rephaim. (The Rephaim knew the Sacri Ordines 
  would investigate any hint of a massacre in their terri-
  tory.)
  BRIEFING
  BRIEFING
  “Reports have reached us that a Lance of Incinera-
  tors has gone berserk and torched a friendly village. 
  The ﬁ ve Grand Masters have jointly ordered an inves-
  tigation, and given your multi-faction nature you 
  
  NEW MISSIONS
  NEW MISSIONS
  6767
  were deemed the best Lance for this. Check the ruins, 
  and retrieve any evidence. If Incinerators did do this, 
  you’ll have to put aside any thoughts of loyalty—the 
  Penitents need fresh meat.
  “Be quick, and be thorough. There’s talk that the 
  Pope is going to use this to weaken the Sacri Ordines 
  if you screw up the investigation.”
  Enemy Forces: This is friendly territory, so we’re 
  not expecting any Rephaim. However, word of the 
  massacre has spread, and several mobs of angry 
  neighbors were spotted descending on the village. 
  Remember, these people are our allies—treat them as 
  such.
  Support: This mission is strictly off the record, so 
  you’re on your own for this one.
  Equipment: Take your shields! If the mobs are 
  that angry, you may face a barrage of rocks and 
  stones. Heck, they may even fancy taking a shot at 
  you. You’ll also be issued stunners and three spare 
  batteries each.
  THE MISSION
  THE MISSION
  Use the map from Gathering Intelligence (see 
  Necropolis 2350) for this mission, complete with aban-
  doned vehicles.
  Every building and vehicle has been torched, and a 
  dozen or so burnt bodies litter the streets, all gathered 
  around the northern crossroads. All the zombies rise 
  up to attack when a single hero moves adjacent to a 
  Rephaim.
  The heroes enter by the southern road.
  * Napalm Zombies (12): See p. 87.
  THE MOB
  THE MOB
  Gathered around the southern crossroad is a mob of 
  angry citizens from nearby villages. Each is armed with a 
  handful of rocks (Range 3/6/12, Damage Str+d4), in ad-
  dition to their usual gear, and they are baying for blood.
  The mob begins as Hostile (see the Savage Worlds Re-
  action Table), and immediately begins chucking stones 
  once the heroes are in range. A hero making a Persuasion 
  roll as an action can increase the mob’s attitude by one 
  step with success and two with a raise, but only a single 
  roll is allowed. If there are any Incinerators in the party, 
  there is a –2 penalty.
  Heroes who roleplay their speech, perhaps promising 
  to bring the culprits to justice or let the citizens watch 
  as the investigation unfolds, should receive a bonus of 
  between +1 (made the effort) and +4 (amazing role-
  playing).
  The mob stops throwing stones if their reaction 
  reaches Uncooperative, and they calm down enough to 
  at least listen to what the heroes have to stay. They be-
  gin asking questions, like who did this, for what reason, 
  what will happen when they are caught, and such like. 
  How the heroes handle the answers is up to them.
  As always in a mob, there is a ringleader. This indi-
  vidual, a farmer by the name of Jed Salzinger, lost fam-
  ily here, and accuses the Sacri Ordines of committing 
  murder and then instigating a cover-up. After the heroes 
  have had chance to answer the questions posed above, 
  Jed makes a single Persuasion roll (d8). For each success 
  and raise he gets, he lowers the reaction back down a 
  category, to a low of Hostile, at which point the stones 
  start ﬂ ying again.
  The heroes may now make a second Persuasion roll 
  to discredit Salzinger’s arguments. Should the mob reach 
  Uncooperative (or higher) again, their anger is sated for 
  now, and they allow the Knights to continue their inves-
  tigation while they pick through the ruins for signs of 
  family and friends. None approach the charred corpses.
  * Mob (6 per hero): As Citizens but with Throwing 
  d4 (see Necropolis 2350).
  CLUES
  CLUES
  There are three clues along the street that the attack 
  was not launched by Incinerators.
  * Buildings: The burnt buildings can be investigated 
  with a Notice roll. Incinerators in the party receive a +2 
  bonus to this roll. With success, the heroes deduce that 
  the burn patterns are not strategic, but random, as if 
  whoever caused them simply opened ﬁ re with a ﬂ ame-
  thrower without any knowledge of where best to aim 
  it—Incinerators are indoctrinated to make better use of 
  ﬁ re.
  * Cigarette Butts: A Notice roll at –2 in the vicinity of 
  the ﬁ rst crossroad uncovers a number of fresh cigarette 
  butts, each branded with the symbol of the Church. 
  A second Notice roll, at –2, indicates the cigarettes 
  were not smoked, but were instead left to burn down. 
  (The butts don’t show the characteristic wrinkling caused 
  by wet lips.) The butts also weren’t ground into the dirt, 
  either, as is common practice after ﬁ nishing a smoke.
  * Food Wrappers: A number of Sacri Ordines-issued 
  food wrappers tumble around the deserted streets in the 
  wind. A Notice roll is required to spot these amid the 
  other debris. A second Notice roll, while examining a 
  wrapper, indicates that not only were they issued a year 
  ago, but they were issued to the Preachers.
  The Rephaim left these to incriminate the Sacri Or-
  dines, but did not know that each Ordo receives its own 
  food supplies.
  GUILTY OR INNOCENT?
  GUILTY OR INNOCENT?
  The ﬁ nal clue, the presence of a new form of Rephaim, 
  should be evidence enough the enemy committed the 
  massacre—how else did the corpses come back to unlife, 
  unless Rephaim were present?
  Still, at the end of the day, the decision on whether 
  or not the Incinerators were behind the massacre is left 
  to the heroes. A Lance of Incinerators were in the area 
  NEW MISSIONS
  NEW MISSIONS
  6767
  were deemed the best Lance for this. Check the ruins, 
  and retrieve any evidence. If Incinerators did do this, 
  you’ll have to put aside any thoughts of loyalty—the 
  Penitents need fresh meat.
  “Be quick, and be thorough. There’s talk that the 
  Pope is going to use this to weaken the Sacri Ordines 
  if you screw up the investigation.”
  Enemy Forces: This is friendly territory, so we’re 
  not expecting any Rephaim. However, word of the 
  massacre has spread, and several mobs of angry 
  neighbors were spotted descending on the village. 
  Remember, these people are our allies—treat them as 
  such.
  Support: This mission is strictly off the record, so 
  you’re on your own for this one.
  Equipment: Take your shields! If the mobs are 
  that angry, you may face a barrage of rocks and 
  stones. Heck, they may even fancy taking a shot at 
  you. You’ll also be issued stunners and three spare 
  batteries each.
  THE MISSION
  THE MISSION
  Use the map from Gathering Intelligence (see 
  Necropolis 2350) for this mission, complete with aban-
  doned vehicles.
  Every building and vehicle has been torched, and a 
  dozen or so burnt bodies litter the streets, all gathered 
  around the northern crossroads. All the zombies rise 
  up to attack when a single hero moves adjacent to a 
  Rephaim.
  The heroes enter by the southern road.
  * Napalm Zombies (12): See p. 87.
  THE MOB
  THE MOB
  Gathered around the southern crossroad is a mob of 
  angry citizens from nearby villages. Each is armed with a 
  handful of rocks (Range 3/6/12, Damage Str+d4), in ad-
  dition to their usual gear, and they are baying for blood.
  The mob begins as Hostile (see the Savage Worlds Re-
  action Table), and immediately begins chucking stones 
  once the heroes are in range. A hero making a Persuasion 
  roll as an action can increase the mob’s attitude by one 
  step with success and two with a raise, but only a single 
  roll is allowed. If there are any Incinerators in the party, 
  there is a –2 penalty.
  Heroes who roleplay their speech, perhaps promising 
  to bring the culprits to justice or let the citizens watch 
  as the investigation unfolds, should receive a bonus of 
  between +1 (made the effort) and +4 (amazing role-
  playing).
  The mob stops throwing stones if their reaction 
  reaches Uncooperative, and they calm down enough to 
  at least listen to what the heroes have to stay. They be-
  gin asking questions, like who did this, for what reason, 
  what will happen when they are caught, and such like. 
  How the heroes handle the answers is up to them.
  As always in a mob, there is a ringleader. This indi-
  vidual, a farmer by the name of Jed Salzinger, lost fam-
  ily here, and accuses the Sacri Ordines of committing 
  murder and then instigating a cover-up. After the heroes 
  have had chance to answer the questions posed above, 
  Jed makes a single Persuasion roll (d8). For each success 
  and raise he gets, he lowers the reaction back down a 
  category, to a low of Hostile, at which point the stones 
  start ﬂ ying again.
  The heroes may now make a second Persuasion roll 
  to discredit Salzinger’s arguments. Should the mob reach 
  Uncooperative (or higher) again, their anger is sated for 
  now, and they allow the Knights to continue their inves-
  tigation while they pick through the ruins for signs of 
  family and friends. None approach the charred corpses.
  * Mob (6 per hero): As Citizens but with Throwing 
  d4 (see Necropolis 2350).
  CLUES
  CLUES
  There are three clues along the street that the attack 
  was not launched by Incinerators.
  * Buildings: The burnt buildings can be investigated 
  with a Notice roll. Incinerators in the party receive a +2 
  bonus to this roll. With success, the heroes deduce that 
  the burn patterns are not strategic, but random, as if 
  whoever caused them simply opened ﬁ re with a ﬂ ame-
  thrower without any knowledge of where best to aim 
  it—Incinerators are indoctrinated to make better use of 
  ﬁ re.
  * Cigarette Butts: A Notice roll at –2 in the vicinity of 
  the ﬁ rst crossroad uncovers a number of fresh cigarette 
  butts, each branded with the symbol of the Church. 
  A second Notice roll, at –2, indicates the cigarettes 
  were not smoked, but were instead left to burn down. 
  (The butts don’t show the characteristic wrinkling caused 
  by wet lips.) The butts also weren’t ground into the dirt, 
  either, as is common practice after ﬁ nishing a smoke.
  * Food Wrappers: A number of Sacri Ordines-issued 
  food wrappers tumble around the deserted streets in the 
  wind. A Notice roll is required to spot these amid the 
  other debris. A second Notice roll, while examining a 
  wrapper, indicates that not only were they issued a year 
  ago, but they were issued to the Preachers.
  The Rephaim left these to incriminate the Sacri Or-
  dines, but did not know that each Ordo receives its own 
  food supplies.
  GUILTY OR INNOCENT?
  GUILTY OR INNOCENT?
  The ﬁ nal clue, the presence of a new form of Rephaim, 
  should be evidence enough the enemy committed the 
  massacre—how else did the corpses come back to unlife, 
  unless Rephaim were present?
  Still, at the end of the day, the decision on whether 
  or not the Incinerators were behind the massacre is left 
  to the heroes. A Lance of Incinerators were in the area 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6868
  at the time, and it’s their word against the evidence un-
  covered by the heroes. Should they be implicated, the 
  Incinerators receive 15 years service in the Penitents and 
  the heroes gain some enemies amid their ﬁ re-wielding 
  brethren.
  HEAVY HITTERS
  HEAVY HITTERS
  The heroes are ordered to provide escort for a sup-
  ply convoy. Unfortunately, the Rephaim are expecting 
  company and wheel out some heavy hitters. This mission 
  takes the form of a single combat encounter and thus 
  can easily be used as the prelude to a longer adventure.
  BRIEFING
  BRIEFING
  “A frontline Preceptory has run low on supplies 
  after a series of Rephaim attacks. Unfortunately, 
  dense fog is making airdrops all but impossible, so 
  the decision has been taken to transfer supplies via 
  convoys of Job supply trucks. You guys have been 
  given the task of escorting the Jobs. The trip should 
  take around a week each way. Godspeed!”
  Enemy Forces: You can bet the Rephaim have 
  already heard about the mission, and will no doubt 
  make plans to ambush the convoys. Be prepared for 
  anything.
  Support: You’ll have a single Prophet to transport 
  you and a small number of Sergeants. There are four 
  Jobs in your convoy. Air support is out of the question, 
  but we may be able to deliver long range artillery, 
  either from here or from the target Preceptory.
  Equipment: Just your regular gear. The Prophet 
  will carry all the food, tents, and other supplies you 
  need for the trip.
  THE MISSION
  THE MISSION
  The number of Sergeants is enough to bring the total 
  number of characters riding in the back of the Prophet 
  to 12. In addition, each Job (and the Prophet) has two 
  crewmen. Treat these as Knight Vehicle Crew.
  If artillery support is requested, roll as normal. A roll 
  indicating Air Support means nothing is available at this 
  time.
  AMBUSH!
  AMBUSH!
  The Rephaim launch an attack on the fourth day of 
  the outward journey. Use three Ambush maps from Ne-
  cropolis 2350 placed end to end.
  The road running through the forest is 6 yards (3”) 
  wide and bordered by trees and light vegetation on both 
  sides. It’s an ideal spot for an ambush, but it’s the only 
  route the convoy can take.
  Due to the canopy and heavy fog, lighting within the 
  forest is Dark (–2) and targets are not visible outside of 
  20 yards (10”).
  Exposed units—those on the road—are subject to 
  the same penalties when ﬁ ring into the woods but suffer 
  only a Dim Lighting penalty (–1) when attacking units on 
  the road. Note that the vehicles count as heat producing 
  targets for the purposes of Thermal Vision.
  Allow the heroes to position their Prophet and the 
  four Jobs anywhere along the road on the ﬁ rst two map 
  sheets, heading toward the third map sheet.
  Once the vehicles are placed, the WM must place four 
  SBACulas and ten skeletons in the woods on the second 
  or third map sheet. These are completely camouﬂ aged, 
  and cannot be spotted from the road until they launch 
  their ambush.
  The ambush begins with the four SBACulas opening 
  ﬁ re, two on the lead vehicle and two on the rear vehicle. 
  Deal action cards after the attacks have been rolled and 
  damage allocated.
  Should the heroes drive off the third map sheet with 
  Rephaim still “alive,” add a fourth sheet. Keep doing this 
  until the last vehicle is out of range or all the Rephaim 
  are slain.
  The heroes can count the mission a success if at least 
  half the Jobs survive the engagement, regardless of the 
  damage they have sustained.
  * Knight Vehicle Crew (8): See p. 72.
  * SBACulas (4): See p. 84.
  * Skeletons (10): See page 80. Half have armor, and 
  half don’t.
  KEEP YOUR HEAD
  KEEP YOUR HEAD
  The heroes have to take out a battery of necromantic 
  weapons. Unfortunately, intelligence reports fail to men-
  tion the fact the warheads being ﬁ red are alive.
  BRIEFING
  BRIEFING
  “The Rephaim have begun using a new piece of 
  anti-aircraft artillery. We’re not sure what form it 
  takes, but we’ve lost several aircraft this week, and 
  the entire region has been labeled a no-ﬂ y zone. Our 
  troops on the ground need air support, and that 
  means we need the AA guns destroyed.
  “We’ve located a series of batteries across the 
  border. You’ll be dropped in close via Cherub and 
  make your way on foot to the target. Once they’re 
  disabled, sit tight. Other Lances are assigned to other 
  AA sites—once they’re all down, we’ll send in the 
  Angels.”
  Enemy Forces: Aside from the artillery pieces and 
  their crews, we estimate maybe a dozen zombies, 
  possibly with MGs and SBACs.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  6868
  at the time, and it’s their word against the evidence un-
  covered by the heroes. Should they be implicated, the 
  Incinerators receive 15 years service in the Penitents and 
  the heroes gain some enemies amid their ﬁ re-wielding 
  brethren.
  HEAVY HITTERS
  HEAVY HITTERS
  The heroes are ordered to provide escort for a sup-
  ply convoy. Unfortunately, the Rephaim are expecting 
  company and wheel out some heavy hitters. This mission 
  takes the form of a single combat encounter and thus 
  can easily be used as the prelude to a longer adventure.
  BRIEFING
  BRIEFING
  “A frontline Preceptory has run low on supplies 
  after a series of Rephaim attacks. Unfortunately, 
  dense fog is making airdrops all but impossible, so 
  the decision has been taken to transfer supplies via 
  convoys of Job supply trucks. You guys have been 
  given the task of escorting the Jobs. The trip should 
  take around a week each way. Godspeed!”
  Enemy Forces: You can bet the Rephaim have 
  already heard about the mission, and will no doubt 
  make plans to ambush the convoys. Be prepared for 
  anything.
  Support: You’ll have a single Prophet to transport 
  you and a small number of Sergeants. There are four 
  Jobs in your convoy. Air support is out of the question, 
  but we may be able to deliver long range artillery, 
  either from here or from the target Preceptory.
  Equipment: Just your regular gear. The Prophet 
  will carry all the food, tents, and other supplies you 
  need for the trip.
  THE MISSION
  THE MISSION
  The number of Sergeants is enough to bring the total 
  number of characters riding in the back of the Prophet 
  to 12. In addition, each Job (and the Prophet) has two 
  crewmen. Treat these as Knight Vehicle Crew.
  If artillery support is requested, roll as normal. A roll 
  indicating Air Support means nothing is available at this 
  time.
  AMBUSH!
  AMBUSH!
  The Rephaim launch an attack on the fourth day of 
  the outward journey. Use three Ambush maps from Ne-
  cropolis 2350 placed end to end.
  The road running through the forest is 6 yards (3”) 
  wide and bordered by trees and light vegetation on both 
  sides. It’s an ideal spot for an ambush, but it’s the only 
  route the convoy can take.
  Due to the canopy and heavy fog, lighting within the 
  forest is Dark (–2) and targets are not visible outside of 
  20 yards (10”).
  Exposed units—those on the road—are subject to 
  the same penalties when ﬁ ring into the woods but suffer 
  only a Dim Lighting penalty (–1) when attacking units on 
  the road. Note that the vehicles count as heat producing 
  targets for the purposes of Thermal Vision.
  Allow the heroes to position their Prophet and the 
  four Jobs anywhere along the road on the ﬁ rst two map 
  sheets, heading toward the third map sheet.
  Once the vehicles are placed, the WM must place four 
  SBACulas and ten skeletons in the woods on the second 
  or third map sheet. These are completely camouﬂ aged, 
  and cannot be spotted from the road until they launch 
  their ambush.
  The ambush begins with the four SBACulas opening 
  ﬁ re, two on the lead vehicle and two on the rear vehicle. 
  Deal action cards after the attacks have been rolled and 
  damage allocated.
  Should the heroes drive off the third map sheet with 
  Rephaim still “alive,” add a fourth sheet. Keep doing this 
  until the last vehicle is out of range or all the Rephaim 
  are slain.
  The heroes can count the mission a success if at least 
  half the Jobs survive the engagement, regardless of the 
  damage they have sustained.
  * Knight Vehicle Crew (8): See p. 72.
  * SBACulas (4): See p. 84.
  * Skeletons (10): See page 80. Half have armor, and 
  half don’t.
  KEEP YOUR HEAD
  KEEP YOUR HEAD
  The heroes have to take out a battery of necromantic 
  weapons. Unfortunately, intelligence reports fail to men-
  tion the fact the warheads being ﬁ red are alive.
  BRIEFING
  BRIEFING
  “The Rephaim have begun using a new piece of 
  anti-aircraft artillery. We’re not sure what form it 
  takes, but we’ve lost several aircraft this week, and 
  the entire region has been labeled a no-ﬂ y zone. Our 
  troops on the ground need air support, and that 
  means we need the AA guns destroyed.
  “We’ve located a series of batteries across the 
  border. You’ll be dropped in close via Cherub and 
  make your way on foot to the target. Once they’re 
  disabled, sit tight. Other Lances are assigned to other 
  AA sites—once they’re all down, we’ll send in the 
  Angels.”
  Enemy Forces: Aside from the artillery pieces and 
  their crews, we estimate maybe a dozen zombies, 
  possibly with MGs and SBACs.
  
  NEW MISSIONS
  NEW MISSIONS
  6969
  Support: Air support is unavailable due to the 
  presence of the AA guns and you’re beyond artillery 
  range. The Field Master has seen ﬁ t to allow some 
  Penitents a chance to redeem themselves. Use them 
  in any way you see ﬁ t.
  Equipment: Each of you will be issued with one 
  disposable LAW. That should have enough ﬁ repower 
  to take out any AA guns. If it isn’t, then you’ll need 
  to improvise, but whatever happens, those guns must 
  be disabled.
  THE MISSION
  THE MISSION
  There are two Penitents per player character (p. 72). 
  Use the Artillery map from Necropolis 2350. The three 
  SPA symbols represent Ose mortars (see p. 47)—the anti-
  aircraft guns the heroes are searching for. 
  The two buildings on the map are wooden bunkers 
  (Toughness 35(15)), and have ﬁ ring slits (Heavy Cover) 
  in the front facing only. The surrounding wall is about 
  3’ high, encompasses the emplacement, and has Armor 
  +3.
  Protecting the mortars are just eight zombies. Two 
  are positioned around each device, while one in each 
  bunker crews a ﬂ echette MG. A young vampire is shelter-
  ing in the topmost bunker, which houses a necromantic 
  generator (30 points remaining) linked to the mortars. 
  In front of each mortar are small pyramids of skulls. The 
  zombies are busy tossing skulls into the mortars, which 
  then release a doom skull into the air.
  Once the Knights begin their assault, the doom skulls 
  cease ﬂ ying into the air and begin hunting for the attack-
  ers—each mortar produces one doom skull per round 
  until its crew are destroyed or the Power Points run out. 
  Unfortunately for the Knights, the Ose mortars are 
  not the true AA guns. Lurking beneath the surface of the 
  compound are a pair of skull spawners, which are digest-
  ing their latest meal.
  Each round after the combat begins deal the skull 
  spawners a card. On a red face card, the spawners awake 
  and enter the ﬁ ght the next round. On black face card or 
  a Joker, they enter the ﬁ ght during the current round. 
  Their initial action is to release the ﬁ rst of their stored 
  doom skulls.
  * Young Vampire (1): See Necropolis 2350.
  * Zombies (8): See Necropolis 2350.
  * Doom Skulls: See p. 78.
  * Skull Spawners (2): See, p. 85.
  RECLAMATION
  RECLAMATION
  The heroes are ordered to sweep an abandoned vil-
  lage before settlers move back. While the core Rephaim 
  have pulled back to new fortiﬁ cations many miles away, 
  their withdrawal did not go completely unnoticed; a new 
  form of vermin lurks amid the shattered stone.
  BRIEFING
  BRIEFING
  “Following the recent campaign, we’ve driven 
  the Rephaim from several sectors in this region. The 
  Curia has asked for a ﬁ nal sweep through the villages 
  before they send settlers back to reclaim them. You 
  guys have been assigned the small village of Ostburg. 
  It’s a simple operation; search every building and 
  kill anything that isn’t human”
  Enemy Forces: Intel indicates the Rephaim have 
  been pushed back in this region, but they may have 
  left some surprises behind.
  Support: A single Lance of Sergeants has been 
  made available for the op. We can’t spare any Proph-
  ets—they’ve been sent to fortify the Iron Belt, so 
  you’ll be airlifted in. Several Lances are sharing the 
  same dropship, so don’t expect any air support from 
  it. Call sign is Ragnarok when you want a lift home. 
  Artillery is unavailable—the Field Master doesn’t 
  think you’ll need it.
  Equipment: Just the usual gear.
  THE MISSION
  THE MISSION
  Use the map from Gathering Intelligence (see 
  Necropolis 2350) for this mission—complete with aban-
  doned vehicles.
  The village has been abandoned by the Rephaim, but 
  several packs of dregs have moved in, and now inhabit 
  the houses, feasting on rats and birds.
  The ﬁ rst three times the heroes search a house, roll a 
  d6. A roll of 1 means the house is empty. Any other num-
  ber indicates that many dregs are hiding in the property, 
  and attack from hiding (usually they lurk on the ceiling, 
  waiting for prey to move beneath them).
  The dregs aren’t content to stay hidden for long. As 
  soon as the third house has been searched, the dregs use 
  their Wall Walking to clamber onto the roofs, and begin 
  stalking the heroes and their allies.
  The dregs’ tactics depend on those of the Knights. 
  Should the heroes and Sergeants travel in one large 
  group, the dregs make hit and run attacks against strag-
  glers (always trying to attack from surprise, such as by 
  leaping through windows), then melt back into the 
  rubble. Small groups of Knights and Sergeants (4 or less) 
  make much better targets, and a mob of 2d4 dregs tries 
  to ambush such parties, picking on the weakest looking 
  target ﬁ rst.
  The aim of this adventure is not to have a big, stand-
  up ﬁ ght to the death—use ambush tactics to weaken the 
  Knights, play on their fear that any house or car could 
  contain dregs, and make them waste ammo shooting at 
  shadows. Once they’re weakened, the dregs attack in 
  force. No, it isn’t the way most roleplaying adventures 
  work, but this is a war.
  * Dregs (2 per character): See p. 78.
  NEW MISSIONS
  NEW MISSIONS
  6969
  Support: Air support is unavailable due to the 
  presence of the AA guns and you’re beyond artillery 
  range. The Field Master has seen ﬁ t to allow some 
  Penitents a chance to redeem themselves. Use them 
  in any way you see ﬁ t.
  Equipment: Each of you will be issued with one 
  disposable LAW. That should have enough ﬁ repower 
  to take out any AA guns. If it isn’t, then you’ll need 
  to improvise, but whatever happens, those guns must 
  be disabled.
  THE MISSION
  THE MISSION
  There are two Penitents per player character (p. 72). 
  Use the Artillery map from Necropolis 2350. The three 
  SPA symbols represent Ose mortars (see p. 47)—the anti-
  aircraft guns the heroes are searching for. 
  The two buildings on the map are wooden bunkers 
  (Toughness 35(15)), and have ﬁ ring slits (Heavy Cover) 
  in the front facing only. The surrounding wall is about 
  3’ high, encompasses the emplacement, and has Armor 
  +3.
  Protecting the mortars are just eight zombies. Two 
  are positioned around each device, while one in each 
  bunker crews a ﬂ echette MG. A young vampire is shelter-
  ing in the topmost bunker, which houses a necromantic 
  generator (30 points remaining) linked to the mortars. 
  In front of each mortar are small pyramids of skulls. The 
  zombies are busy tossing skulls into the mortars, which 
  then release a doom skull into the air.
  Once the Knights begin their assault, the doom skulls 
  cease ﬂ ying into the air and begin hunting for the attack-
  ers—each mortar produces one doom skull per round 
  until its crew are destroyed or the Power Points run out. 
  Unfortunately for the Knights, the Ose mortars are 
  not the true AA guns. Lurking beneath the surface of the 
  compound are a pair of skull spawners, which are digest-
  ing their latest meal.
  Each round after the combat begins deal the skull 
  spawners a card. On a red face card, the spawners awake 
  and enter the ﬁ ght the next round. On black face card or 
  a Joker, they enter the ﬁ ght during the current round. 
  Their initial action is to release the ﬁ rst of their stored 
  doom skulls.
  * Young Vampire (1): See Necropolis 2350.
  * Zombies (8): See Necropolis 2350.
  * Doom Skulls: See p. 78.
  * Skull Spawners (2): See, p. 85.
  RECLAMATION
  RECLAMATION
  The heroes are ordered to sweep an abandoned vil-
  lage before settlers move back. While the core Rephaim 
  have pulled back to new fortiﬁ cations many miles away, 
  their withdrawal did not go completely unnoticed; a new 
  form of vermin lurks amid the shattered stone.
  BRIEFING
  BRIEFING
  “Following the recent campaign, we’ve driven 
  the Rephaim from several sectors in this region. The 
  Curia has asked for a ﬁ nal sweep through the villages 
  before they send settlers back to reclaim them. You 
  guys have been assigned the small village of Ostburg. 
  It’s a simple operation; search every building and 
  kill anything that isn’t human”
  Enemy Forces: Intel indicates the Rephaim have 
  been pushed back in this region, but they may have 
  left some surprises behind.
  Support: A single Lance of Sergeants has been 
  made available for the op. We can’t spare any Proph-
  ets—they’ve been sent to fortify the Iron Belt, so 
  you’ll be airlifted in. Several Lances are sharing the 
  same dropship, so don’t expect any air support from 
  it. Call sign is Ragnarok when you want a lift home. 
  Artillery is unavailable—the Field Master doesn’t 
  think you’ll need it.
  Equipment: Just the usual gear.
  THE MISSION
  THE MISSION
  Use the map from Gathering Intelligence (see 
  Necropolis 2350) for this mission—complete with aban-
  doned vehicles.
  The village has been abandoned by the Rephaim, but 
  several packs of dregs have moved in, and now inhabit 
  the houses, feasting on rats and birds.
  The ﬁ rst three times the heroes search a house, roll a 
  d6. A roll of 1 means the house is empty. Any other num-
  ber indicates that many dregs are hiding in the property, 
  and attack from hiding (usually they lurk on the ceiling, 
  waiting for prey to move beneath them).
  The dregs aren’t content to stay hidden for long. As 
  soon as the third house has been searched, the dregs use 
  their Wall Walking to clamber onto the roofs, and begin 
  stalking the heroes and their allies.
  The dregs’ tactics depend on those of the Knights. 
  Should the heroes and Sergeants travel in one large 
  group, the dregs make hit and run attacks against strag-
  glers (always trying to attack from surprise, such as by 
  leaping through windows), then melt back into the 
  rubble. Small groups of Knights and Sergeants (4 or less) 
  make much better targets, and a mob of 2d4 dregs tries 
  to ambush such parties, picking on the weakest looking 
  target ﬁ rst.
  The aim of this adventure is not to have a big, stand-
  up ﬁ ght to the death—use ambush tactics to weaken the 
  Knights, play on their fear that any house or car could 
  contain dregs, and make them waste ammo shooting at 
  shadows. Once they’re weakened, the dregs attack in 
  force. No, it isn’t the way most roleplaying adventures 
  work, but this is a war.
  * Dregs (2 per character): See p. 78.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7070
  WELL, THAT’S NEW!
  WELL, THAT’S NEW!
  The heroes participate in a large combat action, and 
  are ordered to capture a strategic hill. Unfortunately for 
  them, the hill houses a new necromantic gizmo.
  BRIEFING
  BRIEFING
  “Operation Iron Buffalo is about to be launched 
  in a bid to cleanse the Rephaim from this sector. Intel 
  has located about two dozen strategic sites our Pre-
  ceptory needs to cleanse. You lot have been assigned 
  to capture Hill 463. Move in and cleanse the hilltop 
  of any Rephaim.”
  Enemy Forces: Preliminary intel indicates a 
  small defensive structure garrisoned by zombies and 
  a few skeletons. They have some heavy weapons, but 
  nothing that could cause any major damage to your 
  tanks.
  Support: Three Nazareth light tanks and two 
  Lances of Sergeants are at your disposal. That should 
  be enough to clear out a few Rephaim in rapid 
  time. Artillery and air support is available, but 
  unassigned—just call for help if you really get into 
  problems and we’ll see what we can ﬁ nd for you.
  Equipment: Take ﬁ ve extra magazines and ﬁ ve 
  grenades each. You aren’t expected to face any stiff 
  resistance, so the heavy weapons have been assigned 
  elsewhere.
  THE MISSION
  THE MISSION
  Use the map from Artillery (see Necropolis 2350) 
  for this mission, but ignore the vehicle and the trees in 
  the center of the map (replace the latter with long grass 
  instead). The heroes begin 60” east of the Rephaim 
  base.
  The perimeter is a low wall (Armor +4). The SPA sym-
  bols are, for this adventure, various necromantic weap-
  ons. The top symbols is an Abaddon light blast cannons, 
  the middle symbol is a Jahannam ﬁ eld 
  gun, and the lower symbol represents 
  a Gehenna heavy blast cannon. All of 
  the weapons are crewed by skeletons.
  The compound comprises two 
  sunken pits joined by a trench. These 
  provide Cover. In the top pit is an Ose 
  skull launcher (p. 47) with 10 rounds. 
  In addition to the heavy weaponry, a 
  force of 20 zombies is spaced around 
  the compound.
  The southern pit houses a nec-
  romantic generator. For the sake of 
  convenience, ignore the individual 
  Power Points of the four necromantic 
  weapons, and treat the reservoir as 
  containing 160 Power Points. Should 
  the generator be destroyed, assume 
  each remaining weapon has half its 
  normal Power Points available in its 
  personal power supply.
  It doesn’t matter if the heroes win 
  or lose this battle—Operation Iron 
  Buffalo will be a success, and the 
  heroes get the honor of being the 
  ﬁ rst to report the new necromantic 
  weaponry. For the next month, they 
  get +1 Charisma when dealing with 
  Knights or Sergeants due to the atten-
  tion they have garnered. At the WM’s 
  discretion, the characters may even 
  become the focus of short-lived media 
  attention.
  * Skeletal Weapon Crew (7): See 
  Necropolis 2350.
  * Zombies (20): See Necropolis 
  2350.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7070
  WELL, THAT’S NEW!
  WELL, THAT’S NEW!
  The heroes participate in a large combat action, and 
  are ordered to capture a strategic hill. Unfortunately for 
  them, the hill houses a new necromantic gizmo.
  BRIEFING
  BRIEFING
  “Operation Iron Buffalo is about to be launched 
  in a bid to cleanse the Rephaim from this sector. Intel 
  has located about two dozen strategic sites our Pre-
  ceptory needs to cleanse. You lot have been assigned 
  to capture Hill 463. Move in and cleanse the hilltop 
  of any Rephaim.”
  Enemy Forces: Preliminary intel indicates a 
  small defensive structure garrisoned by zombies and 
  a few skeletons. They have some heavy weapons, but 
  nothing that could cause any major damage to your 
  tanks.
  Support: Three Nazareth light tanks and two 
  Lances of Sergeants are at your disposal. That should 
  be enough to clear out a few Rephaim in rapid 
  time. Artillery and air support is available, but 
  unassigned—just call for help if you really get into 
  problems and we’ll see what we can ﬁ nd for you.
  Equipment: Take ﬁ ve extra magazines and ﬁ ve 
  grenades each. You aren’t expected to face any stiff 
  resistance, so the heavy weapons have been assigned 
  elsewhere.
  THE MISSION
  THE MISSION
  Use the map from Artillery (see Necropolis 2350) 
  for this mission, but ignore the vehicle and the trees in 
  the center of the map (replace the latter with long grass 
  instead). The heroes begin 60” east of the Rephaim 
  base.
  The perimeter is a low wall (Armor +4). The SPA sym-
  bols are, for this adventure, various necromantic weap-
  ons. The top symbols is an Abaddon light blast cannons, 
  the middle symbol is a Jahannam ﬁ eld 
  gun, and the lower symbol represents 
  a Gehenna heavy blast cannon. All of 
  the weapons are crewed by skeletons.
  The compound comprises two 
  sunken pits joined by a trench. These 
  provide Cover. In the top pit is an Ose 
  skull launcher (p. 47) with 10 rounds. 
  In addition to the heavy weaponry, a 
  force of 20 zombies is spaced around 
  the compound.
  The southern pit houses a nec-
  romantic generator. For the sake of 
  convenience, ignore the individual 
  Power Points of the four necromantic 
  weapons, and treat the reservoir as 
  containing 160 Power Points. Should 
  the generator be destroyed, assume 
  each remaining weapon has half its 
  normal Power Points available in its 
  personal power supply.
  It doesn’t matter if the heroes win 
  or lose this battle—Operation Iron 
  Buffalo will be a success, and the 
  heroes get the honor of being the 
  ﬁ rst to report the new necromantic 
  weaponry. For the next month, they 
  get +1 Charisma when dealing with 
  Knights or Sergeants due to the atten-
  tion they have garnered. At the WM’s 
  discretion, the characters may even 
  become the focus of short-lived media 
  attention.
  * Skeletal Weapon Crew (7): See 
  Necropolis 2350.
  * Zombies (20): See Necropolis 
  2350.
  
  The horseman lifteth up both the bright sword and the 
  glittering spear: and there is a multitude of slain, and 
  a great number of carcasses; and there is none end of 
  their corpses; they stumble upon their corpses:
  Nahum 3:3
  Mankind has few allies but many enemies on Necropo-
  lis. Presented here is a listing of the more uncommon 
  Church, Corporate, and Rephaim forces.
  CHURCH FORCES
  CHURCH FORCES
  Two of these entries are allies of the Sacri Ordines and may 
  be assigned to the characters’ unit. The others are Knight 
  archetypes suitable for use as NPCs. All Knights also re-
  ceive the Special Training appropriate to their Ordo.
  CHORISTER
  CHORISTER
  Choristers are born, not trained. Naturally, the Curia 
  claims the voices of these exquisite singers are gifts from 
  God. Critics of the Church often claim they are psions, 
  brainwashed from youth into believing they are chosen 
  by the Almighty. Most Choristers are aged between 12 
  and 15. While joining an Ordo is not required of these 
  youths, many choose to volunteer once their tenure as a 
  Chorister is up. 
  If you wish to add Choristers to the Allies Table (see 
  Necropolis 2350), the entry for “Sergeants (1 Lance)” be-
  comes a roll of 5–6, and a roll of 4 becomes “Chorister.” 
  A single chorister is attached to the unit.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Guts d6, Notice d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 6 (1)
  Gear: Tabard (+1).
  Special Abilities:
  * Song: The beautiful hymns and arias sung or 
  chanted by a chorister grant all heroes within 5”, 
  even Wild Cards, the beneﬁ ts of the Command, 
  Fervor, and Hold the Line Edges so long as the 
  chorister sings (an action). He may sing and 
  perform other actions, but incurs a multi action 
  penalty as normal.
  CORPSEHOUND
  CORPSEHOUND
  The Church has long used dogs for security purposes, 
  but selective breeding programs have produced an un-
  naturally large species of canine that is highly sensitive 
  to necromantic energy. These so-called “corpsehounds” 
  are trained to detect the scent of evil itself, and attack it 
  savagely once they do. They have proven very successful 
  at detecting corpse mines.
  In all missions from 2351 onward, dog teams (see Necropolis 
  2350) have a corpsehound instead of a regular canine.
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength 
  d10, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d10, Stealth d6, 
  Tracking d12
  Pace: 8; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite: Str+d6.
  * Fleet Footed: Corpsehounds rolls a d10 running 
  die, instead of a d6.
  * Frenzy: Corpsehounds can make two Fighting 
  attacks each round at –2 penalty.
  * Go for the Throat: If a corpsehound scores a 
  raise on its Fighting roll, it targets the victim’s least 
  armored location.
  * Scent of Evil: Corpsehounds can actually smell the 
  necromantic taint surrounding a supernatural creature 
  at up to 24”. Detecting the scent of evil requires a 
  successful Notice check. This ability can be blocked by 
  conceal arcana but not by strong, natural odors.
  BESTIARY UPDATE
  BESTIARY UPDATE
  7171
  The horseman lifteth up both the bright sword and the 
  glittering spear: and there is a multitude of slain, and 
  a great number of carcasses; and there is none end of 
  their corpses; they stumble upon their corpses:
  Nahum 3:3
  Mankind has few allies but many enemies on Necropo-
  lis. Presented here is a listing of the more uncommon 
  Church, Corporate, and Rephaim forces.
  CHURCH FORCES
  CHURCH FORCES
  Two of these entries are allies of the Sacri Ordines and may 
  be assigned to the characters’ unit. The others are Knight 
  archetypes suitable for use as NPCs. All Knights also re-
  ceive the Special Training appropriate to their Ordo.
  CHORISTER
  CHORISTER
  Choristers are born, not trained. Naturally, the Curia 
  claims the voices of these exquisite singers are gifts from 
  God. Critics of the Church often claim they are psions, 
  brainwashed from youth into believing they are chosen 
  by the Almighty. Most Choristers are aged between 12 
  and 15. While joining an Ordo is not required of these 
  youths, many choose to volunteer once their tenure as a 
  Chorister is up. 
  If you wish to add Choristers to the Allies Table (see 
  Necropolis 2350), the entry for “Sergeants (1 Lance)” be-
  comes a roll of 5–6, and a roll of 4 becomes “Chorister.” 
  A single chorister is attached to the unit.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Guts d6, Notice d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 6 (1)
  Gear: Tabard (+1).
  Special Abilities:
  * Song: The beautiful hymns and arias sung or 
  chanted by a chorister grant all heroes within 5”, 
  even Wild Cards, the beneﬁ ts of the Command, 
  Fervor, and Hold the Line Edges so long as the 
  chorister sings (an action). He may sing and 
  perform other actions, but incurs a multi action 
  penalty as normal.
  CORPSEHOUND
  CORPSEHOUND
  The Church has long used dogs for security purposes, 
  but selective breeding programs have produced an un-
  naturally large species of canine that is highly sensitive 
  to necromantic energy. These so-called “corpsehounds” 
  are trained to detect the scent of evil itself, and attack it 
  savagely once they do. They have proven very successful 
  at detecting corpse mines.
  In all missions from 2351 onward, dog teams (see Necropolis 
  2350) have a corpsehound instead of a regular canine.
  Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength 
  d10, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d10, Stealth d6, 
  Tracking d12
  Pace: 8; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite: Str+d6.
  * Fleet Footed: Corpsehounds rolls a d10 running 
  die, instead of a d6.
  * Frenzy: Corpsehounds can make two Fighting 
  attacks each round at –2 penalty.
  * Go for the Throat: If a corpsehound scores a 
  raise on its Fighting roll, it targets the victim’s least 
  armored location.
  * Scent of Evil: Corpsehounds can actually smell the 
  necromantic taint surrounding a supernatural creature 
  at up to 24”. Detecting the scent of evil requires a 
  successful Notice check. This ability can be blocked by 
  conceal arcana but not by strong, natural odors.
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  7272
  KNIGHT ARTILLERIST
  KNIGHT ARTILLERIST
  Most Artillerists work behind the scenes, manning the 
  MRLS and SPA batteries. When needed, however, they 
  march with the infantry, using their mortars to provide 
  close support or operating Close Support Artillery guns. 
  They also serve as artillery spotters.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Artillery) d6, 
  Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Dodge, Incoming, Spotter
  Gear: Light armor (+4), ﬂ echette pistol with 3 mags 
  (Range: 12/24/48, Damage: 2d6, RoF 1, Shots 30, AP 2, 
  Semi-Auto), Levant ﬁ eld mortar plus 5 shells (Range: 
  30/60/120, Damage: 3d6, Medium Burst Template), 
  molecular sword (Str+d8+2, AP 4), binoculars, ID tag, 
  medpac
  KNIGHT COMBAT ENGINEER
  KNIGHT COMBAT ENGINEER
  Combat Engineers are experts at building, ﬁ xing, and de-
  stroying things. Their main roles are to neutralize enemy 
  hardpoints and mineﬁ elds, though they are also tasked 
  with battleﬁ eld repairs to vehicles and laying commu-
  nication cables. It’s dangerous work, often conducted 
  under enemy ﬁ re, but Combat Engineers wouldn’t have 
  it any other way.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Demolitions) 
  d8, Notice d6, Repair d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Demo Expert, Dodge, Technically Inclined
  Gear: Medium armor (+6), ﬂ echette SMG with 3 mags 
  (Range: 12/24/48, Damage: 2d6+1, RoF 3, Shots 60, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4), toolkit, 
  four mines, ID tag, medpac.
  KNIGHT HARD TROOPER
  KNIGHT HARD TROOPER
  The latest addition to the Knight special-
  ties, HARD Knights serve in areas too 
  environmentally hazardous for regular 
  troops. Either Healing or Repair should 
  be increased to a d6, representing their 
  specialty.
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d6, Guts d6, 
  Healing d4, Notice d6, Repair d4, Shoot-
  ing d6
  Charisma: +0; Pace: 6; Parry: 5; Tough-
  ness: 14 (8)
  Hindrances: Loyal, Vow (Major: sacred 
  vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: HARD armor (+8), ﬂ echette SMG 
  with 3 mags (Range: 12/24/48, Damage: 
  2d6+1, RoF 3, Shots 60, AP 2, Auto), mo-
  lecular sword (Str+d8+2, AP 4), ID tag, 
  medpac or toolkit
  KNIGHT PENITENT
  KNIGHT PENITENT
  Penitents are fallen Knights. Though al-
  lowed to retain their sword, they are 
  stripped of armor and other weapons un-
  til they have cleansed their sins from their 
  soul. Whereas civilian criminals always 
  carry the stigma of their crimes. Penitents 
  who survive their tour are welcomed back 
  into the fold with open arms, their sins 
  purged.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  NECROPOLIS 2350: 2351-55 UPDATE
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  7272
  KNIGHT ARTILLERIST
  KNIGHT ARTILLERIST
  Most Artillerists work behind the scenes, manning the 
  MRLS and SPA batteries. When needed, however, they 
  march with the infantry, using their mortars to provide 
  close support or operating Close Support Artillery guns. 
  They also serve as artillery spotters.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Artillery) d6, 
  Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Dodge, Incoming, Spotter
  Gear: Light armor (+4), ﬂ echette pistol with 3 mags 
  (Range: 12/24/48, Damage: 2d6, RoF 1, Shots 30, AP 2, 
  Semi-Auto), Levant ﬁ eld mortar plus 5 shells (Range: 
  30/60/120, Damage: 3d6, Medium Burst Template), 
  molecular sword (Str+d8+2, AP 4), binoculars, ID tag, 
  medpac
  KNIGHT COMBAT ENGINEER
  KNIGHT COMBAT ENGINEER
  Combat Engineers are experts at building, ﬁ xing, and de-
  stroying things. Their main roles are to neutralize enemy 
  hardpoints and mineﬁ elds, though they are also tasked 
  with battleﬁ eld repairs to vehicles and laying commu-
  nication cables. It’s dangerous work, often conducted 
  under enemy ﬁ re, but Combat Engineers wouldn’t have 
  it any other way.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Demolitions) 
  d8, Notice d6, Repair d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Demo Expert, Dodge, Technically Inclined
  Gear: Medium armor (+6), ﬂ echette SMG with 3 mags 
  (Range: 12/24/48, Damage: 2d6+1, RoF 3, Shots 60, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4), toolkit, 
  four mines, ID tag, medpac.
  KNIGHT HARD TROOPER
  KNIGHT HARD TROOPER
  The latest addition to the Knight special-
  ties, HARD Knights serve in areas too 
  environmentally hazardous for regular 
  troops. Either Healing or Repair should 
  be increased to a d6, representing their 
  specialty.
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d6, Guts d6, 
  Healing d4, Notice d6, Repair d4, Shoot-
  ing d6
  Charisma: +0; Pace: 6; Parry: 5; Tough-
  ness: 14 (8)
  Hindrances: Loyal, Vow (Major: sacred 
  vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: HARD armor (+8), ﬂ echette SMG 
  with 3 mags (Range: 12/24/48, Damage: 
  2d6+1, RoF 3, Shots 60, AP 2, Auto), mo-
  lecular sword (Str+d8+2, AP 4), ID tag, 
  medpac or toolkit
  KNIGHT PENITENT
  KNIGHT PENITENT
  Penitents are fallen Knights. Though al-
  lowed to retain their sword, they are 
  stripped of armor and other weapons un-
  til they have cleansed their sins from their 
  soul. Whereas civilian criminals always 
  carry the stigma of their crimes. Penitents 
  who survive their tour are welcomed back 
  into the fold with open arms, their sins 
  purged.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  
  BESTIARY UPDATE
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  7373
  Skills: Fighting d6, Guts d6+2, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal, Penitent, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Molecular sword (Str+d8+2, AP 4), ID tag.
  KNIGHT SCOUT
  KNIGHT SCOUT
  Scouts serve as artillery spotters (when Knight Artil-
  lerists aren’t available), snipers, and trackers, as well 
  reconnaissance and intelligence ofﬁ cers. Unofﬁ cially, 
  they also serve as assassins, targeting enemy com-
  manders.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting d6, 
  Stealth d8, Survival d6, Tracking d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Dodge, Marksman, Woodsman
  Gear: Light armor (+4), ﬂ echette sniper riﬂ e with 2 mags 
  (Range: 30/60/120, Damage: 2d8+1, RoF 1, Shots 30, AP 
  2, scope), molecular sword (Str+d8+2, AP 4), pack of 
  ﬂ ares (multicolored), three smoke grenades, ghillie suit, 
  ID tag, medpac.
  SENIOR KNIGHT
  SENIOR KNIGHT
  Senior Knights operate as Lance commanders and are the 
  most numerous leaders in the Sacri Ordines. They are the 
  commanders most likely to be encountered in the ﬁ eld.
  To make a Knight Commander, increase Spirit, Vigor, and 
  Knowledge (Battle) by one die type, and add a minimum 
  of three Leadership Edges (either tactical or strategic).
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Battle) d6, No-
  tice d6, Shooting d6, Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Command, Dodge, Rank (Se-
  nior Knight)
  Gear: Medium armor (+6), ﬂ echette SMG with 3 mags 
  (Range: 12/24/48, Damage: 2d6+1, RoF 3, Shots 60, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4), ID scanner, 
  binoculars, mobile command center, ID tag.
  CORPORATE FORCES
  CORPORATE FORCES
  The units described below are typical Union operatives 
  found anywhere on Necropolis. Only rarely will they 
  come into contact with the Church.
  ASSASSIN
  ASSASSIN
  Even in the 24th century, people in power sometimes 
  need annoyances removed permanently. Known among 
  executives as “problem solvers,” assassins may function 
  as freelancers or serve on a Corporate payroll (the latter 
  usually in a boring, overlooked job, such as mail clerk).
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Intimidation 
  d6, Notice d8, Stealth d8, Shooting d6, Streetwise d6, 
  Throwing d6
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Various, but often Cautious
  Edges: Alertness, Dodge, First Strike, Marksman, Steady 
  Hands, Thief
  Gear: Molecular dagger (Str+d4+2), ﬂ echette sniper 
  riﬂ e with 2 mags (Range: 30/60/120 Damage: 2d8+1 AP 
  2; Integral telescopic sights with low light vision attach-
  ment), pair of 12mm pistols with four AP mags (Range 
  12/24/48, Damage 2d8, AP 6, Semi–auto).
  PSION, CORPORATE
  PSION, CORPORATE
  Corporate psions serve the Union as negotiators and me-
  diators. Licensed, regulated, and privy to a Corporation’s 
  innermost secrets, a Corporate psion who tries to “go 
  freelance” (a euphemism for turning against a Corpora-
  tion) is rewarded with a full lobotomy. They are known 
  among the Corporations as “negotiators.”
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Intimidation d6, Notice d8, Persua-
  sion d8, Psionics d8, Shooting d4, Taunt d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Various, but often Cautious
  Edges: Arcane Background (Psion), Mentalist
  Gear: Molecular knife (Str+d4+2), bodyguard (treat as 
  assassin, but without a sniper riﬂ e).
  Psionic Powers: Deﬂ ection, puppet, speak language (10 
  Power Points).
  PSION, MILITARY
  PSION, MILITARY
  Military grade psions are used as interrogators and mo-
  rale ofﬁ cers, but are rarely sent to the frontlines. Most 
  hold an honorary rank of captain, though they have no 
  command responsibilities. Grunts refer to them as “brain 
  benders,” though the correct euphemism is “intelligence 
  analyst.”
  Like their civilian Corporate equivalents, they are part of 
  the Corporation for life, unless they want to spend out 
  their remaining years with a glazed look and continually 
  drooling.
  These stats can also be used to represent an internal 
  security psion (known as “peepers”).
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, 
  Psionics d10, Shooting d6, Stealth d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 10 (4)
  Hindrances: Various
  Edges: Arcane Background (Psion), Mentalist
  BESTIARY UPDATE
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  7373
  Skills: Fighting d6, Guts d6+2, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal, Penitent, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Molecular sword (Str+d8+2, AP 4), ID tag.
  KNIGHT SCOUT
  KNIGHT SCOUT
  Scouts serve as artillery spotters (when Knight Artil-
  lerists aren’t available), snipers, and trackers, as well 
  reconnaissance and intelligence ofﬁ cers. Unofﬁ cially, 
  they also serve as assassins, targeting enemy com-
  manders.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6, Shooting d6, 
  Stealth d8, Survival d6, Tracking d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Dodge, Marksman, Woodsman
  Gear: Light armor (+4), ﬂ echette sniper riﬂ e with 2 mags 
  (Range: 30/60/120, Damage: 2d8+1, RoF 1, Shots 30, AP 
  2, scope), molecular sword (Str+d8+2, AP 4), pack of 
  ﬂ ares (multicolored), three smoke grenades, ghillie suit, 
  ID tag, medpac.
  SENIOR KNIGHT
  SENIOR KNIGHT
  Senior Knights operate as Lance commanders and are the 
  most numerous leaders in the Sacri Ordines. They are the 
  commanders most likely to be encountered in the ﬁ eld.
  To make a Knight Commander, increase Spirit, Vigor, and 
  Knowledge (Battle) by one die type, and add a minimum 
  of three Leadership Edges (either tactical or strategic).
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Battle) d6, No-
  tice d6, Shooting d6, Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Command, Dodge, Rank (Se-
  nior Knight)
  Gear: Medium armor (+6), ﬂ echette SMG with 3 mags 
  (Range: 12/24/48, Damage: 2d6+1, RoF 3, Shots 60, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4), ID scanner, 
  binoculars, mobile command center, ID tag.
  CORPORATE FORCES
  CORPORATE FORCES
  The units described below are typical Union operatives 
  found anywhere on Necropolis. Only rarely will they 
  come into contact with the Church.
  ASSASSIN
  ASSASSIN
  Even in the 24th century, people in power sometimes 
  need annoyances removed permanently. Known among 
  executives as “problem solvers,” assassins may function 
  as freelancers or serve on a Corporate payroll (the latter 
  usually in a boring, overlooked job, such as mail clerk).
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d8, Guts d6, Intimidation 
  d6, Notice d8, Stealth d8, Shooting d6, Streetwise d6, 
  Throwing d6
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Various, but often Cautious
  Edges: Alertness, Dodge, First Strike, Marksman, Steady 
  Hands, Thief
  Gear: Molecular dagger (Str+d4+2), ﬂ echette sniper 
  riﬂ e with 2 mags (Range: 30/60/120 Damage: 2d8+1 AP 
  2; Integral telescopic sights with low light vision attach-
  ment), pair of 12mm pistols with four AP mags (Range 
  12/24/48, Damage 2d8, AP 6, Semi–auto).
  PSION, CORPORATE
  PSION, CORPORATE
  Corporate psions serve the Union as negotiators and me-
  diators. Licensed, regulated, and privy to a Corporation’s 
  innermost secrets, a Corporate psion who tries to “go 
  freelance” (a euphemism for turning against a Corpora-
  tion) is rewarded with a full lobotomy. They are known 
  among the Corporations as “negotiators.”
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Intimidation d6, Notice d8, Persua-
  sion d8, Psionics d8, Shooting d4, Taunt d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Various, but often Cautious
  Edges: Arcane Background (Psion), Mentalist
  Gear: Molecular knife (Str+d4+2), bodyguard (treat as 
  assassin, but without a sniper riﬂ e).
  Psionic Powers: Deﬂ ection, puppet, speak language (10 
  Power Points).
  PSION, MILITARY
  PSION, MILITARY
  Military grade psions are used as interrogators and mo-
  rale ofﬁ cers, but are rarely sent to the frontlines. Most 
  hold an honorary rank of captain, though they have no 
  command responsibilities. Grunts refer to them as “brain 
  benders,” though the correct euphemism is “intelligence 
  analyst.”
  Like their civilian Corporate equivalents, they are part of 
  the Corporation for life, unless they want to spend out 
  their remaining years with a glazed look and continually 
  drooling.
  These stats can also be used to represent an internal 
  security psion (known as “peepers”).
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, 
  Psionics d10, Shooting d6, Stealth d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 10 (4)
  Hindrances: Various
  Edges: Arcane Background (Psion), Mentalist
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7474
  Gear: Light armor (+4), molecular knife (Str+d4+2), 
  6mm pistol with 2 mags (Range: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto)
  Psionic Powers: Bolt, boost/lower trait, deﬂ ection, pup-
  pet, speak language (10 Power Points).
  RIOT CONTROL OFFICER
  RIOT CONTROL OFFICER
  Riot control ofﬁ cers are commonly tasked with breaking 
  up civilian disturbances. Since the Corporations control 
  every law enforcement agency, they are in charge of the 
  riot police
  Often the riots are dangerous, unlawful gatherings, but 
  occasionally, riot control ofﬁ cers are used to intimidate 
  small business you refuse to bow to Corporate pressure 
  by smashing up their ofﬁ ces under the guise of “search-
  ing for contraband following a tip-off.”
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d8, Notice d6, 
  Shooting d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 11 (6)
  Hindrances: Code of Honor (uphold the law)
  Edges: Block, Combat Reﬂ exes, Strong Willed
  Gear: Medium armor (+6), medium plastic riot shield 
  (+1 Parry), baton (Str+d4), stun pistol (Range: 5/10/20, 
  Damage: 3d6), two spare stunner packs, handcuffs
  SPY
  SPY
  Known in management speak as “data collectors,” spies 
  are employed against rival Corporations and the Church. 
  Given the constant faith required by Knights, no Corpo-
  rate spies have managed to penetrate their ranks. Spies 
  found inside a Preceptory are usually labeled as cultists 
  and thrown to the Inquisition. Of course, the Curial of-
  ﬁ ces aren’t quite as diligent as the Ordines, and rooting 
  out Corporate spies gives the CIS a constant headache.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Driving d6, Fighting d6, Lockpick-
  ing d8, Notice d8, Persuasion d8, Shooting d6, Stealth 
  d8, Streetwise d8, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Cautious
  Edges: Connections, Thief
  Gear: Varies with disguise, but usually a concealed stun 
  pistol (Range: 5/10/20, Damage: 3d6) or molecular knife 
  (Str+d4+2)
  REPHAIM FORCES
  REPHAIM FORCES
  URGENT MEMO
  URGENT MEMO
  Classiﬁ cation: E+128 encryp//Alpha-Black rating
  From: Grand Master O’Flaherty//Laz-Precep A1A//VC
  To: All Lazarite Preceptor Masters
  Status: For immediate action
  The assault on New Budapest has suitably distracted the 
  less educated Ordines, and allowed our analysts time to 
  complete their preliminary study of reported sightings and 
  camera footage of new Rephaim species, as well as correlat-
  ing data from the interrogation of intelligent subjects.
  Several new species of Rephaim are now conﬁ rmed to 
  exist. Their basic details are attached. New subjects are 
  required for study as a matter of urgency. Consider per-
  sonnel from other Ordines expendable in the hunt for 
  these Rephaim.
  Excerpt of a top secret Lazarite internal memo dated 
  39.VIII.2350. This information has not been shared with 
  the other Sacri Ordines.
  ADVANCED REPHAIM
  ADVANCED REPHAIM
  Skeletons and zombies are the most common Rephaim 
  and among the most frail. They’re plentiful, but their 
  lack of resilience has proved a constant frustration to the 
  Dark Conclave.
  Locked away in his Stygian Tower, one liche of the Dark 
  Conclave has developed a form of super-soldier. By cre-
  ating a link back to a necromantic energy supply, such 
  as the liche itself, fallen Rephaim are given limited im-
  munity to damage, allowing them to continue ﬁ ghting 
  even after being dealt hideous wounds.
  Unfortunately, creating these soldiers requires an in-
  tensely complex and lengthy ritual, one known to just 
  a single liche, which currently limits troop numbers. 
  However, since the Rephaim must be ﬁ eld tested, there 
  is a chance of the Knights encountering a small group.
  Treat advanced Rephaim a regular skeleton or zombie, 
  but with the addition of the following special ability.
  * Necromantic Resurrection: The Rephaim is very 
  hard to keep down. Whenever one is wounded by 
  any means other than a Called Shot to the head 
  (this replaces the usual no effect rule), area affect 
  attack, or Heavy Weapon, draw a card from the 
  action deck. A red card indicates the Rephaim is 
  disabled as normal and out of the ﬁ ght. A black 
  card (or Joker) means the Rephaim ignores the 
  damage from the attack.
  ASHBORN
  ASHBORN
  The Inquisition takes great delight in burning heretics 
  to cleanse them of sin. By infusing the ashes of an incin-
  erated heretic with human blood and injecting it into 
  a zombie, the Rephaim have learned how to produce 
  a new species capable of unleashing the purifying ﬁ res 
  which reduced the heretic to dust. Ashborn which are 
  slain crumble to dust.
  These vile creatures use the regular rules for Spellcasting 
  to represent their unholy powers.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d4, Spell-
  casting d8
  NECROPOLIS 2350: 2351-55 UPDATE
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  7474
  Gear: Light armor (+4), molecular knife (Str+d4+2), 
  6mm pistol with 2 mags (Range: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto)
  Psionic Powers: Bolt, boost/lower trait, deﬂ ection, pup-
  pet, speak language (10 Power Points).
  RIOT CONTROL OFFICER
  RIOT CONTROL OFFICER
  Riot control ofﬁ cers are commonly tasked with breaking 
  up civilian disturbances. Since the Corporations control 
  every law enforcement agency, they are in charge of the 
  riot police
  Often the riots are dangerous, unlawful gatherings, but 
  occasionally, riot control ofﬁ cers are used to intimidate 
  small business you refuse to bow to Corporate pressure 
  by smashing up their ofﬁ ces under the guise of “search-
  ing for contraband following a tip-off.”
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d8, Notice d6, 
  Shooting d8
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 11 (6)
  Hindrances: Code of Honor (uphold the law)
  Edges: Block, Combat Reﬂ exes, Strong Willed
  Gear: Medium armor (+6), medium plastic riot shield 
  (+1 Parry), baton (Str+d4), stun pistol (Range: 5/10/20, 
  Damage: 3d6), two spare stunner packs, handcuffs
  SPY
  SPY
  Known in management speak as “data collectors,” spies 
  are employed against rival Corporations and the Church. 
  Given the constant faith required by Knights, no Corpo-
  rate spies have managed to penetrate their ranks. Spies 
  found inside a Preceptory are usually labeled as cultists 
  and thrown to the Inquisition. Of course, the Curial of-
  ﬁ ces aren’t quite as diligent as the Ordines, and rooting 
  out Corporate spies gives the CIS a constant headache.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Driving d6, Fighting d6, Lockpick-
  ing d8, Notice d8, Persuasion d8, Shooting d6, Stealth 
  d8, Streetwise d8, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Cautious
  Edges: Connections, Thief
  Gear: Varies with disguise, but usually a concealed stun 
  pistol (Range: 5/10/20, Damage: 3d6) or molecular knife 
  (Str+d4+2)
  REPHAIM FORCES
  REPHAIM FORCES
  URGENT MEMO
  URGENT MEMO
  Classiﬁ cation: E+128 encryp//Alpha-Black rating
  From: Grand Master O’Flaherty//Laz-Precep A1A//VC
  To: All Lazarite Preceptor Masters
  Status: For immediate action
  The assault on New Budapest has suitably distracted the 
  less educated Ordines, and allowed our analysts time to 
  complete their preliminary study of reported sightings and 
  camera footage of new Rephaim species, as well as correlat-
  ing data from the interrogation of intelligent subjects.
  Several new species of Rephaim are now conﬁ rmed to 
  exist. Their basic details are attached. New subjects are 
  required for study as a matter of urgency. Consider per-
  sonnel from other Ordines expendable in the hunt for 
  these Rephaim.
  Excerpt of a top secret Lazarite internal memo dated 
  39.VIII.2350. This information has not been shared with 
  the other Sacri Ordines.
  ADVANCED REPHAIM
  ADVANCED REPHAIM
  Skeletons and zombies are the most common Rephaim 
  and among the most frail. They’re plentiful, but their 
  lack of resilience has proved a constant frustration to the 
  Dark Conclave.
  Locked away in his Stygian Tower, one liche of the Dark 
  Conclave has developed a form of super-soldier. By cre-
  ating a link back to a necromantic energy supply, such 
  as the liche itself, fallen Rephaim are given limited im-
  munity to damage, allowing them to continue ﬁ ghting 
  even after being dealt hideous wounds.
  Unfortunately, creating these soldiers requires an in-
  tensely complex and lengthy ritual, one known to just 
  a single liche, which currently limits troop numbers. 
  However, since the Rephaim must be ﬁ eld tested, there 
  is a chance of the Knights encountering a small group.
  Treat advanced Rephaim a regular skeleton or zombie, 
  but with the addition of the following special ability.
  * Necromantic Resurrection: The Rephaim is very 
  hard to keep down. Whenever one is wounded by 
  any means other than a Called Shot to the head 
  (this replaces the usual no effect rule), area affect 
  attack, or Heavy Weapon, draw a card from the 
  action deck. A red card indicates the Rephaim is 
  disabled as normal and out of the ﬁ ght. A black 
  card (or Joker) means the Rephaim ignores the 
  damage from the attack.
  ASHBORN
  ASHBORN
  The Inquisition takes great delight in burning heretics 
  to cleanse them of sin. By infusing the ashes of an incin-
  erated heretic with human blood and injecting it into 
  a zombie, the Rephaim have learned how to produce 
  a new species capable of unleashing the purifying ﬁ res 
  which reduced the heretic to dust. Ashborn which are 
  slain crumble to dust.
  These vile creatures use the regular rules for Spellcasting 
  to represent their unholy powers.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d4, Spell-
  casting d8
  
  BESTIARY UPDATE
  BESTIARY UPDATE
  7575
  Pace: 6; Parry: 6; Toughness: 8
  Powers: Barrier, blast, bolt, burst (25 Power Points). 
  Victims have a chance of catching ﬁ re.
  Gear: —
  Special Abilities:
  * Death by Burning: Ashborn can make an 
  opposed Spirit roll against one foe within 12” as 
  an action, and impart the physical sensation the 
  victim is being burned alive. The intense pain and 
  hallucinations cause victims who fail the roll to be 
  Shaken for 1d6 rounds, as they try and smother 
  the imaginary ﬂ ames.
  * Fearless: Ashborn are immune to Fear and 
  Intimidation.
  * Immunity (Fire): Ashborn are immune to all ﬁ re- 
  and heat-based attacks.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  BAT SWARM
  BAT SWARM
  Through their strength of will and necromantic magic, 
  the Rephaim have learned to dominate a few species of 
  mundane animals. One such creature is the humble bat. 
  The Rephaim do not use bats as weapons, merely as di-
  versions and distractions. The typical tactic is to despatch 
  a bat swarm to harass humans, providing an opportunity 
  for the Rephaim’s troops to attack. Bat swarms ﬁ ll a Large 
  Burst Template.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength 
  d6, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  * Distraction: Bat swarms do not attack. Anyone 
  within the Template has a –2 penalty to all trait 
  rolls because of the distraction of hundreds or 
  thousands of ﬂ apping bats.
  * Swarm: Parry +2. Because the swarm is composed 
  of scores, hundreds, or thousands of creatures, 
  cutting and piercing weapons do no real damage. 
  Area-effect weapons work normally. Stomping 
  causes no damage because the swarm never lands. 
  A wound disperses the swarm.
  BLACK WOOD
  BLACK WOOD
  Black woods are malevolent trees. They are found only 
  in areas warped and corrupted by a darkness generator. 
  They resemble standard trees, but their bark is black and 
  a sticky red sap oozes continually from gaps in the bark. 
  Most have “facial” features, formed from knots and twists 
  in the wood.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d12+4, Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8
  Pace: 6; Parry: 6; Toughness: 19(3)
  Special Abilities:
  * Armor +3: Thick bark.
  * Branches: Str+d6. Reach 1. A black wood has 
  four branches and may use them all each round 
  with no multi action penalty. Only two branches 
  may be used to attack a single foe, however.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Huge: Attackers add +4 to attack rolls against a 
  black wood because of its size.
  * Impale: A black wood scoring a raise on its Fighting 
  roll has impaled its foe on a sharp branch. Each 
  round thereafter, the victim must make a Vigor 
  roll or suffer a level of Fatigue as the black wood 
  drains his blood. Victims may escape as if breaking 
  a grapple. Lost Fatigue recovers at the rate of one 
  level per 24 hours.
  * Immunity (Piercing Weapons): A black wood 
  suffers half damage from piercing attacks.
  * Size +8: Black woods stand up to 50’ high.
  * Sticky Sap: An attacker who strikes a black wood with 
  a melee weapon ﬁ nds his weapon stuck to the sap. He 
  must make a Strength roll at –4 to free his weapon. 
  With success, he frees the weapon but it takes the 
  entire round. With a raise, he frees the weapon and 
  may still perform other actions this round.
  * Trip: Rather than attack with a branch, a black wood 
  can make an Agility Trick roll to trip opponents.
  * Weakness (Fire): A black wood suffers +4 damage 
  from ﬁ re attacks.
  BONESUCKER
  BONESUCKER
  Bonesuckers are large, non-sentient quadrupeds with an 
  elongated jaw and four tentacles which sprout from the 
  corners of their muzzle. Thick bony plates cover their entire 
  body. Their tongue is a hollow, bony tube with a sharp end.
  They attack by grappling their foe and inserting their tongue 
  into his ﬂ esh. Powerful digestive enzymes then begin dissolv-
  ing the victim’s bones at an alarming rate. The calcium-rich 
  soup is then sucked up through the tongue.
  Bonesuckers appear to be a natural inhabitant of the 
  Dark Dimension, for they feast as readily on Rephaim as 
  they do humans. Those found in the wilds of Salus were 
  likely brought to the planet as guard dogs but escaped.
  Attributes: Agility d8, Smarts d8(A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Special Abilities:
  * Armor (+2): Thick, bony plates.
  BESTIARY UPDATE
  BESTIARY UPDATE
  7575
  Pace: 6; Parry: 6; Toughness: 8
  Powers: Barrier, blast, bolt, burst (25 Power Points). 
  Victims have a chance of catching ﬁ re.
  Gear: —
  Special Abilities:
  * Death by Burning: Ashborn can make an 
  opposed Spirit roll against one foe within 12” as 
  an action, and impart the physical sensation the 
  victim is being burned alive. The intense pain and 
  hallucinations cause victims who fail the roll to be 
  Shaken for 1d6 rounds, as they try and smother 
  the imaginary ﬂ ames.
  * Fearless: Ashborn are immune to Fear and 
  Intimidation.
  * Immunity (Fire): Ashborn are immune to all ﬁ re- 
  and heat-based attacks.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  BAT SWARM
  BAT SWARM
  Through their strength of will and necromantic magic, 
  the Rephaim have learned to dominate a few species of 
  mundane animals. One such creature is the humble bat. 
  The Rephaim do not use bats as weapons, merely as di-
  versions and distractions. The typical tactic is to despatch 
  a bat swarm to harass humans, providing an opportunity 
  for the Rephaim’s troops to attack. Bat swarms ﬁ ll a Large 
  Burst Template.
  Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength 
  d6, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  * Distraction: Bat swarms do not attack. Anyone 
  within the Template has a –2 penalty to all trait 
  rolls because of the distraction of hundreds or 
  thousands of ﬂ apping bats.
  * Swarm: Parry +2. Because the swarm is composed 
  of scores, hundreds, or thousands of creatures, 
  cutting and piercing weapons do no real damage. 
  Area-effect weapons work normally. Stomping 
  causes no damage because the swarm never lands. 
  A wound disperses the swarm.
  BLACK WOOD
  BLACK WOOD
  Black woods are malevolent trees. They are found only 
  in areas warped and corrupted by a darkness generator. 
  They resemble standard trees, but their bark is black and 
  a sticky red sap oozes continually from gaps in the bark. 
  Most have “facial” features, formed from knots and twists 
  in the wood.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d12+4, Vigor d12
  Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8
  Pace: 6; Parry: 6; Toughness: 19(3)
  Special Abilities:
  * Armor +3: Thick bark.
  * Branches: Str+d6. Reach 1. A black wood has 
  four branches and may use them all each round 
  with no multi action penalty. Only two branches 
  may be used to attack a single foe, however.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Huge: Attackers add +4 to attack rolls against a 
  black wood because of its size.
  * Impale: A black wood scoring a raise on its Fighting 
  roll has impaled its foe on a sharp branch. Each 
  round thereafter, the victim must make a Vigor 
  roll or suffer a level of Fatigue as the black wood 
  drains his blood. Victims may escape as if breaking 
  a grapple. Lost Fatigue recovers at the rate of one 
  level per 24 hours.
  * Immunity (Piercing Weapons): A black wood 
  suffers half damage from piercing attacks.
  * Size +8: Black woods stand up to 50’ high.
  * Sticky Sap: An attacker who strikes a black wood with 
  a melee weapon ﬁ nds his weapon stuck to the sap. He 
  must make a Strength roll at –4 to free his weapon. 
  With success, he frees the weapon but it takes the 
  entire round. With a raise, he frees the weapon and 
  may still perform other actions this round.
  * Trip: Rather than attack with a branch, a black wood 
  can make an Agility Trick roll to trip opponents.
  * Weakness (Fire): A black wood suffers +4 damage 
  from ﬁ re attacks.
  BONESUCKER
  BONESUCKER
  Bonesuckers are large, non-sentient quadrupeds with an 
  elongated jaw and four tentacles which sprout from the 
  corners of their muzzle. Thick bony plates cover their entire 
  body. Their tongue is a hollow, bony tube with a sharp end.
  They attack by grappling their foe and inserting their tongue 
  into his ﬂ esh. Powerful digestive enzymes then begin dissolv-
  ing the victim’s bones at an alarming rate. The calcium-rich 
  soup is then sucked up through the tongue.
  Bonesuckers appear to be a natural inhabitant of the 
  Dark Dimension, for they feast as readily on Rephaim as 
  they do humans. Those found in the wilds of Salus were 
  likely brought to the planet as guard dogs but escaped.
  Attributes: Agility d8, Smarts d8(A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Special Abilities:
  * Armor (+2): Thick, bony plates.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7676
  * Bite: Str+d4.
  * Bone Drinking: A bonesucker which successfully 
  grapples a foe automatically hits with its tongue in 
  the next round, striking the least armored location. 
  Each round thereafter the grapple is maintained, 
  victims automatically lose one die in Vigor. If Vigor 
  drops below a d4, the victim dies and collapses into 
  a ﬂ eshy heap, his skeleton reduced to a handle of 
  bones. Lost Vigor dice return at the rate of one die per 
  month. For each die of Vigor drained, a bonesucker 
  gains one benny. This can be used only for Soaking. 
  This beneﬁ t is lost if unused within 24 hours.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  BRAWLER
  BRAWLER
  The effectiveness of molecular weapons in cutting 
  down Rephaim has not gone unnoticed by the Dark 
  Conclave. To combat this, the liches spawned a new type 
  of Rephaim—the brawler, a creature far easier to mass 
  produce than a war demon and almost as powerful.
  With its massive, skinless torso, bulging arms, and small 
  legs and head, the brawler looks almost comical as it 
  lurches unsteadily into combat. Once engaged in melee 
  its combat potential becomes clear—two long, bone 
  blades extend from their forearms as the brawler furi-
  ously slashes and stabs at all surrounding foes.
  Current plans include designs for a stronger, larger 
  version, perhaps equipped with molecular swords and 
  multiple limbs. Should this monstrosity ever reach 
  the battleﬁ eld, the Sacri Ordines may ﬁ nd their melee 
  strength is quickly negated.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12, 
  Vigor d8
  Skills: Fighting d8+2, Intimidation d8, Notice d8, 
  Stealth d4
  Pace: 4; Parry: 4; Toughness: 9
  Edges: Ambidextrous, Frenzy, Sweep, Two Fisted
  Special Abilities:
  * Bone Blades: Str+d8+2, AP 2.
  * Fearless: Immune to Fear and Intimidation.
  * Furious Fighter: Brawlers only ever use Wild Attacks. 
  Modiﬁ ers are included in the stat block already.
  * Shufﬂ ing Gait: Brawlers roll a d4 running die.
  * Size +1: Brawlers average 7 feet tall and weigh 
  over 400 pounds.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half damage 
  from piercing weapons.
  DARK MAN
  Although often referred to as “the” Dark Man, evidence 
  suggests that this creature is not a unique entity. A dark 
  man is a humanoid ﬁ gure of inky darkness with no vis-
  ible facial features.
  A dark man is a source of pure necromantic energy, and 
  its power lies in its ability to boost Rephaim. As such, 
  they are never summoned except to “lead” a host of 
  Rephaim. Dark men are not battleﬁ eld commanders, 
  however. Their role is more akin to that of a morale of-
  ﬁ cer, keeping the troops advancing.
  Their abilities work on Wild Card Rephaim as well as Extras.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d10
  Skills: Fighting d6, Notice d6, Stealth d12+2
  Pace: 6; Parry: 5; Toughness: 9
  Special Abilities:
  * Boost Rephaim: Any Rephaim within 5” adds +1 
  to recover from being Shaken, Fighting damage 
  rolls, and Toughness.
  * Fear: Anyone seeing the creature must make a Guts roll.
  * Fearless: Immune to Fear and Intimidation.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra damage. 
  Immune to poison and disease. Piercing weapons 
  do half damage. Ignores wound penalties.
  * ImprovedArcaneResistance: +4 Armor versus arcane 
  powers, and +4 to rolls made to resist arcane effects.
  * Necromantic Surge: A dark man may spend 
  a benny to send forth a wave of necromantic 
  energy. This ﬁ lls a Large Burst Template centered 
  on the creature. Any Shaken Rephaim within the 
  template automatically recovers. In addition, Wild 
  Card Rephaim automatically recover one wound. 
  Living creatures caught in the template must make 
  a Vigor roll at –2 or suffer a wound.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  DEATH HUNTER
  DEATH HUNTER
  Mankind is, and has been for centuries, under the mis-
  guided belief that a man who dies in God’s grace will 
  automatically receive eternal salvation. The Rephaim 
  know differently.
  A death hunter is created from a soul captured at the 
  moment it departs the body. After being corrupted, it is 
  released back into the world to harvest more souls and 
  convert them into death hunters.
  Death hunters resemble black-robed ﬁ gures with a skull 
  for a face. Whether this is a natural evolution following 
  the perverted Rephaim creation rites or a “favored form” 
  is currently unknown. Knowledge of their existence is 
  kept away from the masses.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d10, Stealth 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7676
  * Bite: Str+d4.
  * Bone Drinking: A bonesucker which successfully 
  grapples a foe automatically hits with its tongue in 
  the next round, striking the least armored location. 
  Each round thereafter the grapple is maintained, 
  victims automatically lose one die in Vigor. If Vigor 
  drops below a d4, the victim dies and collapses into 
  a ﬂ eshy heap, his skeleton reduced to a handle of 
  bones. Lost Vigor dice return at the rate of one die per 
  month. For each die of Vigor drained, a bonesucker 
  gains one benny. This can be used only for Soaking. 
  This beneﬁ t is lost if unused within 24 hours.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  BRAWLER
  BRAWLER
  The effectiveness of molecular weapons in cutting 
  down Rephaim has not gone unnoticed by the Dark 
  Conclave. To combat this, the liches spawned a new type 
  of Rephaim—the brawler, a creature far easier to mass 
  produce than a war demon and almost as powerful.
  With its massive, skinless torso, bulging arms, and small 
  legs and head, the brawler looks almost comical as it 
  lurches unsteadily into combat. Once engaged in melee 
  its combat potential becomes clear—two long, bone 
  blades extend from their forearms as the brawler furi-
  ously slashes and stabs at all surrounding foes.
  Current plans include designs for a stronger, larger 
  version, perhaps equipped with molecular swords and 
  multiple limbs. Should this monstrosity ever reach 
  the battleﬁ eld, the Sacri Ordines may ﬁ nd their melee 
  strength is quickly negated.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12, 
  Vigor d8
  Skills: Fighting d8+2, Intimidation d8, Notice d8, 
  Stealth d4
  Pace: 4; Parry: 4; Toughness: 9
  Edges: Ambidextrous, Frenzy, Sweep, Two Fisted
  Special Abilities:
  * Bone Blades: Str+d8+2, AP 2.
  * Fearless: Immune to Fear and Intimidation.
  * Furious Fighter: Brawlers only ever use Wild Attacks. 
  Modiﬁ ers are included in the stat block already.
  * Shufﬂ ing Gait: Brawlers roll a d4 running die.
  * Size +1: Brawlers average 7 feet tall and weigh 
  over 400 pounds.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half damage 
  from piercing weapons.
  DARK MAN
  Although often referred to as “the” Dark Man, evidence 
  suggests that this creature is not a unique entity. A dark 
  man is a humanoid ﬁ gure of inky darkness with no vis-
  ible facial features.
  A dark man is a source of pure necromantic energy, and 
  its power lies in its ability to boost Rephaim. As such, 
  they are never summoned except to “lead” a host of 
  Rephaim. Dark men are not battleﬁ eld commanders, 
  however. Their role is more akin to that of a morale of-
  ﬁ cer, keeping the troops advancing.
  Their abilities work on Wild Card Rephaim as well as Extras.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d10
  Skills: Fighting d6, Notice d6, Stealth d12+2
  Pace: 6; Parry: 5; Toughness: 9
  Special Abilities:
  * Boost Rephaim: Any Rephaim within 5” adds +1 
  to recover from being Shaken, Fighting damage 
  rolls, and Toughness.
  * Fear: Anyone seeing the creature must make a Guts roll.
  * Fearless: Immune to Fear and Intimidation.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra damage. 
  Immune to poison and disease. Piercing weapons 
  do half damage. Ignores wound penalties.
  * ImprovedArcaneResistance: +4 Armor versus arcane 
  powers, and +4 to rolls made to resist arcane effects.
  * Necromantic Surge: A dark man may spend 
  a benny to send forth a wave of necromantic 
  energy. This ﬁ lls a Large Burst Template centered 
  on the creature. Any Shaken Rephaim within the 
  template automatically recovers. In addition, Wild 
  Card Rephaim automatically recover one wound. 
  Living creatures caught in the template must make 
  a Vigor roll at –2 or suffer a wound.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  DEATH HUNTER
  DEATH HUNTER
  Mankind is, and has been for centuries, under the mis-
  guided belief that a man who dies in God’s grace will 
  automatically receive eternal salvation. The Rephaim 
  know differently.
  A death hunter is created from a soul captured at the 
  moment it departs the body. After being corrupted, it is 
  released back into the world to harvest more souls and 
  convert them into death hunters.
  Death hunters resemble black-robed ﬁ gures with a skull 
  for a face. Whether this is a natural evolution following 
  the perverted Rephaim creation rites or a “favored form” 
  is currently unknown. Knowledge of their existence is 
  kept away from the masses.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d10, Stealth 
  
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  7777
  d10
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Claws: Str+d4.
  * Death Hunter: Once per round as a free action 
  a death hunter can teleport up to 10” so long 
  as its movement ends with it adjacent to a soul-
  possessing foe wounded or killed that round 
  (creatures with the Undead special ability don’t 
  have souls). This circumvents First Strike and does 
  not count as Withdrawing from Melee.
  * Fearless: Immune to Fear and Intimidation.
  * Sense Living: A death hunter can automatically 
  detect living creatures within 24”. They suffer no 
  penalties for darkness or concealment and always 
  count as alert sentries.
  * Sire: If a death hunter ends its movement adjacent to 
  a human killed that round, the soul is brought back 
  as a death hunter at the start of the next round.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DEATH WALKER
  Death walkers are withered, desiccated humanoids 
  swathed in heavy black cloaks (hence their name). They 
  never reveal their faces, but the aura surrounding them is 
  enough to quail the hearts of mortals. When a gray rider 
  is slain it dissolves into smoke, as does all of its gear.
  Those few who have encountered a black walker and 
  survived report their presence can literally suck the life 
  out of a Knight.
  Attributes: Agility d8, Smarts d10, Spirit d12, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d10, Necro-
  mancy d10, Notice d10, Stealth d10
  Pace: 6; Parry: 7; Toughness: 10 (1)
  Gear: Heavy cloak (+1)
  Special Abilities:
  * Fear: Anyone who sees a gray walker must make a 
  Guts roll. If a foe sees its face, such as by removing 
  its cowl (–4 to attack), he must roll at –4.
  * Greater Undead: +2 Toughness. +2 to recover from 
  being Shaken. No additional damage from Called 
  Shots. Immune to disease and poison. No wound 
  penalties. Half damage from piercing weapons.
  * Hardy: Multiple Shaken results never cause a wound.
  * Improved Arcane Resistance: +4 Armor versus 
  arcane powers, and +4 to rolls made to resist 
  arcane effects.
  * Necromantic Aura: Any living creature within 
  3” of a death walker when it ends its movement 
  automatically suffers 2d6 damage. Only the armor 
  litany protects against this attack.
  * Powers: Gray walkers know the following spells and 
  have 20 Power Points: armor, deﬂ ection, fear, obscure.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Unnatural Senses: A gray walker uses detect 
  arcana as if it were part of its normal vision.
  DEATHSINGER
  DEATHSINGER
  Deathsingers, known erroneously as banshees among 
  less educated citizens, use their voices to kill by inducing 
  heart attacks or demoralizing foes. They appear as sal-
  low-faced, pale-skinned humans with jet black eyes.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d8, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Claws: Str+d4.
  * Death Wail: Each round a deathsinger may 
  keen as an action. Place the small end of a Cone 
  Template touching the deathsinger. Any living 
  creature caught in the Cone must make a Guts roll 
  opposed by the deathsinger’s Spirit or roll on the 
  Fear table at +4.
  * Demoralizing Wail: As above, except victims are 
  automatically Shaken. Until the deathsinger is 
  slain, victims suffer a –1 penalty to all trait rolls, as 
  if subjected to Fear.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DISMEMBERED CORPSE
  DISMEMBERED CORPSE
  When ﬁ rst encountered, a dismembered corpse looks ex-
  actly like a zombie. However, when they suffer a wound, 
  they ﬂ y apart into four limbs, a torso, snaking intestines, 
  and a head, rather than becoming Incapacitated. Each 
  part acts as an independent entity. Only the ﬁ rst wound 
  to a dismembered corpse causes this effect.
  The various parts remain at the height they would be if 
  attached to the body, rather than crawling on the ground. 
  Each part moves at the creature’s full Pace.
  Dismembered corpses, only recently encountered, 
  have added a whole new dimension of paranoia to the 
  battleﬁ eld. Where once Knights would happily ignore 
  shattered corpses, secure in the knowledge they were no 
  longer a threat, every body part strewn across a battle-
  ﬁ eld or ruined city is now a potential danger.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d4, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8 (7 for each part)
  Special Abilities:
  * Fear (–1): Anyone seeing the corpse separate must 
  make a Guts roll at –1.
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  7777
  d10
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Claws: Str+d4.
  * Death Hunter: Once per round as a free action 
  a death hunter can teleport up to 10” so long 
  as its movement ends with it adjacent to a soul-
  possessing foe wounded or killed that round 
  (creatures with the Undead special ability don’t 
  have souls). This circumvents First Strike and does 
  not count as Withdrawing from Melee.
  * Fearless: Immune to Fear and Intimidation.
  * Sense Living: A death hunter can automatically 
  detect living creatures within 24”. They suffer no 
  penalties for darkness or concealment and always 
  count as alert sentries.
  * Sire: If a death hunter ends its movement adjacent to 
  a human killed that round, the soul is brought back 
  as a death hunter at the start of the next round.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DEATH WALKER
  Death walkers are withered, desiccated humanoids 
  swathed in heavy black cloaks (hence their name). They 
  never reveal their faces, but the aura surrounding them is 
  enough to quail the hearts of mortals. When a gray rider 
  is slain it dissolves into smoke, as does all of its gear.
  Those few who have encountered a black walker and 
  survived report their presence can literally suck the life 
  out of a Knight.
  Attributes: Agility d8, Smarts d10, Spirit d12, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d10, Necro-
  mancy d10, Notice d10, Stealth d10
  Pace: 6; Parry: 7; Toughness: 10 (1)
  Gear: Heavy cloak (+1)
  Special Abilities:
  * Fear: Anyone who sees a gray walker must make a 
  Guts roll. If a foe sees its face, such as by removing 
  its cowl (–4 to attack), he must roll at –4.
  * Greater Undead: +2 Toughness. +2 to recover from 
  being Shaken. No additional damage from Called 
  Shots. Immune to disease and poison. No wound 
  penalties. Half damage from piercing weapons.
  * Hardy: Multiple Shaken results never cause a wound.
  * Improved Arcane Resistance: +4 Armor versus 
  arcane powers, and +4 to rolls made to resist 
  arcane effects.
  * Necromantic Aura: Any living creature within 
  3” of a death walker when it ends its movement 
  automatically suffers 2d6 damage. Only the armor 
  litany protects against this attack.
  * Powers: Gray walkers know the following spells and 
  have 20 Power Points: armor, deﬂ ection, fear, obscure.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Unnatural Senses: A gray walker uses detect 
  arcana as if it were part of its normal vision.
  DEATHSINGER
  DEATHSINGER
  Deathsingers, known erroneously as banshees among 
  less educated citizens, use their voices to kill by inducing 
  heart attacks or demoralizing foes. They appear as sal-
  low-faced, pale-skinned humans with jet black eyes.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d6, Guts d8, Notice d8, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Claws: Str+d4.
  * Death Wail: Each round a deathsinger may 
  keen as an action. Place the small end of a Cone 
  Template touching the deathsinger. Any living 
  creature caught in the Cone must make a Guts roll 
  opposed by the deathsinger’s Spirit or roll on the 
  Fear table at +4.
  * Demoralizing Wail: As above, except victims are 
  automatically Shaken. Until the deathsinger is 
  slain, victims suffer a –1 penalty to all trait rolls, as 
  if subjected to Fear.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DISMEMBERED CORPSE
  DISMEMBERED CORPSE
  When ﬁ rst encountered, a dismembered corpse looks ex-
  actly like a zombie. However, when they suffer a wound, 
  they ﬂ y apart into four limbs, a torso, snaking intestines, 
  and a head, rather than becoming Incapacitated. Each 
  part acts as an independent entity. Only the ﬁ rst wound 
  to a dismembered corpse causes this effect.
  The various parts remain at the height they would be if 
  attached to the body, rather than crawling on the ground. 
  Each part moves at the creature’s full Pace.
  Dismembered corpses, only recently encountered, 
  have added a whole new dimension of paranoia to the 
  battleﬁ eld. Where once Knights would happily ignore 
  shattered corpses, secure in the knowledge they were no 
  longer a threat, every body part strewn across a battle-
  ﬁ eld or ruined city is now a potential danger.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d4, Stealth d6
  Pace: 6; Parry: 5; Toughness: 8 (7 for each part)
  Special Abilities:
  * Fear (–1): Anyone seeing the corpse separate must 
  make a Guts roll at –1.
  
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  NECROPOLIS 2350: 2351-55 UPDATE
  7878
  * Fearless: Immune to Fear and Intimidation.
  * Immunity: The ﬁ rst wound a dismembered corpse 
  takes causes it to separate, but causes no actual damage.
  * Separate Limbs: The ﬁ end can make seven attacks a 
  round without incurring a multi action penalty once its 
  limb have separated. Treat each limb as a unique Extra, 
  but sharing the same action card. Only by destroying all 
  seven parts can the corpse ﬁ nally be vanquished.
   
  Head: Bite for Str+d4 damage.
   
  Torso: Slam for Str damage.
   
  Intestines: Grapple only.
   
  Arms (2): Claws for Str+d4 damage.
   
  Legs (2): Kick for Str damage.
  * Size–1: After the corpse has divided, each part is a 
  smaller target.
  * Thermal Vision: The head halves penalties for 
  bad lighting when attacking living targets. Other 
  limbs do not gain this beneﬁ t.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DOOM SKULL
  DOOM SKULL
  Doom skulls are human skulls stripped of ﬂ esh and 
  swathed in sickly green ﬂ ame. They are purely necro-
  mantic weapons, and proof to older Rephaim that their 
  race does not require technology to win the war.
  Doom skulls are usually deployed in one of two ways. 
  First, they are sent high into the air, hovering close to 
  or over strategic Rephaim sites in great clouds. When 
  Church aircraft are spotted, the doom skulls maneuver 
  to an intercept position and hover in place. forming a 
  mobile anti-aircraft barrage. Their second major use is 
  being released in great swarms in human cities, where 
  they hunt down anything living.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d4, Vigor d6
  Skills: Notice d8
  Pace: —; Parry: 2; Toughness: 5
  Special Abilities:
  * Anti-Aircraft: Doom skulls operating in anti-
  aircraft mode do so in swarms. These are treated 
  as being Light (1d6), Moderate (2d6), Heavy 
  (3d6), or Very Heavy (4d6). Roll the appropriate 
  number of dice if Knights call in air support. For 
  each success, roll the aircraft’s Bingo die, as per 
  the rules for Anti-Aircraft Fire in Necropolis 2350. 
  Raises reduce the Bingo die by one step (min d4).
  * Flight: Pace 12.
  * Explosion: Doom skulls detonate when adjacent 
  to a non-Rephaim target larger than Size –1. The 
  explosion ﬁ lls a Medium Burst Template and 
  causes 3d6 damage, AP 4. This counts as a Heavy 
  Weapon.
  * Improved Dodge: Ranged attacks against a doom 
  skull suffer a –2 penalty. They gain +2 to avoid 
  area effect attacks (when allowed).
  * Size –2: Doom skulls are the same size as regular skulls.
  * Small: Attackers are –2 to attack rolls against a 
  doom skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DREG
  DREG
  Humanoid with black, glistening skin, dregs are vermin, 
  similar in general appearance to ghouls. Current Laza-
  rite studies indicate some common traits, but since the 
  Rephaim appear to lack the capacity to evolve, scientists 
  are divided as to whether dregs are biologically related 
  or whether they are an artiﬁ cial race, the result of tam-
  pering with ghouls by the unholy powers.
  They are mindless killers, attacking with their sharp teeth 
  and claws anything living they detect.
  Dregs are typically found scavenging in ruins, subsist-
  ing on rats and stray animals, but always searching for 
  a larger, meatier meal. A common pack consists of 2d6 
  members.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Bite/Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Mob Tactics: Dregs are small and attack in large 
  numbers. They receive a maximum Gang Up 
  bonus of +6.
  * Size –1: Dregs are the same size as dogs.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  * Wall Walker: Dregs can move along walls and 
  ceilings at their full Pace. They can Run as well.
  EXSANGUINATOR
  EXSANGUINATOR
  Exsanguinators are gaunt, naked creatures with near-
  transparent skin, beneath which black veins can be seen 
  pulsing. Their mouths are like a lamprey’s, circular and 
  surrounded by scores of teeth. Each tooth is hollow and 
  attached to a powerful muscle, like a miniature heart, 
  which siphons blood from foes at an alarming rate. Ex-
  sanguinators have been known to bleed a healthy man 
  dry in seconds.
  Exsanguinators typically have 1d3–1 (minimum of zero) 
  units of blood in their stomachs when encountered.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  7878
  * Fearless: Immune to Fear and Intimidation.
  * Immunity: The ﬁ rst wound a dismembered corpse 
  takes causes it to separate, but causes no actual damage.
  * Separate Limbs: The ﬁ end can make seven attacks a 
  round without incurring a multi action penalty once its 
  limb have separated. Treat each limb as a unique Extra, 
  but sharing the same action card. Only by destroying all 
  seven parts can the corpse ﬁ nally be vanquished.
   
  Head: Bite for Str+d4 damage.
   
  Torso: Slam for Str damage.
   
  Intestines: Grapple only.
   
  Arms (2): Claws for Str+d4 damage.
   
  Legs (2): Kick for Str damage.
  * Size–1: After the corpse has divided, each part is a 
  smaller target.
  * Thermal Vision: The head halves penalties for 
  bad lighting when attacking living targets. Other 
  limbs do not gain this beneﬁ t.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DOOM SKULL
  DOOM SKULL
  Doom skulls are human skulls stripped of ﬂ esh and 
  swathed in sickly green ﬂ ame. They are purely necro-
  mantic weapons, and proof to older Rephaim that their 
  race does not require technology to win the war.
  Doom skulls are usually deployed in one of two ways. 
  First, they are sent high into the air, hovering close to 
  or over strategic Rephaim sites in great clouds. When 
  Church aircraft are spotted, the doom skulls maneuver 
  to an intercept position and hover in place. forming a 
  mobile anti-aircraft barrage. Their second major use is 
  being released in great swarms in human cities, where 
  they hunt down anything living.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d4, Vigor d6
  Skills: Notice d8
  Pace: —; Parry: 2; Toughness: 5
  Special Abilities:
  * Anti-Aircraft: Doom skulls operating in anti-
  aircraft mode do so in swarms. These are treated 
  as being Light (1d6), Moderate (2d6), Heavy 
  (3d6), or Very Heavy (4d6). Roll the appropriate 
  number of dice if Knights call in air support. For 
  each success, roll the aircraft’s Bingo die, as per 
  the rules for Anti-Aircraft Fire in Necropolis 2350. 
  Raises reduce the Bingo die by one step (min d4).
  * Flight: Pace 12.
  * Explosion: Doom skulls detonate when adjacent 
  to a non-Rephaim target larger than Size –1. The 
  explosion ﬁ lls a Medium Burst Template and 
  causes 3d6 damage, AP 4. This counts as a Heavy 
  Weapon.
  * Improved Dodge: Ranged attacks against a doom 
  skull suffer a –2 penalty. They gain +2 to avoid 
  area effect attacks (when allowed).
  * Size –2: Doom skulls are the same size as regular skulls.
  * Small: Attackers are –2 to attack rolls against a 
  doom skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  DREG
  DREG
  Humanoid with black, glistening skin, dregs are vermin, 
  similar in general appearance to ghouls. Current Laza-
  rite studies indicate some common traits, but since the 
  Rephaim appear to lack the capacity to evolve, scientists 
  are divided as to whether dregs are biologically related 
  or whether they are an artiﬁ cial race, the result of tam-
  pering with ghouls by the unholy powers.
  They are mindless killers, attacking with their sharp teeth 
  and claws anything living they detect.
  Dregs are typically found scavenging in ruins, subsist-
  ing on rats and stray animals, but always searching for 
  a larger, meatier meal. A common pack consists of 2d6 
  members.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities:
  * Bite/Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Mob Tactics: Dregs are small and attack in large 
  numbers. They receive a maximum Gang Up 
  bonus of +6.
  * Size –1: Dregs are the same size as dogs.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  * Wall Walker: Dregs can move along walls and 
  ceilings at their full Pace. They can Run as well.
  EXSANGUINATOR
  EXSANGUINATOR
  Exsanguinators are gaunt, naked creatures with near-
  transparent skin, beneath which black veins can be seen 
  pulsing. Their mouths are like a lamprey’s, circular and 
  surrounded by scores of teeth. Each tooth is hollow and 
  attached to a powerful muscle, like a miniature heart, 
  which siphons blood from foes at an alarming rate. Ex-
  sanguinators have been known to bleed a healthy man 
  dry in seconds.
  Exsanguinators typically have 1d3–1 (minimum of zero) 
  units of blood in their stomachs when encountered.
  
  BESTIARY UPDATE
  BESTIARY UPDATE
  7979
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Bite: Str+d6.
  * Blood Vomit: If threatened, exsanguinators can 
  vomit blood. Each vomit uses one unit of blood. 
  This vile spray ﬁ lls a Cone Template. Any creature 
  caught in the template must make an Agility roll at 
  –2 to avoid the blood or be Shaken.
  * Exsanguinate: If an exsanguinator gets a 
  raise on its attack roll, it locks its teeth into its 
  victim’s ﬂ esh. On each successive round, the 
  ﬁ end causes an automatic wound as it drains its 
  victim. Removing the creature is as per breaking a 
  grapple. Exsanguinators can store a maximum of 
  10 wounds (units) worth of blood. Once full, they 
  lose this ability until they have regurgitated at least 
  one wound’s worth of blood.
  * Rapid Recharge: Blood drunk by an exsanguinator 
  remains fresh. If they bite into a weird science 
  gizmo’s power source, they can inject blood, 
  reﬁ lling 1 Power Point per wound in their stomach. 
  This takes a single action.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  GOLEMS
  GOLEMS
  Golems were the liche’s ﬁ rst attempts at creating new 
  types of Rephaim. Most have proven capable combat-
  ants, but their lack of brains places them on par with 
  skeletons and zombies. Seeking a more independently-
  minded, the liches abandoned further experiments in 
  favor of new lines of research.
  Despite being labeled as golems, a term given these 
  abominations by the Church, these creatures count as 
  Rephaim because they are composed of ﬂ esh, bone, or 
  blood. Although powerful, they are extremely expensive 
  to produce, and the results are not always tame to the 
  liches’ commands. 
  BLOOD GOLEM
  BLOOD GOLEM
  Blood golems are created by magically binding together 
  the blood of over 30 sentient beings. Blood congeals 
  quickly, so the blood must be fresh when the ritual is 
  conducted.
  Once the ritual is concluded, the blood turns to a thick 
  jelly. Blood golems are dark red in color, humanoid in 
  shape, but with no facial features other than two yellow 
  slits for eyes.
  Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 10
  Special Abilities:
  * Fear (–2): Anyone seeing the creature must make 
  a Guts roll at –2.
  * Fearless: Blood golems are immune to Fear and 
  Intimidation.
  * Immunity: The semisolid body of a blood golem 
  gives it limited resistance to attacks. Nonmagical 
  attacks of any sort cause half-damage. This doesn’t 
  stack with its Undead ability—it replaces it.
  * Size +1: Blood golems stand slightly taller than a human.
  * Slam: Str+d4.
  * Smother: If a blood golem scores a raise on a 
  grapple attack it has enveloped its target. Escaping 
  requires an opposed Strength roll. Each round the 
  victim remains smothered, he suffers a Fatigue level.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  BONE GOLEM
  BONE GOLEM
  Crafted from human and animal bones, bone golems 
  are usually humanoid in appearance. Unlike skeletons, 
  they are a mishmash of bones bonded together through 
  dark magic. Many are given bony spines to add to their 
  already grotesque appearance.
  Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength 
  d12, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d6, Stealth d8
  Pace: 8; Parry: 6; Toughness: 14 (2)
  Special Abilities:
  * Armor +2: Bone.
  * Bony Claws: Str+d4.
  * Fear: Characters seeing a bone golem must make 
  a Guts check.
  * Fearless: Bone golems are immune to Fear and 
  Intimidation.
  * Frenzy: Makes two Fighting attacks each round at –2.
  * Size +2: Bone golems are usually over 9’ tall.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  CORPSE GOLEM
  CORPSE GOLEM
  The vilest golems are those crafted from the body parts 
  of corpses. Depending on the creator, the golem may 
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  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Bite: Str+d6.
  * Blood Vomit: If threatened, exsanguinators can 
  vomit blood. Each vomit uses one unit of blood. 
  This vile spray ﬁ lls a Cone Template. Any creature 
  caught in the template must make an Agility roll at 
  –2 to avoid the blood or be Shaken.
  * Exsanguinate: If an exsanguinator gets a 
  raise on its attack roll, it locks its teeth into its 
  victim’s ﬂ esh. On each successive round, the 
  ﬁ end causes an automatic wound as it drains its 
  victim. Removing the creature is as per breaking a 
  grapple. Exsanguinators can store a maximum of 
  10 wounds (units) worth of blood. Once full, they 
  lose this ability until they have regurgitated at least 
  one wound’s worth of blood.
  * Rapid Recharge: Blood drunk by an exsanguinator 
  remains fresh. If they bite into a weird science 
  gizmo’s power source, they can inject blood, 
  reﬁ lling 1 Power Point per wound in their stomach. 
  This takes a single action.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  GOLEMS
  GOLEMS
  Golems were the liche’s ﬁ rst attempts at creating new 
  types of Rephaim. Most have proven capable combat-
  ants, but their lack of brains places them on par with 
  skeletons and zombies. Seeking a more independently-
  minded, the liches abandoned further experiments in 
  favor of new lines of research.
  Despite being labeled as golems, a term given these 
  abominations by the Church, these creatures count as 
  Rephaim because they are composed of ﬂ esh, bone, or 
  blood. Although powerful, they are extremely expensive 
  to produce, and the results are not always tame to the 
  liches’ commands. 
  BLOOD GOLEM
  BLOOD GOLEM
  Blood golems are created by magically binding together 
  the blood of over 30 sentient beings. Blood congeals 
  quickly, so the blood must be fresh when the ritual is 
  conducted.
  Once the ritual is concluded, the blood turns to a thick 
  jelly. Blood golems are dark red in color, humanoid in 
  shape, but with no facial features other than two yellow 
  slits for eyes.
  Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 10
  Special Abilities:
  * Fear (–2): Anyone seeing the creature must make 
  a Guts roll at –2.
  * Fearless: Blood golems are immune to Fear and 
  Intimidation.
  * Immunity: The semisolid body of a blood golem 
  gives it limited resistance to attacks. Nonmagical 
  attacks of any sort cause half-damage. This doesn’t 
  stack with its Undead ability—it replaces it.
  * Size +1: Blood golems stand slightly taller than a human.
  * Slam: Str+d4.
  * Smother: If a blood golem scores a raise on a 
  grapple attack it has enveloped its target. Escaping 
  requires an opposed Strength roll. Each round the 
  victim remains smothered, he suffers a Fatigue level.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  BONE GOLEM
  BONE GOLEM
  Crafted from human and animal bones, bone golems 
  are usually humanoid in appearance. Unlike skeletons, 
  they are a mishmash of bones bonded together through 
  dark magic. Many are given bony spines to add to their 
  already grotesque appearance.
  Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength 
  d12, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d6, Stealth d8
  Pace: 8; Parry: 6; Toughness: 14 (2)
  Special Abilities:
  * Armor +2: Bone.
  * Bony Claws: Str+d4.
  * Fear: Characters seeing a bone golem must make 
  a Guts check.
  * Fearless: Bone golems are immune to Fear and 
  Intimidation.
  * Frenzy: Makes two Fighting attacks each round at –2.
  * Size +2: Bone golems are usually over 9’ tall.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  CORPSE GOLEM
  CORPSE GOLEM
  The vilest golems are those crafted from the body parts 
  of corpses. Depending on the creator, the golem may 
  
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  be stitched together from the parts of multiple species, 
  combining humans with animals.
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength 
  d12, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6, Stealth d6
  Pace: 4; Parry: 6; Toughness: 8 (1)
  Special Abilities:
  * Arcane Resistance: +2 Armor against damage 
  causing arcane powers and +2 on trait rolls to 
  resist opposed powers.
  * Armor +1: Hard skin and muscle.
  * Berserk: Corpse golems have the Berserk Edge.
  * Fear: Characters seeing a corpse golem must make 
  a Guts check.
  * Fearless: Golems are immune to Fear and 
  Intimidation.
  * Slam: Str.
  * Slow: Corpse golems have a Pace of 4 and roll a d4 
  for their running die.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  GRIM REAPER
  GRIM REAPER
  Despite their grandiose name, grim reapers are just 
  skeletons equipped with powerful rune weapons. Most 
  are dressed in cloaks, in grim parody of human beliefs 
  that Death dresses in this fashion. Although fearsome 
  soldiers, Rephaim cannot afford to send many in battle 
  due to the difﬁ culty in manufacturing their weapons.
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d4
  Pace: 7; Parry: 6; Toughness: 8 (1)
  Gear: Heavy cloak (+1), rune scythe *see below)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are immune to Fear and 
  Intimidation.
  * Rune Scythe: Str+d8+4, AP 4. Unless a victim is 
  healed by the end of the round in which he suffered 
  damage from the scythe, he can only heal wounds 
  through natural Healing. Not even greater healing 
  can aid the target. Shaken is removed as normal.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  HATE
  HATE
  A hate is formed when multiple souls suffer a collective 
  fate. They are most commonly found on battleﬁ elds and 
  at scenes of massacres. When the bodies of the victims 
  die, their souls ﬂ ock to form a mass of swirling, scream-
  ing spirits.
  Hates are ﬁ lled only with thoughts of vengeance. Al-
  though initially they target those who oppressed them in 
  life, their desire for revenge can never be truly sated.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, 
  Vigor d10
  Skills: Notice d6
  Pace: 6; Parry: 4; Toughness: 7
  Special Abilities:
  * Ethereal: Hates are immune to normal attacks. 
  Supernatural powers and weird science gizmos 
  affect them normally.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Fearless: Immune to Fear and Intimidation.
  * Rage: A hate ﬁ lls a Large Burst Template. Any 
  character in the template must make an opposed 
  Spirit roll. On a failure, the victim goes berserk (as 
  the Edge) and launches a violent attack against the 
  nearest character, friend or foe. The character may 
  try to end his rage as normal, but must succeed at 
  an opposed Spirit roll rather than making a Smarts 
  roll as normal.
  * Swarm: Parry +2. Because the hate is composed 
  of scores, hundreds, or thousands of souls, cutting 
  and piercing weapons do no real damage. Area-
  effect weapons work normally.
  HEART ATTACKER
  HEART ATTACKER
  Heart attackers are a peculiar form of Rephaim, similar 
  in form to death hunters. They possess the ability to turn 
  their arms ethereal at will and in an instant.
  Their preferred method of attack is to reach inside a vic-
  tim’s chest and touch its heart, transferring necromantic 
  energy directly into the organ. Such attacks are nearly 
  always fatal. As with many other Rephaim in this book, 
  heart attackers are rare.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d10, Intimidation d8, Notice 
  d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Claws: Str+d4. Ignores all armor except the 
  armor litany.
  * Heart Attack: With a raise on the Fighting roll, 
  the heart attacker reaches into its opponent’s 
  chest and touches his heart. Victims suffer a heart 
  attack. The victim must make a Vigor roll at –2. 
  With success, he’s Shaken but can’t attempt to 
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  be stitched together from the parts of multiple species, 
  combining humans with animals.
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength 
  d12, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6, Stealth d6
  Pace: 4; Parry: 6; Toughness: 8 (1)
  Special Abilities:
  * Arcane Resistance: +2 Armor against damage 
  causing arcane powers and +2 on trait rolls to 
  resist opposed powers.
  * Armor +1: Hard skin and muscle.
  * Berserk: Corpse golems have the Berserk Edge.
  * Fear: Characters seeing a corpse golem must make 
  a Guts check.
  * Fearless: Golems are immune to Fear and 
  Intimidation.
  * Slam: Str.
  * Slow: Corpse golems have a Pace of 4 and roll a d4 
  for their running die.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  GRIM REAPER
  GRIM REAPER
  Despite their grandiose name, grim reapers are just 
  skeletons equipped with powerful rune weapons. Most 
  are dressed in cloaks, in grim parody of human beliefs 
  that Death dresses in this fashion. Although fearsome 
  soldiers, Rephaim cannot afford to send many in battle 
  due to the difﬁ culty in manufacturing their weapons.
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d4
  Pace: 7; Parry: 6; Toughness: 8 (1)
  Gear: Heavy cloak (+1), rune scythe *see below)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are immune to Fear and 
  Intimidation.
  * Rune Scythe: Str+d8+4, AP 4. Unless a victim is 
  healed by the end of the round in which he suffered 
  damage from the scythe, he can only heal wounds 
  through natural Healing. Not even greater healing 
  can aid the target. Shaken is removed as normal.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  HATE
  HATE
  A hate is formed when multiple souls suffer a collective 
  fate. They are most commonly found on battleﬁ elds and 
  at scenes of massacres. When the bodies of the victims 
  die, their souls ﬂ ock to form a mass of swirling, scream-
  ing spirits.
  Hates are ﬁ lled only with thoughts of vengeance. Al-
  though initially they target those who oppressed them in 
  life, their desire for revenge can never be truly sated.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, 
  Vigor d10
  Skills: Notice d6
  Pace: 6; Parry: 4; Toughness: 7
  Special Abilities:
  * Ethereal: Hates are immune to normal attacks. 
  Supernatural powers and weird science gizmos 
  affect them normally.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Fearless: Immune to Fear and Intimidation.
  * Rage: A hate ﬁ lls a Large Burst Template. Any 
  character in the template must make an opposed 
  Spirit roll. On a failure, the victim goes berserk (as 
  the Edge) and launches a violent attack against the 
  nearest character, friend or foe. The character may 
  try to end his rage as normal, but must succeed at 
  an opposed Spirit roll rather than making a Smarts 
  roll as normal.
  * Swarm: Parry +2. Because the hate is composed 
  of scores, hundreds, or thousands of souls, cutting 
  and piercing weapons do no real damage. Area-
  effect weapons work normally.
  HEART ATTACKER
  HEART ATTACKER
  Heart attackers are a peculiar form of Rephaim, similar 
  in form to death hunters. They possess the ability to turn 
  their arms ethereal at will and in an instant.
  Their preferred method of attack is to reach inside a vic-
  tim’s chest and touch its heart, transferring necromantic 
  energy directly into the organ. Such attacks are nearly 
  always fatal. As with many other Rephaim in this book, 
  heart attackers are rare.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Guts d10, Intimidation d8, Notice 
  d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Claws: Str+d4. Ignores all armor except the 
  armor litany.
  * Heart Attack: With a raise on the Fighting roll, 
  the heart attacker reaches into its opponent’s 
  chest and touches his heart. Victims suffer a heart 
  attack. The victim must make a Vigor roll at –2. 
  With success, he’s Shaken but can’t attempt to 
  
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  8181
  recover for 1d4 rounds. If he fails, he dies in 2d6 
  rounds. A Healing roll at –4 saves the victim’s life, 
  but he is Incapacitated.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to disease and poison. Half damage from 
  piercing weapons.
  (WC) HELL BEAST
  (WC) HELL BEAST
  Hell beasts, commonly known as “dragons” by Knights, 
  are extremely rare and extremely powerful. The largest 
  members of the species are all-but unknown (though a 
  few may exist), whereas smaller varieties are more com-
  mon, having been brought to Salus as eggs and hatched 
  by the liches. The hell beast in the New Budapest cam-
  paign was an old creature.
  Their breath is a stream of unholy ﬁ re, which withers liv-
  ing ﬂ esh and decays solid matter to the point it crumbles 
  to dust. Unlike with a necromantic spell trapping, hell 
  beasts do not heal wounds through their breath.
  ABILITY NOTES
  ABILITY NOTES
  * Breath: Hell beasts breathe unholy ﬂ ame using 
  the Cone Template. Every target within this 
  cone may make an Agility roll at –2 to avoid the 
  attack. Those who fail suffer damage as per the 
  appropriate table. A hell beast may not attack with 
  its claws or bite in the round it breathes. Victims 
  have a chance of catching alight.
  * Fear –X: Anyone who sees a hell beast must make a 
  Guts check using the modiﬁ er listed on the table
  * Flight: The table lists the creature’s Flying Pace.
  * Rider: The maximum Size rider a hell beast 
  can carry aloft. Other combinations of smaller 
  creatures are left to the GM’s discretion.
  * Size +X: Hell beasts are massive creatures. 
  Juvenile versions are usually Large (attackers get 
  a +2 bonus), adult and old dragons are generally 
  Huge (attackers get +4 bonus), and most ancient 
  dragons are Gargantuan (also a +4 bonus).
  * Tail Lash: The hell beast can sweep all opponents 
  in its rear facing in an area shown on the table. The 
  ﬁ rst measurement in length, the second width. 
  This is a standard Fighting attack. Damage is equal 
  to the dragon’s Strength minus 2.
  * Wing Buffet: Aside from nasty breath and claws 
  and teeth, hell beasts have wings. A wing buffet 
  can only be used in a round in which the creature 
  makes no other attacks. Place a Cone Template 
  facing forward from each wing.
   
  Every creature in a Template must make an Agility 
  roll with a penalty equal to the creature’s Size. The 
  target’s Size also modiﬁ es this roll. On a failure, the 
  victim is blown back the distance shown on the table 
  and falls prone. If the Agility roll is a 1 (regardless of 
  Wild Die), the creature is Shaken as well.
  HUNGER WIGHT
  HUNGER WIGHT
  Famine is an all too real danger on Salus as resources 
  are diverted from agriculture to military industry. Victims 
  of starvation can be brought to unlife as hunger wights, 
  emaciated Rephaim with an insatiable appetite. A hunger 
  wight moving into an area can bring famine to the region 
  within a few days.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d6, Intimidation d8, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Emaciating Touch: With a successful Touch attack 
  (+2 to Fighting), a hunger wight sucks the life 
  from a victim’s body. The victim must make a Vigor 
  roll, –2 if the wight scored a raise, or suffer a level 
  of Fatigue. This fatigue is removed as per the rules 
  for hunger. Victims who die of this attack rise as 
  gorta wights in 1d4 rounds.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to disease and poison. Half damage from 
  piercing attacks.
  * Weakness (Food): If a hunger wight is offered 
  food, it must make a Spirit roll or immediately 
  begin devouring it, ignoring all other events 
  around it. A hunger wight can devour one pound 
  of food as an action.
  LICHE, DREAD
  Liches may be the most powerful of the Rephaim on Sa-
  lus, but the dread liche sits at the pinnacle. Dread liches 
  are simply liches with greater power and a closer con-
  nection to the Dark. Although few in number, they wield 
  immense power with the Dark Conclave.
  Aside from having greater magic and enhanced control 
  over lesser Rephaim, they can avoid destruction by 
  transferring their essence to lesser Rephaim. This isn’t 
  foolproof, but few of these vile ﬁ ends are ever without a 
  bodyguard or ten.
  Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d12, Intimidation d12, Knowl-
  edge (Battle) d10, Knowledge (Occult) d12+2, Necro-
  mancy d12+2, Notice d10, Weird Science d12+2
  Pace: 6; Parry: 7; Toughness: 15 (6)
  Edges: Arcane Background (Necromancy), Arcane Back-
  ground (Weird Science), Champion, Improved Arcane 
  Resistance, Necromancer.
  Gear: Stygian armor (+6), rune sword (Str+d8+4, AP 4)
  Special Abilities:
  * Arcane
  Background
  (Necromancy): Dread 
  liches have 65 Power Points and know every spell 
  BESTIARY UPDATE
  BESTIARY UPDATE
  8181
  recover for 1d4 rounds. If he fails, he dies in 2d6 
  rounds. A Healing roll at –4 saves the victim’s life, 
  but he is Incapacitated.
  * Thermal Vision: Rephaim halve all penalties for bad 
  lighting when attacking heat-producing targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to disease and poison. Half damage from 
  piercing weapons.
  (WC) HELL BEAST
  (WC) HELL BEAST
  Hell beasts, commonly known as “dragons” by Knights, 
  are extremely rare and extremely powerful. The largest 
  members of the species are all-but unknown (though a 
  few may exist), whereas smaller varieties are more com-
  mon, having been brought to Salus as eggs and hatched 
  by the liches. The hell beast in the New Budapest cam-
  paign was an old creature.
  Their breath is a stream of unholy ﬁ re, which withers liv-
  ing ﬂ esh and decays solid matter to the point it crumbles 
  to dust. Unlike with a necromantic spell trapping, hell 
  beasts do not heal wounds through their breath.
  ABILITY NOTES
  ABILITY NOTES
  * Breath: Hell beasts breathe unholy ﬂ ame using 
  the Cone Template. Every target within this 
  cone may make an Agility roll at –2 to avoid the 
  attack. Those who fail suffer damage as per the 
  appropriate table. A hell beast may not attack with 
  its claws or bite in the round it breathes. Victims 
  have a chance of catching alight.
  * Fear –X: Anyone who sees a hell beast must make a 
  Guts check using the modiﬁ er listed on the table
  * Flight: The table lists the creature’s Flying Pace.
  * Rider: The maximum Size rider a hell beast 
  can carry aloft. Other combinations of smaller 
  creatures are left to the GM’s discretion.
  * Size +X: Hell beasts are massive creatures. 
  Juvenile versions are usually Large (attackers get 
  a +2 bonus), adult and old dragons are generally 
  Huge (attackers get +4 bonus), and most ancient 
  dragons are Gargantuan (also a +4 bonus).
  * Tail Lash: The hell beast can sweep all opponents 
  in its rear facing in an area shown on the table. The 
  ﬁ rst measurement in length, the second width. 
  This is a standard Fighting attack. Damage is equal 
  to the dragon’s Strength minus 2.
  * Wing Buffet: Aside from nasty breath and claws 
  and teeth, hell beasts have wings. A wing buffet 
  can only be used in a round in which the creature 
  makes no other attacks. Place a Cone Template 
  facing forward from each wing.
   
  Every creature in a Template must make an Agility 
  roll with a penalty equal to the creature’s Size. The 
  target’s Size also modiﬁ es this roll. On a failure, the 
  victim is blown back the distance shown on the table 
  and falls prone. If the Agility roll is a 1 (regardless of 
  Wild Die), the creature is Shaken as well.
  HUNGER WIGHT
  HUNGER WIGHT
  Famine is an all too real danger on Salus as resources 
  are diverted from agriculture to military industry. Victims 
  of starvation can be brought to unlife as hunger wights, 
  emaciated Rephaim with an insatiable appetite. A hunger 
  wight moving into an area can bring famine to the region 
  within a few days.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d6, Intimidation d8, Notice d6, 
  Stealth d6
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Emaciating Touch: With a successful Touch attack 
  (+2 to Fighting), a hunger wight sucks the life 
  from a victim’s body. The victim must make a Vigor 
  roll, –2 if the wight scored a raise, or suffer a level 
  of Fatigue. This fatigue is removed as per the rules 
  for hunger. Victims who die of this attack rise as 
  gorta wights in 1d4 rounds.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to disease and poison. Half damage from 
  piercing attacks.
  * Weakness (Food): If a hunger wight is offered 
  food, it must make a Spirit roll or immediately 
  begin devouring it, ignoring all other events 
  around it. A hunger wight can devour one pound 
  of food as an action.
  LICHE, DREAD
  Liches may be the most powerful of the Rephaim on Sa-
  lus, but the dread liche sits at the pinnacle. Dread liches 
  are simply liches with greater power and a closer con-
  nection to the Dark. Although few in number, they wield 
  immense power with the Dark Conclave.
  Aside from having greater magic and enhanced control 
  over lesser Rephaim, they can avoid destruction by 
  transferring their essence to lesser Rephaim. This isn’t 
  foolproof, but few of these vile ﬁ ends are ever without a 
  bodyguard or ten.
  Attributes: Agility d6, Smarts d12+2, Spirit d12, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d12, Intimidation d12, Knowl-
  edge (Battle) d10, Knowledge (Occult) d12+2, Necro-
  mancy d12+2, Notice d10, Weird Science d12+2
  Pace: 6; Parry: 7; Toughness: 15 (6)
  Edges: Arcane Background (Necromancy), Arcane Back-
  ground (Weird Science), Champion, Improved Arcane 
  Resistance, Necromancer.
  Gear: Stygian armor (+6), rune sword (Str+d8+4, AP 4)
  Special Abilities:
  * Arcane
  Background
  (Necromancy): Dread 
  liches have 65 Power Points and know every spell 
  
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  8282
  available.
  * Arcane Background (Weird Science): Dread 
  liches have 50 Power Points and 1d4+5 gizmos on 
  their person.
  * Damned Leader: Non Wild Card Rephaim within 
  5” add +1 to recover from being Shaken and +1 
  to Toughness.
  * Death Touch: Liches drain the lives of those 
  around them with a touch. Instead of a normal 
  attack, a liche may make a touch attack. Every 
  raise on its Fighting roll automatically inﬂ icts one 
  wound to its target. An Incapacitated victim must 
  make a ﬁ nal Vigor roll or join the ranks of the 
  damned as a zombie 1d4 rounds later.
  * Fear (–2): Opponents must make a Guts roll at 
  –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Immune to poison and 
  disease. No additional damage from called shots. 
  Half-damage from piercing weapons. Ignores 
  Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Transfer Essence: A dread liche may transfer 
  its essence to any Extra Rephaim within 5”. This 
  requires a Necromancy roll as a free action. On a 
  success, the old body crumbles to dust and the new 
  body instantly becomes a dread liche with these 
  stats (regardless of its previous form or stats). A 
  dread liches can exist without a host for just three 
  rounds. During this time it is powerless, but is 
  immune to all damage. Once the time expires, the 
  liche’s spirit is destroyed.
  HELL BEAST STATS
  HELL BEAST STATS
  ATTRIBUTES & SKILLS
  ATTRIBUTES & SKILLS
   
  ----------------------------- Attributes ----------------------------- 
  ---------------------- Skills -----------------------
  Age 
  Agility 
  Smarts 
  Spirit 
  Strength 
  Vigor 
  Fighting 
  Intimidation 
  Notice
  Hatchling 
  d6 
  d6 
  d6 
  d12+2 
  d8 
  d6 
  d10 
  d6
  Juvenile 
  d8 
  d6 
  d8 
  d12+4 
  d10 
  d8 
  d10 
  d8
  Adult 
  d8 
  d8 
  d10 
  d12+7 
  d10 
  d8 
  d12 
  d8
  Old 
  d8 
  d8 
  d10 
  d12+9 
  d12 
  d10 
  d12+1 
  d10
  Ancient 
  d8 
  d10 
  d12 
  d12+11 
  d12 
  d12 
  d12+2 
  d10
  SECONDARY TRAITS
  SECONDARY TRAITS
  Age 
  Pace 
  Parry 
  Toughness
  Hatchling 
  6 
  5 
  9 (1)
  Juvenile 
  8 
  6 
  13 (2)
  Adult 
  8 
  6 
  17 (3)
  Old 
  10 
  7 
  22 (4)
  Ancient 
  12 
  8 
  25 (5)
  VARIABLE COMMON SPECIAL ABILITIES
  VARIABLE COMMON SPECIAL ABILITIES
  Age 
  Armor 
  Bite/Claws 
  Breath 
  Fear 
  Flight 
  Rider 
  Size 
  Tail 
  Wing
  Hatchling 
  +1 
  Str+d4 
  1d10 
  –1 
  8” 
  N/A 
  +0 
  1” x 1” 
  N/A
  Juvenile 
  +2 
  Str+d6 
  2d6 
  –1 
  16” 
  +0 
  +2 
  1” x 2” 
  N/A
  Adult 
  +3 
  Str+d8 
  2d8 
  –2 
  20” 
  +2 
  +5 
  2” x 4” 
  1”
  Old 
  +4 
  Str+d10 
  2d10 
  –4 
  24” 
  +4 
  +8 
  3” x 6” 
  d2”
  Ancient 
  +5 
  Str+d12 
  3d10 
  –6 
  28” 
  +6 
  +10 
  3” x 6” 
  d4”
  OTHER SPECIAL ABILITIES
  OTHER SPECIAL ABILITIES
  Age
  Special Abilities
  Hatchling
  Fearless, Frenzy, Greater Undead, Thermal Vision
  Juvenile
  Arcane Resistance, Fearless, Frenzy, Greater Undead, Level Headed, Thermal Vision
  Adult
  Arcane Resistance, Greater Undead, Hardy, Improved Frenzy, Large, Level Headed, Thermal Vision
  Old
  Greater Undead, Hardy, Huge, Improved Arcane Resistance, Improved Frenzy, Level Headed, Thermal Vision
  Ancient
  Fearless, Gargantuan, Greater Undead, Hardy, Improved Arcane Resistance, Improved Frenzy, Improved 
  Level Headed
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8282
  available.
  * Arcane Background (Weird Science): Dread 
  liches have 50 Power Points and 1d4+5 gizmos on 
  their person.
  * Damned Leader: Non Wild Card Rephaim within 
  5” add +1 to recover from being Shaken and +1 
  to Toughness.
  * Death Touch: Liches drain the lives of those 
  around them with a touch. Instead of a normal 
  attack, a liche may make a touch attack. Every 
  raise on its Fighting roll automatically inﬂ icts one 
  wound to its target. An Incapacitated victim must 
  make a ﬁ nal Vigor roll or join the ranks of the 
  damned as a zombie 1d4 rounds later.
  * Fear (–2): Opponents must make a Guts roll at 
  –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Immune to poison and 
  disease. No additional damage from called shots. 
  Half-damage from piercing weapons. Ignores 
  Wound Penalties.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Transfer Essence: A dread liche may transfer 
  its essence to any Extra Rephaim within 5”. This 
  requires a Necromancy roll as a free action. On a 
  success, the old body crumbles to dust and the new 
  body instantly becomes a dread liche with these 
  stats (regardless of its previous form or stats). A 
  dread liches can exist without a host for just three 
  rounds. During this time it is powerless, but is 
  immune to all damage. Once the time expires, the 
  liche’s spirit is destroyed.
  HELL BEAST STATS
  HELL BEAST STATS
  ATTRIBUTES & SKILLS
  ATTRIBUTES & SKILLS
   
  ----------------------------- Attributes ----------------------------- 
  ---------------------- Skills -----------------------
  Age 
  Agility 
  Smarts 
  Spirit 
  Strength 
  Vigor 
  Fighting 
  Intimidation 
  Notice
  Hatchling 
  d6 
  d6 
  d6 
  d12+2 
  d8 
  d6 
  d10 
  d6
  Juvenile 
  d8 
  d6 
  d8 
  d12+4 
  d10 
  d8 
  d10 
  d8
  Adult 
  d8 
  d8 
  d10 
  d12+7 
  d10 
  d8 
  d12 
  d8
  Old 
  d8 
  d8 
  d10 
  d12+9 
  d12 
  d10 
  d12+1 
  d10
  Ancient 
  d8 
  d10 
  d12 
  d12+11 
  d12 
  d12 
  d12+2 
  d10
  SECONDARY TRAITS
  SECONDARY TRAITS
  Age 
  Pace 
  Parry 
  Toughness
  Hatchling 
  6 
  5 
  9 (1)
  Juvenile 
  8 
  6 
  13 (2)
  Adult 
  8 
  6 
  17 (3)
  Old 
  10 
  7 
  22 (4)
  Ancient 
  12 
  8 
  25 (5)
  VARIABLE COMMON SPECIAL ABILITIES
  VARIABLE COMMON SPECIAL ABILITIES
  Age 
  Armor 
  Bite/Claws 
  Breath 
  Fear 
  Flight 
  Rider 
  Size 
  Tail 
  Wing
  Hatchling 
  +1 
  Str+d4 
  1d10 
  –1 
  8” 
  N/A 
  +0 
  1” x 1” 
  N/A
  Juvenile 
  +2 
  Str+d6 
  2d6 
  –1 
  16” 
  +0 
  +2 
  1” x 2” 
  N/A
  Adult 
  +3 
  Str+d8 
  2d8 
  –2 
  20” 
  +2 
  +5 
  2” x 4” 
  1”
  Old 
  +4 
  Str+d10 
  2d10 
  –4 
  24” 
  +4 
  +8 
  3” x 6” 
  d2”
  Ancient 
  +5 
  Str+d12 
  3d10 
  –6 
  28” 
  +6 
  +10 
  3” x 6” 
  d4”
  OTHER SPECIAL ABILITIES
  OTHER SPECIAL ABILITIES
  Age
  Special Abilities
  Hatchling
  Fearless, Frenzy, Greater Undead, Thermal Vision
  Juvenile
  Arcane Resistance, Fearless, Frenzy, Greater Undead, Level Headed, Thermal Vision
  Adult
  Arcane Resistance, Greater Undead, Hardy, Improved Frenzy, Large, Level Headed, Thermal Vision
  Old
  Greater Undead, Hardy, Huge, Improved Arcane Resistance, Improved Frenzy, Level Headed, Thermal Vision
  Ancient
  Fearless, Gargantuan, Greater Undead, Hardy, Improved Arcane Resistance, Improved Frenzy, Improved 
  Level Headed
  
  BESTIARY UPDATE
  BESTIARY UPDATE
  8383
  * Zombie: Dread liches are necromancers ﬁ rst 
  and foremost. The Rephaim they raise through 
  the zombie spell or their death touch ability are 
  permanent, so they are usually surrounded by 
  4d10 skeletons or zombies as they choose.
  NECROPHAGE
  Deathly thin and wrapped in a layer of black, decaying 
  ﬂ esh, necrophages are terrifying beasts to behold. The 
  ﬂ esh of their arms has been all but eaten away by a 
  necromantic disease, which rapidly rots living ﬂ esh and 
  organs. This scourge has proven extremely dangerous to 
  humans, though it is, fortunately, not contagious.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d10, Notice 
  d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Fear (–2): Anyone seeing a necrophage must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Immunity: Necrophages are immune to disease 
  and poison.
  * Necrotic Touch: Any character Shaken or 
  wounded by a slam must make a Vigor roll. Extras 
  who fail are Incapacitated. Wild Cards suffer an 
  automatic wound (in addition to any others) and 
  must roll on the Injury Table, applying any wound 
  penalties as normal. This injury is permanent, 
  but can be cured by greater healing. Hard to Kill 
  works as normal against this fell ability. Rephaim 
  are immune to necrotic touch.
  * Slam: Str+d4.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  NECROSCOPE
  NECROSCOPE
  Necroscopes are Rephaim bloodhounds, capable of sens-
  ing living creatures through even the thickest armor or 
  shielding. Gray-skinned and hunched, with huge, bulg-
  ing, black eyes and enlarged nostrils and ears, they lead 
  Rephaim to hiding prey or serve as sentries. They have 
  no mouth and are not capable of communicating beyond 
  pointing to their targets with their withered arms.
  Though they undoubtedly have superior eyesight, smell, 
  and hearing to a human, they can also sense air currents, 
  heat signatures, and, to a limited degree, pick up strong 
  thoughts. This battery of senses gives them their ability 
  to apparently “see” through objects.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Notice d12, Tracking d10
  Pace: 6; Parry: 4; Toughness: 7
  Special Abilities:
  * Battery of Senses: Necroscopes can use their 
  Notice to detect living creatures within 24”, 
  even those concealed behind solid objects (or 
  inside vehicles). This is opposed by Stealth as 
  normal. They suffer no penalties for darkness or 
  concealment and always count as alert sentries.
  * Size –1: Necroscopes are similar in size to small 
  children.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to poison and disease. Half damage from 
  piercing weapons.
  ORACLE
  It has long been supposed that mummies communicate 
  with whatever gods the Rephaim serve, receiving instruc-
  tions and passing back information on the state of the war. 
  This is not the whole truth. A special form of Rephaim, 
  known simply as Oracles, is the true mouthpieces of the 
  Dark. The Dark Priest (see Necropolis 2350) is the senior 
  oracle, and has powers far in advance of the specimens 
  detailed here, but he is one voice among many.
  Beneath voluminous cloaks of midnight black lurks a 
  withered, mummiﬁ ed form. Oracles do not, indeed 
  cannot, move. Instead, they sit completely motionless, 
  constantly communicating with the Dark through some 
  unknown ability. Even when attacked, oracles make no 
  attempt at physical defense.
  When threatened, they coalesce their darkest thoughts 
  into visible form and launch them out to attack those 
  who would disturb their meditations or deﬂ ect incoming 
  attacks. The form of these ethereal thoughts varies with 
  the creator. Some resemble skulls wreathed in baleﬁ re, 
  while others take the form of batlike beasts, balls of 
  crackling energy, clawed hands, or even streaks of inky 
  darkness.
  Attributes: Agility d4, Smarts d10, Spirit d12, Strength 
  d6, Vigor d6
  Skills: Notice d10, Necromancy d12
  Pace: —; Parry: 2; Toughness: 7
  Special Abilities:
  * Fearless: Immune to Fear and Intimidation.
  * Improved Arcane Resistance: The Dark has 
  blessed its oracles with some extra protection. 
  They have +4 Armor versus arcane powers, and 
  +4 to rolls made to resist arcane effects.
  * Powers: Bolt, deﬂ ection (30 Power Points).
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking heat-producing 
  targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage.
  BESTIARY UPDATE
  BESTIARY UPDATE
  8383
  * Zombie: Dread liches are necromancers ﬁ rst 
  and foremost. The Rephaim they raise through 
  the zombie spell or their death touch ability are 
  permanent, so they are usually surrounded by 
  4d10 skeletons or zombies as they choose.
  NECROPHAGE
  Deathly thin and wrapped in a layer of black, decaying 
  ﬂ esh, necrophages are terrifying beasts to behold. The 
  ﬂ esh of their arms has been all but eaten away by a 
  necromantic disease, which rapidly rots living ﬂ esh and 
  organs. This scourge has proven extremely dangerous to 
  humans, though it is, fortunately, not contagious.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d10, Notice 
  d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Fear (–2): Anyone seeing a necrophage must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Immunity: Necrophages are immune to disease 
  and poison.
  * Necrotic Touch: Any character Shaken or 
  wounded by a slam must make a Vigor roll. Extras 
  who fail are Incapacitated. Wild Cards suffer an 
  automatic wound (in addition to any others) and 
  must roll on the Injury Table, applying any wound 
  penalties as normal. This injury is permanent, 
  but can be cured by greater healing. Hard to Kill 
  works as normal against this fell ability. Rephaim 
  are immune to necrotic touch.
  * Slam: Str+d4.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  NECROSCOPE
  NECROSCOPE
  Necroscopes are Rephaim bloodhounds, capable of sens-
  ing living creatures through even the thickest armor or 
  shielding. Gray-skinned and hunched, with huge, bulg-
  ing, black eyes and enlarged nostrils and ears, they lead 
  Rephaim to hiding prey or serve as sentries. They have 
  no mouth and are not capable of communicating beyond 
  pointing to their targets with their withered arms.
  Though they undoubtedly have superior eyesight, smell, 
  and hearing to a human, they can also sense air currents, 
  heat signatures, and, to a limited degree, pick up strong 
  thoughts. This battery of senses gives them their ability 
  to apparently “see” through objects.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Notice d12, Tracking d10
  Pace: 6; Parry: 4; Toughness: 7
  Special Abilities:
  * Battery of Senses: Necroscopes can use their 
  Notice to detect living creatures within 24”, 
  even those concealed behind solid objects (or 
  inside vehicles). This is opposed by Stealth as 
  normal. They suffer no penalties for darkness or 
  concealment and always count as alert sentries.
  * Size –1: Necroscopes are similar in size to small 
  children.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to poison and disease. Half damage from 
  piercing weapons.
  ORACLE
  It has long been supposed that mummies communicate 
  with whatever gods the Rephaim serve, receiving instruc-
  tions and passing back information on the state of the war. 
  This is not the whole truth. A special form of Rephaim, 
  known simply as Oracles, is the true mouthpieces of the 
  Dark. The Dark Priest (see Necropolis 2350) is the senior 
  oracle, and has powers far in advance of the specimens 
  detailed here, but he is one voice among many.
  Beneath voluminous cloaks of midnight black lurks a 
  withered, mummiﬁ ed form. Oracles do not, indeed 
  cannot, move. Instead, they sit completely motionless, 
  constantly communicating with the Dark through some 
  unknown ability. Even when attacked, oracles make no 
  attempt at physical defense.
  When threatened, they coalesce their darkest thoughts 
  into visible form and launch them out to attack those 
  who would disturb their meditations or deﬂ ect incoming 
  attacks. The form of these ethereal thoughts varies with 
  the creator. Some resemble skulls wreathed in baleﬁ re, 
  while others take the form of batlike beasts, balls of 
  crackling energy, clawed hands, or even streaks of inky 
  darkness.
  Attributes: Agility d4, Smarts d10, Spirit d12, Strength 
  d6, Vigor d6
  Skills: Notice d10, Necromancy d12
  Pace: —; Parry: 2; Toughness: 7
  Special Abilities:
  * Fearless: Immune to Fear and Intimidation.
  * Improved Arcane Resistance: The Dark has 
  blessed its oracles with some extra protection. 
  They have +4 Armor versus arcane powers, and 
  +4 to rolls made to resist arcane effects.
  * Powers: Bolt, deﬂ ection (30 Power Points).
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking heat-producing 
  targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8484
  ORDO TENEBRAE: SLAYER
  ORDO TENEBRAE: SLAYER
  Brawlers may be favored by certain Rephaim as the tool 
  of choice to defeat Knights in melee, but the Ordo Tene-
  brae has its own Knight-killer—the slayer.
  Blessed by the Dark with supernatural powers, they are 
  relentless in their pursuit of prey. In some regards they 
  serve the Ordo Tenebrae as Chaplains, though they care 
  little for their comrades’ wellbeing—they’re more like 
  morale ofﬁ cers or commissars.
  Strangely, they possess a code of honor, which prohibits 
  them from using ﬁ rearms (treat this as a major sin), and 
  from killing non-Knights when a Knight is an available 
  target (minor sin).
  For the latter, they must always move toward a Knight 
  at their best possible speed. They may, if so they so 
  wish, make attacks along the way, but they cannot stop 
  to engage a non-Knight. Note that Knights also include 
  Chaplains.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Faith d8, Fighting d8, Intimidation d8, Notice d6, 
  Shooting d6, Stealth d6
  Charisma: –4; Pace: 6; Parry: 7; Toughness: 10(4)
  Hindrances: Bloodthirsty, Code of Honor
  Edges: Arcane Background (Miracles), Block, Champion, 
  Combat Reﬂ exes, Improved Frenzy, Improved Sweep, No 
  Mercy, Unholy Warrior
  Powers: Boost (strength and vigor), quickness, smite
  Gear: Light armor (+4), molecular sword (Str+d8+2, 
  AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to Fear 
  and Intimidation.
  PSION, ROGUE
  PSION, ROGUE
  When the Corporations discover a person with psychic 
  potential, they take him under their wings and nurture 
  him through his change. In the Church, psions have no 
  support network.
  Many go insane when their power ﬁ rst manifests, unable 
  to control their abilities and lashing out at anyone in 
  range. Those who retain their faculties have few people 
  they can turn to, for the Inquisition treats any psion as 
  a dangerous heretic and swiftly introduces them to the 
  purifying ﬂ ames.
  Though very few rogue psions side with the Rephaim, 
  the Church considers them enemies of mankind.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Various
  Edges: Arcane Background (Psion)
  Gear: Molecular knife (Str+d4+2, AP 2).
  Special Abilities:
  * Variable Ability: Once a psion reaches puberty, 
  his psionic power can never increase. Draw a card 
  to determine the Psionic skill die. Clubs is a d4, 
  diamonds a d6, hearts d8, and spades d10. A Joker 
  means the psion is extremely powerful and has a 
  d12 and the Mentalist Edge. For other suits, a face 
  card indicates the psion has the Mentalist Edge, 
  regardless of his Psionics die.
  * Variable Powers: A typical rogue psion has 1d3 
  powers. These can be chosen by the WM or 
  determined randomly. For the latter, roll 1d20 for 
  each power possessed and count off the psion’s 
  list on page 40.
  * Variable Power Points: A rogue psion has 10 + 
  (1d4*5) Power Points.
  SBACULA
  SBACULA
  SBACulas are hulking, Rephaim brutes, created by the 
  liches to work in the mines and on other construction 
  projects. Dumb and strong, they have proven very ca-
  pable workers.
  Lacking much in the way of mobile infantry support, the 
  Dark Conclave came up with the idea of strapping cap-
  tured SBACs to these brutes, known among the Rephaim 
  as “mules,” and transforming them into walking gun 
  platforms. Though they are of little use against tanks, 
  their weapons can penetrate APCs and other light sup-
  port vehicles.
  Although only 25mm SBACulas have been encountered 
  so far, the Rephaim are undoubtedly experimenting with 
  the heavier 50mm SBACs as well. If they ever equip them 
  with Jericho cannons, the Rephaim would have a very 
  effective mobile anti-tank weapon.
  SBACula is a nickname given to these creatures by the 
  Knights. History has already forgotten which wag dreamt 
  up the name, but he or she had no doubt read the old 
  book Dracula, and created an amusing, if highly inac-
  curate, pun.
  If a WM wants to make a truly challenging SBACula, turn 
  it into a Wild Card and add the Marksman and Steady 
  Hands Edges as well.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength 
  d12+4, Vigor d10
  Skills: Fighting d4, Guts d8, Intimidation d8, Notice d6, 
  Shooting d8, Stealth d6
  Pace: 6; Parry: 4; Toughness: 12
  Gear: 25mm SBAC (Range: 30/60/120, Damage 3d8, AP 
  10, Small Burst Template), 3 full reloads
  Special Abilities:
  * Brawny: +1 Toughness, carrying capacity of 8 x 
  Str.
  * Claws: Str+d6.
  * Hardy: Multiple Shaken results do not cause a 
  wound.
  * Size +2: SBACulas stand 9’ tall and weigh around 
  400 pounds.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8484
  ORDO TENEBRAE: SLAYER
  ORDO TENEBRAE: SLAYER
  Brawlers may be favored by certain Rephaim as the tool 
  of choice to defeat Knights in melee, but the Ordo Tene-
  brae has its own Knight-killer—the slayer.
  Blessed by the Dark with supernatural powers, they are 
  relentless in their pursuit of prey. In some regards they 
  serve the Ordo Tenebrae as Chaplains, though they care 
  little for their comrades’ wellbeing—they’re more like 
  morale ofﬁ cers or commissars.
  Strangely, they possess a code of honor, which prohibits 
  them from using ﬁ rearms (treat this as a major sin), and 
  from killing non-Knights when a Knight is an available 
  target (minor sin).
  For the latter, they must always move toward a Knight 
  at their best possible speed. They may, if so they so 
  wish, make attacks along the way, but they cannot stop 
  to engage a non-Knight. Note that Knights also include 
  Chaplains.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Faith d8, Fighting d8, Intimidation d8, Notice d6, 
  Shooting d6, Stealth d6
  Charisma: –4; Pace: 6; Parry: 7; Toughness: 10(4)
  Hindrances: Bloodthirsty, Code of Honor
  Edges: Arcane Background (Miracles), Block, Champion, 
  Combat Reﬂ exes, Improved Frenzy, Improved Sweep, No 
  Mercy, Unholy Warrior
  Powers: Boost (strength and vigor), quickness, smite
  Gear: Light armor (+4), molecular sword (Str+d8+2, 
  AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to Fear 
  and Intimidation.
  PSION, ROGUE
  PSION, ROGUE
  When the Corporations discover a person with psychic 
  potential, they take him under their wings and nurture 
  him through his change. In the Church, psions have no 
  support network.
  Many go insane when their power ﬁ rst manifests, unable 
  to control their abilities and lashing out at anyone in 
  range. Those who retain their faculties have few people 
  they can turn to, for the Inquisition treats any psion as 
  a dangerous heretic and swiftly introduces them to the 
  purifying ﬂ ames.
  Though very few rogue psions side with the Rephaim, 
  the Church considers them enemies of mankind.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Various
  Edges: Arcane Background (Psion)
  Gear: Molecular knife (Str+d4+2, AP 2).
  Special Abilities:
  * Variable Ability: Once a psion reaches puberty, 
  his psionic power can never increase. Draw a card 
  to determine the Psionic skill die. Clubs is a d4, 
  diamonds a d6, hearts d8, and spades d10. A Joker 
  means the psion is extremely powerful and has a 
  d12 and the Mentalist Edge. For other suits, a face 
  card indicates the psion has the Mentalist Edge, 
  regardless of his Psionics die.
  * Variable Powers: A typical rogue psion has 1d3 
  powers. These can be chosen by the WM or 
  determined randomly. For the latter, roll 1d20 for 
  each power possessed and count off the psion’s 
  list on page 40.
  * Variable Power Points: A rogue psion has 10 + 
  (1d4*5) Power Points.
  SBACULA
  SBACULA
  SBACulas are hulking, Rephaim brutes, created by the 
  liches to work in the mines and on other construction 
  projects. Dumb and strong, they have proven very ca-
  pable workers.
  Lacking much in the way of mobile infantry support, the 
  Dark Conclave came up with the idea of strapping cap-
  tured SBACs to these brutes, known among the Rephaim 
  as “mules,” and transforming them into walking gun 
  platforms. Though they are of little use against tanks, 
  their weapons can penetrate APCs and other light sup-
  port vehicles.
  Although only 25mm SBACulas have been encountered 
  so far, the Rephaim are undoubtedly experimenting with 
  the heavier 50mm SBACs as well. If they ever equip them 
  with Jericho cannons, the Rephaim would have a very 
  effective mobile anti-tank weapon.
  SBACula is a nickname given to these creatures by the 
  Knights. History has already forgotten which wag dreamt 
  up the name, but he or she had no doubt read the old 
  book Dracula, and created an amusing, if highly inac-
  curate, pun.
  If a WM wants to make a truly challenging SBACula, turn 
  it into a Wild Card and add the Marksman and Steady 
  Hands Edges as well.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength 
  d12+4, Vigor d10
  Skills: Fighting d4, Guts d8, Intimidation d8, Notice d6, 
  Shooting d8, Stealth d6
  Pace: 6; Parry: 4; Toughness: 12
  Gear: 25mm SBAC (Range: 30/60/120, Damage 3d8, AP 
  10, Small Burst Template), 3 full reloads
  Special Abilities:
  * Brawny: +1 Toughness, carrying capacity of 8 x 
  Str.
  * Claws: Str+d6.
  * Hardy: Multiple Shaken results do not cause a 
  wound.
  * Size +2: SBACulas stand 9’ tall and weigh around 
  400 pounds.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  
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  8585
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage.
  SENTRY SKULL
  SENTRY SKULL
  Sentry skulls are human skulls given a limited intellect 
  through arcane rituals. They serve primarily as spies, 
  though they can defend themselves if attacked. The 
  Rephaim seed the lands around their mausoleums with 
  countless skulls, any one of which could be a sentry 
  skull.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d10, Stealth 
  d6, Taunt d8
  Pace: 0; Parry: 5; Toughness: 5
  Special Abilities:
  * Flying: Pace 6.
  * Headbutt: Str.
  * Scream: A skull can emit a terrifying scream. This 
  functions as the fear power. The skull uses its 
  Spirit as its arcane skill and has 10 Power Points.
  * Shared Senses: The creator of a screaming skull 
  can use its senses as if they were his own. Sharing 
  senses requires concentration and gives a multi 
  action penalty to the creator (but not the skull).
  * Size –2: Screaming skulls are the size of a regular 
  skull.
  * Small: Attackers are –2 to attack rolls against a 
  skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  SIPHON
  SIPHON
  Siphon’s have the appearance of imps—short, chubby, 
  and with (nonfunctional) batlike wings. Their one pur-
  pose is to store necromantic energy, which Rephaim 
  skilled in the ways of necromancy can tap. This saves the 
  necromancer having to deplete his own valuable stores. 
  Knights have taken to calling these beasts “familiars.”
  Whether these creatures are a natural form of Rephaim 
  or the result of a liche’s deranged experiments is open to 
  debate—the Lazarites haven’t managed to capture one 
  yet.
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 5
  Special Abilities:
  * Nimble: Siphons aren’t skilled combatants, but 
  they know how to avoid trouble. They have the 
  Improved Block and Improved Dodge Edges.
  * Siphon: Any time a living creature dies within 12” of 
  a siphon, it automatically gains a number of Power 
  Points equal to the target’s Vigor die. A siphon can 
  store a maximum of 25 Power Points. Any Rephaim 
  with the Necromancy skill or a corrupt priest (see 
  Necropolis 2350) adjacent to a siphon can use its 
  Power Points as if they were part of its personal 
  pool. Siphon’s serving corrupt priests typically 
  begin with 2d4 Power Points. Those belonging to 
  vampires have 2d6 Power Points, the minions of 
  greater mummies have 2d8, and those bound to 
  liches store 3d8+1 Power Points.
  * Size –2: Siphons are the same size as cats.
  * Small: Attackers are –2 to attack rolls against a 
  skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage. 
  SKULL SPAWNER
  Skull spawners are hideous, monstrously-long, gray 
  worms from the Dark Dimension. Fed on corpses, they 
  somehow (no one has caught one alive for study) imbue 
  the skull of their victim with potent necromantic energy, 
  and spit it out of their rear end as a doom skull.
  Luckily, only a relatively small number were brought to 
  Salus by the Rephaim, and of these a tiny percentage have 
  reached maturity. As the war drags on, though, so more of 
  these vile creatures will be hauled to the front lines.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d12+10, Vigor d10
  Skills: Fighting d6, Guts d8, Intimidation d10, Notice 
  d6
  Pace: 4; Parry: 5; Toughness: 21 (4)
  Special Abilities:
  * Armor +4: Thick layers of fat.
  * Bite: Str+d8.
  * Fear (–2): Anyone seeing the creature must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Hardy: The creature does not suffer a wound from 
  being Shaken twice.
  * Huge: Attackers add +4 to attack rolls when 
  attacking a spawner due to its size.
  * Size +8: Skull spawners are 25’ long.
  * Skull Spawn: Each round, as an action, a spawner 
  may create 1d4 doom skulls (p. 78).
  * Slam: Skull spawners attempt to rise up and crush 
  their prey beneath their massive bodies. This is 
  BESTIARY UPDATE
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  8585
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage.
  SENTRY SKULL
  SENTRY SKULL
  Sentry skulls are human skulls given a limited intellect 
  through arcane rituals. They serve primarily as spies, 
  though they can defend themselves if attacked. The 
  Rephaim seed the lands around their mausoleums with 
  countless skulls, any one of which could be a sentry 
  skull.
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d10, Stealth 
  d6, Taunt d8
  Pace: 0; Parry: 5; Toughness: 5
  Special Abilities:
  * Flying: Pace 6.
  * Headbutt: Str.
  * Scream: A skull can emit a terrifying scream. This 
  functions as the fear power. The skull uses its 
  Spirit as its arcane skill and has 10 Power Points.
  * Shared Senses: The creator of a screaming skull 
  can use its senses as if they were his own. Sharing 
  senses requires concentration and gives a multi 
  action penalty to the creator (but not the skull).
  * Size –2: Screaming skulls are the size of a regular 
  skull.
  * Small: Attackers are –2 to attack rolls against a 
  skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  SIPHON
  SIPHON
  Siphon’s have the appearance of imps—short, chubby, 
  and with (nonfunctional) batlike wings. Their one pur-
  pose is to store necromantic energy, which Rephaim 
  skilled in the ways of necromancy can tap. This saves the 
  necromancer having to deplete his own valuable stores. 
  Knights have taken to calling these beasts “familiars.”
  Whether these creatures are a natural form of Rephaim 
  or the result of a liche’s deranged experiments is open to 
  debate—the Lazarites haven’t managed to capture one 
  yet.
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 5
  Special Abilities:
  * Nimble: Siphons aren’t skilled combatants, but 
  they know how to avoid trouble. They have the 
  Improved Block and Improved Dodge Edges.
  * Siphon: Any time a living creature dies within 12” of 
  a siphon, it automatically gains a number of Power 
  Points equal to the target’s Vigor die. A siphon can 
  store a maximum of 25 Power Points. Any Rephaim 
  with the Necromancy skill or a corrupt priest (see 
  Necropolis 2350) adjacent to a siphon can use its 
  Power Points as if they were part of its personal 
  pool. Siphon’s serving corrupt priests typically 
  begin with 2d4 Power Points. Those belonging to 
  vampires have 2d6 Power Points, the minions of 
  greater mummies have 2d8, and those bound to 
  liches store 3d8+1 Power Points.
  * Size –2: Siphons are the same size as cats.
  * Small: Attackers are –2 to attack rolls against a 
  skull because of its size.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune 
  to poison and disease. Piercing weapons do half 
  damage. 
  SKULL SPAWNER
  Skull spawners are hideous, monstrously-long, gray 
  worms from the Dark Dimension. Fed on corpses, they 
  somehow (no one has caught one alive for study) imbue 
  the skull of their victim with potent necromantic energy, 
  and spit it out of their rear end as a doom skull.
  Luckily, only a relatively small number were brought to 
  Salus by the Rephaim, and of these a tiny percentage have 
  reached maturity. As the war drags on, though, so more of 
  these vile creatures will be hauled to the front lines.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d12+10, Vigor d10
  Skills: Fighting d6, Guts d8, Intimidation d10, Notice 
  d6
  Pace: 4; Parry: 5; Toughness: 21 (4)
  Special Abilities:
  * Armor +4: Thick layers of fat.
  * Bite: Str+d8.
  * Fear (–2): Anyone seeing the creature must make 
  a Guts roll at –2.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Hardy: The creature does not suffer a wound from 
  being Shaken twice.
  * Huge: Attackers add +4 to attack rolls when 
  attacking a spawner due to its size.
  * Size +8: Skull spawners are 25’ long.
  * Skull Spawn: Each round, as an action, a spawner 
  may create 1d4 doom skulls (p. 78).
  * Slam: Skull spawners attempt to rise up and crush 
  their prey beneath their massive bodies. This is 
  
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  8686
  an opposed roll of the creature’s Fighting versus 
  the target’s Agility. If the spawner wins, the victim 
  suffers d12+18 damage.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  STYGIAN KNIGHT
  STYGIAN KNIGHT
  Clad in jet-black Stygian armor and armed with weapons 
  swathed in necromantic energy, Stygian knights serve as 
  elite bodyguards to liches (and important greater mum-
  mies and vampires). Beneath their rune-inscribed armor 
  is a mummiﬁ ed corpse with burning green eyes and 
  elongated teeth ﬁ led to points.
  Black knights are also referred to as crypt knights, crypt 
  wights, shield knights, and death knights by the Rephaim 
  they serve, though all share identical traits. The naming 
  convention seems, like many things within the Dark 
  Conclave, to be a matter of personal choices and one-
  upmanship.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge (Bat-
  tle) d10, Notice d6, Stealth d6
  Pace: 6; Parry: 8; Toughness: 13 (3)
  Edges: Combat Reﬂ exes, Improved Block, Improved 
  Frenzy, Improved Sweep, Level Headed.
  Gear: Stygian armor (+3), runic great sword (Str+d10+4, 
  –1 Parry, AP 4, 2 hands)
  Special Abilities:
  * Arcane Resistance: +2 Armor against damage-
  causing powers and +2 on trait rolls to resist 
  opposed powers.
  * Baleful Glare: As an action, a Stygian knight may 
  lift its visor and stare at one foe within 12”. The 
  target must make a Guts roll at –2 or roll on the 
  Fright Table.
  * Fear (–1): Anyone who sees a Stygian knight must 
  make a Guts roll at –1.
  * Fearless: Immune to Fear and Intimidation.
  * Necromantic Resurrection: A Stygian Knight is 
  very hard to keep down. Whenever one is wounded 
  by any means other than a Called Shot to the 
  head, area affect attack, or Heavy Weapon, draw 
  a card from the action deck. A red card indicates 
  the Rephaim is disabled as normal and out of the 
  ﬁ ght. A black card (or Joker) means the Rephaim 
  ignores the damage from the attack.
  * Self Sacriﬁ ce: Direct attacks against a greater 
  Rephaim adjacent to a Stygian knight are made 
  against the knight instead. With area effect 
  weapons, the Stygian knight provides +2 Armor 
  to its master. If multiple knights are adjacent, the 
  nearest one to the direction of the attack becomes 
  the target. Should two or more be equally close, 
  roll randomly to determine which gets in the way.
  * Size +1: Stygian knights stand over 7’ tall.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking heat-producing 
  targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to poison and disease. Half damage from 
  piercing weapons.
  ZOMBIE, DISEASED, VARIANT I
  ZOMBIE, DISEASED, VARIANT I
  Diseased zombies can infect the living with a necromantic 
  virus through their bite. Thankfully, they are extremely 
  rare. Note that the disease can be spread by blood trans-
  fusions between humans.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11 (4)
  Gear: Typically a ﬂ echette SMG with 2 mags (Range: 
  12/24/48, Damage: 2d6+1, ROF 3, AP 2, Auto), 50% have 
  light armor (+4)
  Special Abilities:
  * Bite: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Infection: Anyone Shaken or wounded by a 
  bite attack must make a Vigor roll. On a failure, 
  they have caught the zombie “disease.” Each 
  hour thereafter, they must make another Vigor 
  roll or gain a level of Fatigue. A failed roll when 
  Incapacitated means the victim dies. He returns 
  in 1d10 minutes as a diseased zombie. The same 
  effect occurs if the victim dies of other causes while 
  infected. Eliminating the virus, which mutates 
  quickly, requires a Healing roll at –4. Only one 
  attempt may be made. Healing litanies invoked 
  within 10 minutes also remove the disease. Fatigue 
  recovers at the rate of one level per day when the 
  patient is cured.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  ZOMBIE, DISEASED, VARIANT II
  ZOMBIE, DISEASED, VARIANT II
  The effects of these zombies’ bites are more subtle. 
  Victims suffer no feelings of lethargy, nor do they show 
  any physical signs of illness. This makes the Variant II 
  zombies a more insidious threat, for until victims die, 
  they continue to carry the disease. Note that the disease 
  can be spread by blood transfusions between humans.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11 (4)
  Gear: Typically a ﬂ echette SMG with 2 mags (Range: 
  12/24/48, Damage: 2d6+1, ROF 3, AP 2, Auto), 50% have 
  light armor (+4)
  Special Abilities:
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  8686
  an opposed roll of the creature’s Fighting versus 
  the target’s Agility. If the spawner wins, the victim 
  suffers d12+18 damage.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  STYGIAN KNIGHT
  STYGIAN KNIGHT
  Clad in jet-black Stygian armor and armed with weapons 
  swathed in necromantic energy, Stygian knights serve as 
  elite bodyguards to liches (and important greater mum-
  mies and vampires). Beneath their rune-inscribed armor 
  is a mummiﬁ ed corpse with burning green eyes and 
  elongated teeth ﬁ led to points.
  Black knights are also referred to as crypt knights, crypt 
  wights, shield knights, and death knights by the Rephaim 
  they serve, though all share identical traits. The naming 
  convention seems, like many things within the Dark 
  Conclave, to be a matter of personal choices and one-
  upmanship.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge (Bat-
  tle) d10, Notice d6, Stealth d6
  Pace: 6; Parry: 8; Toughness: 13 (3)
  Edges: Combat Reﬂ exes, Improved Block, Improved 
  Frenzy, Improved Sweep, Level Headed.
  Gear: Stygian armor (+3), runic great sword (Str+d10+4, 
  –1 Parry, AP 4, 2 hands)
  Special Abilities:
  * Arcane Resistance: +2 Armor against damage-
  causing powers and +2 on trait rolls to resist 
  opposed powers.
  * Baleful Glare: As an action, a Stygian knight may 
  lift its visor and stare at one foe within 12”. The 
  target must make a Guts roll at –2 or roll on the 
  Fright Table.
  * Fear (–1): Anyone who sees a Stygian knight must 
  make a Guts roll at –1.
  * Fearless: Immune to Fear and Intimidation.
  * Necromantic Resurrection: A Stygian Knight is 
  very hard to keep down. Whenever one is wounded 
  by any means other than a Called Shot to the 
  head, area affect attack, or Heavy Weapon, draw 
  a card from the action deck. A red card indicates 
  the Rephaim is disabled as normal and out of the 
  ﬁ ght. A black card (or Joker) means the Rephaim 
  ignores the damage from the attack.
  * Self Sacriﬁ ce: Direct attacks against a greater 
  Rephaim adjacent to a Stygian knight are made 
  against the knight instead. With area effect 
  weapons, the Stygian knight provides +2 Armor 
  to its master. If multiple knights are adjacent, the 
  nearest one to the direction of the attack becomes 
  the target. Should two or more be equally close, 
  roll randomly to determine which gets in the way.
  * Size +1: Stygian knights stand over 7’ tall.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking heat-producing 
  targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. 
  Immune to poison and disease. Half damage from 
  piercing weapons.
  ZOMBIE, DISEASED, VARIANT I
  ZOMBIE, DISEASED, VARIANT I
  Diseased zombies can infect the living with a necromantic 
  virus through their bite. Thankfully, they are extremely 
  rare. Note that the disease can be spread by blood trans-
  fusions between humans.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11 (4)
  Gear: Typically a ﬂ echette SMG with 2 mags (Range: 
  12/24/48, Damage: 2d6+1, ROF 3, AP 2, Auto), 50% have 
  light armor (+4)
  Special Abilities:
  * Bite: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Infection: Anyone Shaken or wounded by a 
  bite attack must make a Vigor roll. On a failure, 
  they have caught the zombie “disease.” Each 
  hour thereafter, they must make another Vigor 
  roll or gain a level of Fatigue. A failed roll when 
  Incapacitated means the victim dies. He returns 
  in 1d10 minutes as a diseased zombie. The same 
  effect occurs if the victim dies of other causes while 
  infected. Eliminating the virus, which mutates 
  quickly, requires a Healing roll at –4. Only one 
  attempt may be made. Healing litanies invoked 
  within 10 minutes also remove the disease. Fatigue 
  recovers at the rate of one level per day when the 
  patient is cured.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  ZOMBIE, DISEASED, VARIANT II
  ZOMBIE, DISEASED, VARIANT II
  The effects of these zombies’ bites are more subtle. 
  Victims suffer no feelings of lethargy, nor do they show 
  any physical signs of illness. This makes the Variant II 
  zombies a more insidious threat, for until victims die, 
  they continue to carry the disease. Note that the disease 
  can be spread by blood transfusions between humans.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d4, Stealth d6
  Pace: 4; Parry: 5; Toughness: 7/11 (4)
  Gear: Typically a ﬂ echette SMG with 2 mags (Range: 
  12/24/48, Damage: 2d6+1, ROF 3, AP 2, Auto), 50% have 
  light armor (+4)
  Special Abilities:
  
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  8787
  * Bite: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Infection: Anyone Shaken or wounded by a bite attack 
  must make a Vigor roll. On a failure, they have caught 
  the zombie “disease.” When an infected victim dies, 
  he returns as a zombie in 1d4 rounds. The disease 
  remains in the victim’s blood unless he receives a 
  healing litany within 10 minutes or undergoes a 
  complete blood transfusion (takes 24 hours).
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  ZOMBIE, GRENADIER
  ZOMBIE, GRENADIER
  Zombie grenadiers provide support to Rephaim troops 
  through a variety of grenades launched from a Brimstone. 
  They aren’t accurate marksman, but Rephaim command-
  ers are far less worried about friendly ﬁ re incidents than 
  their human counterparts.
  The italicized stat entries below allow for more experi-
  enced grenadiers. All entries are cumulative (so an elite 
  grenadier gains the beneﬁ ts of all three entries). From 
  2352 onward, zombie grenadiers begin making use of 
  captured Maximus rotary grenade launchers. Though 
  still poor marksmen, their Maximus’ increased magazine 
  means the grenadiers can inﬂ ict more devastation.
  GMs who want to use skeleton grenadiers need simply 
  add the gear and Grenades special ability to the base 
  skeleton stat block.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7/11(4)
  Gear: Brimstone grenade launcher (Range: 20/40/80, 
  Damage: as grenade, 5 rounds); 50% have light armor.
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Grenades: Zombies aren’t clever. Grenadiers load 
  whatever grenades they can ﬁ nd, without caring 
  about their type. Each time the zombie ﬁ res, roll a 
  d20 and check the sidebar.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  Skilled: Grenade Launcher King
  Experienced: Shooting d8, Marksman
  Elite: Grenade Launcher God
  ZOMBIE, NAPALM
  ZOMBIE, NAPALM
  Napalm is, in many ways, the Church’s greatest weapon, 
  for the Rephaim have no resistance to ﬁ re. At least that was 
  true until liches began new experiments on the corpses of 
  innocents accidentally burnt to death by napalm.
  Napalm zombies seek to wrap their arms around an en-
  emy and then burst into ﬂ ames, engulﬁ ng their victim.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Intimidate d6, Notice d10
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Fear (–2): The blackened appearance and ﬂ aking 
  skin are terrifying to behold.
  * Fearless: Immune to Fear and Intimidation.
  * Flaming Touch: Any character hit by a Touch Attack 
  RANDOM GRENADES
  RANDOM GRENADES
  As the Necropolis timeline advances, so other types of grenade become available. Zombies don’t get any smarter, 
  though. Use the table below to determine the grenade a grenadier ﬁ res during different years. Find the appropriate 
  year column, roll a d20, and cross reference the die result to ﬁ nd the grenade ﬁ red.
  Grenade
  2350
  2351
  2352
  2353
  2354+
  Monoﬁ lament
  1–10
  1–8
  1–7
  1–5
  1–4
  Incendiary
  11–15
  9–10
  8–9
  6–7
  5
  Starshell
  16
  11
  10
  8
  6
  Baton
  17-18
  12–13
  11–12
  9
  7
  Smoke
  19–20
  14–15
  13
  10
  8–9
  Canister
  —
  16–17
  14–15
  12–13
  10-11
  HEAP
  —
  18
  16
  14
  12
  HEDP
  —
  19
  17
  15-16
  13-14
  Stun
  —
  20
  18
  17
  15
  Foam
  —
  —
  19
  18
  16
  Incendiary II
  —
  —
  20
  19
  17-18
  Defoliant
  —
  —
  —
  20
  19
  Screamer
  —
  —
  —
  —
  20
  BESTIARY UPDATE
  BESTIARY UPDATE
  8787
  * Bite: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Infection: Anyone Shaken or wounded by a bite attack 
  must make a Vigor roll. On a failure, they have caught 
  the zombie “disease.” When an infected victim dies, 
  he returns as a zombie in 1d4 rounds. The disease 
  remains in the victim’s blood unless he receives a 
  healing litany within 10 minutes or undergoes a 
  complete blood transfusion (takes 24 hours).
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  ZOMBIE, GRENADIER
  ZOMBIE, GRENADIER
  Zombie grenadiers provide support to Rephaim troops 
  through a variety of grenades launched from a Brimstone. 
  They aren’t accurate marksman, but Rephaim command-
  ers are far less worried about friendly ﬁ re incidents than 
  their human counterparts.
  The italicized stat entries below allow for more experi-
  enced grenadiers. All entries are cumulative (so an elite 
  grenadier gains the beneﬁ ts of all three entries). From 
  2352 onward, zombie grenadiers begin making use of 
  captured Maximus rotary grenade launchers. Though 
  still poor marksmen, their Maximus’ increased magazine 
  means the grenadiers can inﬂ ict more devastation.
  GMs who want to use skeleton grenadiers need simply 
  add the gear and Grenades special ability to the base 
  skeleton stat block.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7/11(4)
  Gear: Brimstone grenade launcher (Range: 20/40/80, 
  Damage: as grenade, 5 rounds); 50% have light armor.
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Grenades: Zombies aren’t clever. Grenadiers load 
  whatever grenades they can ﬁ nd, without caring 
  about their type. Each time the zombie ﬁ res, roll a 
  d20 and check the sidebar.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half-damage 
  from piercing weapons.
  Skilled: Grenade Launcher King
  Experienced: Shooting d8, Marksman
  Elite: Grenade Launcher God
  ZOMBIE, NAPALM
  ZOMBIE, NAPALM
  Napalm is, in many ways, the Church’s greatest weapon, 
  for the Rephaim have no resistance to ﬁ re. At least that was 
  true until liches began new experiments on the corpses of 
  innocents accidentally burnt to death by napalm.
  Napalm zombies seek to wrap their arms around an en-
  emy and then burst into ﬂ ames, engulﬁ ng their victim.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Intimidate d6, Notice d10
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  * Fear (–2): The blackened appearance and ﬂ aking 
  skin are terrifying to behold.
  * Fearless: Immune to Fear and Intimidation.
  * Flaming Touch: Any character hit by a Touch Attack 
  RANDOM GRENADES
  RANDOM GRENADES
  As the Necropolis timeline advances, so other types of grenade become available. Zombies don’t get any smarter, 
  though. Use the table below to determine the grenade a grenadier ﬁ res during different years. Find the appropriate 
  year column, roll a d20, and cross reference the die result to ﬁ nd the grenade ﬁ red.
  Grenade
  2350
  2351
  2352
  2353
  2354+
  Monoﬁ lament
  1–10
  1–8
  1–7
  1–5
  1–4
  Incendiary
  11–15
  9–10
  8–9
  6–7
  5
  Starshell
  16
  11
  10
  8
  6
  Baton
  17-18
  12–13
  11–12
  9
  7
  Smoke
  19–20
  14–15
  13
  10
  8–9
  Canister
  —
  16–17
  14–15
  12–13
  10-11
  HEAP
  —
  18
  16
  14
  12
  HEDP
  —
  19
  17
  15-16
  13-14
  Stun
  —
  20
  18
  17
  15
  Foam
  —
  —
  19
  18
  16
  Incendiary II
  —
  —
  20
  19
  17-18
  Defoliant
  —
  —
  —
  20
  19
  Screamer
  —
  —
  —
  —
  20
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8888
  (+2) from a napalm zombie automatically bursts 
  into ﬂ ames, taking 1d10 damage per round. This 
  ignores armor, except for fully-enclosed suits.
  * Immunity (Fire): Napalm zombies are immune 
  to all ﬁ re- and heat-based attacks.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  * Weakness (Water): Dousing the horrors in at 
  least a gallon of water or squirting them with a ﬁ re 
  extinguisher does 2d6 damage to the creatures. A 
  water cannon, such as that on the Kutiel, inﬂ icts 
  2d10 damage.
  ZOMBIE, PSION
  With the Union preferring to keep its pisons safely out 
  of harm’s way, the Rephaim have had little contact with 
  psions. The few experiments that have been conducted 
  on captured psions have proven beyond any doubt that 
  psionic activity does not fade with death. So long as the 
  brain is intact, a psion raised as a zombie retains its pow-
  ers. These rare Rephaim are always encased in armor to 
  protect them as long as possible.
  To date, none have been employed against the Union—
  the Rephaim are under the belief psions can somehow 
  cancel each other’s powers.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 13 (6)
  Hindrances: —
  Edges: Arcane Background (Psion)
  Gear: Medium armor (+6)
  Special Abilities:
  * Brain Boost: A zombie psion which moves adjacent 
  to a dead human killed in this  round or the previous 
  one can scoop out and devour the part of the brain 
  responsible for psionics. This requires a complete 
  round, during which time the zombie may take no 
  other actions, including movement. After devouring 
  the brain (part of the full round), the zombie psion 
  increases its Psionics skill die by one die type (max 
  d12+2) for the next three rounds. Eating multiple 
  brains does not produce a cumulative increase, but 
  each brain portion extends the duration for another 
  three rounds.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage (except as noted below). Immune to 
  poison and disease. Piercing weapons do half 
  damage. No wound penalties.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Variable Ability: Once a psion reaches puberty, 
  his psionic power can never increase. Draw a card 
  to determine the Psionic skill die. Clubs is a d4, 
  diamonds a d6, hearts d8, and spades d10. A Joker 
  means the psion is extremely powerful and has a 
  d12 and the Mentalist Edge. For other suits, a face 
  card indicates the psion has the Mentalist Edge, 
  regardless of his Psionics die.
  * Variable Powers: A typical zombie psion has 
  1d3 powers. These can be chosen by the WM or 
  determined randomly. For the latter, roll 1d20 for 
  each power possessed and count off the psion’s 
  list on page 40.
  * Variable Power Points: A zombie psion has 10 + 
  (1d4*5) Power Points.
  * Weakness (Head): Each time a zombie psion is 
  Shaken or wounded by a Called Shot to the head, 
  reduce its Psionic die one step. When it drops below 
  d4, the zombie loses its psionic powers permanently.
  ZOMBIE LORD
  Not all zombies are mindless. The zombie lord is an in-
  telligent zombie, capable of creating new zombies with 
  a single touch of its rotting hands. Despite their powers, 
  they are considered to rank below vampires, serving 
  more as recruiting sergeants than ofﬁ cers.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength 
  d10, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Arcana) d8, 
  Necromancy d10, Notice d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Death Touch: The touch of a zombie lord can 
  drain the life of its victims. Instead of a normal 
  attack, a zombie lord may make a Touch Attack. 
  Every raise on its Fighting roll automatically inﬂ icts 
  one wound to its target.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Necromancy: A zombie lord has the zombie 
  power and 30 Power Points. Any zombies the lord 
  creates are permanent.
  * Sire: A victim Incapacitated by the zombie lord’s 
  Death Touch has a 50% chance of dying and returning 
  to life as a regular zombie within 1d4 rounds.
  * Stench of Death: Zombie lords reek of death. The 
  ﬁ rst time a character gets within 3” of a zombie 
  lord, he must make a Vigor roll or be Shaken for 
  1d6 rounds. Whether he succeeds or fails, he is 
  then immune to the stench for 24 hours.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  8888
  (+2) from a napalm zombie automatically bursts 
  into ﬂ ames, taking 1d10 damage per round. This 
  ignores armor, except for fully-enclosed suits.
  * Immunity (Fire): Napalm zombies are immune 
  to all ﬁ re- and heat-based attacks.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease. Piercing weapons do half damage.
  * Weakness (Water): Dousing the horrors in at 
  least a gallon of water or squirting them with a ﬁ re 
  extinguisher does 2d6 damage to the creatures. A 
  water cannon, such as that on the Kutiel, inﬂ icts 
  2d10 damage.
  ZOMBIE, PSION
  With the Union preferring to keep its pisons safely out 
  of harm’s way, the Rephaim have had little contact with 
  psions. The few experiments that have been conducted 
  on captured psions have proven beyond any doubt that 
  psionic activity does not fade with death. So long as the 
  brain is intact, a psion raised as a zombie retains its pow-
  ers. These rare Rephaim are always encased in armor to 
  protect them as long as possible.
  To date, none have been employed against the Union—
  the Rephaim are under the belief psions can somehow 
  cancel each other’s powers.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 13 (6)
  Hindrances: —
  Edges: Arcane Background (Psion)
  Gear: Medium armor (+6)
  Special Abilities:
  * Brain Boost: A zombie psion which moves adjacent 
  to a dead human killed in this  round or the previous 
  one can scoop out and devour the part of the brain 
  responsible for psionics. This requires a complete 
  round, during which time the zombie may take no 
  other actions, including movement. After devouring 
  the brain (part of the full round), the zombie psion 
  increases its Psionics skill die by one die type (max 
  d12+2) for the next three rounds. Eating multiple 
  brains does not produce a cumulative increase, but 
  each brain portion extends the duration for another 
  three rounds.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage (except as noted below). Immune to 
  poison and disease. Piercing weapons do half 
  damage. No wound penalties.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  * Variable Ability: Once a psion reaches puberty, 
  his psionic power can never increase. Draw a card 
  to determine the Psionic skill die. Clubs is a d4, 
  diamonds a d6, hearts d8, and spades d10. A Joker 
  means the psion is extremely powerful and has a 
  d12 and the Mentalist Edge. For other suits, a face 
  card indicates the psion has the Mentalist Edge, 
  regardless of his Psionics die.
  * Variable Powers: A typical zombie psion has 
  1d3 powers. These can be chosen by the WM or 
  determined randomly. For the latter, roll 1d20 for 
  each power possessed and count off the psion’s 
  list on page 40.
  * Variable Power Points: A zombie psion has 10 + 
  (1d4*5) Power Points.
  * Weakness (Head): Each time a zombie psion is 
  Shaken or wounded by a Called Shot to the head, 
  reduce its Psionic die one step. When it drops below 
  d4, the zombie loses its psionic powers permanently.
  ZOMBIE LORD
  Not all zombies are mindless. The zombie lord is an in-
  telligent zombie, capable of creating new zombies with 
  a single touch of its rotting hands. Despite their powers, 
  they are considered to rank below vampires, serving 
  more as recruiting sergeants than ofﬁ cers.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength 
  d10, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Arcana) d8, 
  Necromancy d10, Notice d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Death Touch: The touch of a zombie lord can 
  drain the life of its victims. Instead of a normal 
  attack, a zombie lord may make a Touch Attack. 
  Every raise on its Fighting roll automatically inﬂ icts 
  one wound to its target.
  * Fear: Anyone seeing the creature must make a 
  Guts roll.
  * Greater Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. Piercing 
  weapons do half damage. Ignores wound 
  penalties.
  * Necromancy: A zombie lord has the zombie 
  power and 30 Power Points. Any zombies the lord 
  creates are permanent.
  * Sire: A victim Incapacitated by the zombie lord’s 
  Death Touch has a 50% chance of dying and returning 
  to life as a regular zombie within 1d4 rounds.
  * Stench of Death: Zombie lords reek of death. The 
  ﬁ rst time a character gets within 3” of a zombie 
  lord, he must make a Vigor roll or be Shaken for 
  1d6 rounds. Whether he succeeds or fails, he is 
  then immune to the stench for 24 hours.
  * Thermal Vision: Halves penalties for bad lighting 
  when attacking living targets.
  
  “Gamma Front” takes the Necropolis 2350 story to the 
  front lines of Dead Zone Gamma, where a long stalemate 
  between Rephaim, Corporate, and Church forces may 
  soon come to an end.
  BACKGROUND
  BACKGROUND
  When the armies of the Rephaim ﬁ rst crashed into the 
  Union state of Kobia in 2334, they caught the Corporate 
  defenders at one of their most unprepared points. The 
  Corporations responded quickly to the threat, ﬂ inging 
  mercenary companies as cannon fodder in front of the 
  advancing Rephaim armies to buy time for Corporate 
  security forces rushing to establish a hardened line of de-
  fense. The Union lost millions of dollars and thousands 
  of soldiers in the eventual showdown, but the Rephaim 
  wave ﬁ nally broke on the Union’s line.
  Eventually, the corpse commanders halted their ad-
  vance and began to consolidate their gains in the newest 
  Dead Zone. In the intervening years, Rephaim soldiers 
  have kept up steady pressure on the northwestern bor-
  der of the corporate state of Kobia.
  Fortunately for the Sacri Ordines, their Preceptories 
  in the New Territories had a strong line of defense, put 
  in place to stop the Corporations from advancing out 
  of Kobia. Church commanders quickly shifted forces to 
  the north, where they helped to contain the ﬂ ank of the 
  Rephaim advance.
  To the west, the Augustine Territories actually had 
  much weaker defenses and might have suffered the 
  same losses as Kobia if the Rephaim had focused their 
  assault on Church, rather than Corporate, territory. 
  Church commanders gave thanks for being spared in 
  their weakness; Knights and sergeants poured into the 
  area, digging trenches, throwing up bunkers, and laying 
  mineﬁ elds along a hundred-mile front.
  When the Rephaim assault on Kobia eventually ground 
  to a halt, the corpse commanders turned their attention 
  east but made no gains in the face of stiff resistance from 
  the Knightly orders.
  Church commanders talked at ﬁ rst of a counterattack, 
  but a Rephaim drive towards the city of New Budapest, 
  foiled only after heavy ﬁ ghting in 2336, drew away the 
  Sacri Ordines’ attention and resources.
  Instead, a long stalemate settled over the battleﬁ eld 
  as each side reinforced its position. Frequent border 
  skirmishes take place, and the Rephaim trade small slices 
  of border territory with both the Church and the Corpo-
  rations in short-lived campaigns initiated by each side, 
  but neither the corpses nor the human forces have made 
  any serious gains.
  Younger citizens in Kobia and the Church territories 
  have grown up in the shadow of Dead Zone Gamma, 
  and only a few of the defenders stationed in the Kobia 
  trenches belong to the older class of Corporate vets 
  (hailed as heroes in Union territory) who stood at the 
  bloody “Line of ’34.”
  WINDS OF CHANGE
  WINDS OF CHANGE
  On both sides, new leaders hope to radically alter 
  the situation in the north of Terra Australis. In the Dead 
  Zone, a powerful vampire schemes to drive a wedge 
  between the Church territories and make an end-run 
  around their defenses.
  On the other side of the lines, Nicholas Boyle, Grand 
  Master of the Ordo Verbi Baenedicti, plans to ﬁ nally 
  complete a task begun by the founder of his Order: the 
  uniﬁ cation of the Augustine and New Territories. If the 
  Preachers can take ﬁ rm control of the wedge of land sep-
  arating the northern borders of the two Church enclaves, 
  the Sacri Ordines can dramatically shorten their lines of 
  defense (which currently stretch down each zone’s ﬂ ank) 
  and free up forces to push into Dead Zone Gamma.
  In order to unite the Augustine and New Territories, 
  the Preachers will have to build a line of Preceptories 
  stretching along the highway that runs for hundreds of 
  miles from Kobia, in the west, through the New Terri-
  tories, across the unclaimed lands, and down into the 
  Augustine Territory.
  GAMMA FRONT
  GAMMA FRONT
  8989
  “Gamma Front” takes the Necropolis 2350 story to the 
  front lines of Dead Zone Gamma, where a long stalemate 
  between Rephaim, Corporate, and Church forces may 
  soon come to an end.
  BACKGROUND
  BACKGROUND
  When the armies of the Rephaim ﬁ rst crashed into the 
  Union state of Kobia in 2334, they caught the Corporate 
  defenders at one of their most unprepared points. The 
  Corporations responded quickly to the threat, ﬂ inging 
  mercenary companies as cannon fodder in front of the 
  advancing Rephaim armies to buy time for Corporate 
  security forces rushing to establish a hardened line of de-
  fense. The Union lost millions of dollars and thousands 
  of soldiers in the eventual showdown, but the Rephaim 
  wave ﬁ nally broke on the Union’s line.
  Eventually, the corpse commanders halted their ad-
  vance and began to consolidate their gains in the newest 
  Dead Zone. In the intervening years, Rephaim soldiers 
  have kept up steady pressure on the northwestern bor-
  der of the corporate state of Kobia.
  Fortunately for the Sacri Ordines, their Preceptories 
  in the New Territories had a strong line of defense, put 
  in place to stop the Corporations from advancing out 
  of Kobia. Church commanders quickly shifted forces to 
  the north, where they helped to contain the ﬂ ank of the 
  Rephaim advance.
  To the west, the Augustine Territories actually had 
  much weaker defenses and might have suffered the 
  same losses as Kobia if the Rephaim had focused their 
  assault on Church, rather than Corporate, territory. 
  Church commanders gave thanks for being spared in 
  their weakness; Knights and sergeants poured into the 
  area, digging trenches, throwing up bunkers, and laying 
  mineﬁ elds along a hundred-mile front.
  When the Rephaim assault on Kobia eventually ground 
  to a halt, the corpse commanders turned their attention 
  east but made no gains in the face of stiff resistance from 
  the Knightly orders.
  Church commanders talked at ﬁ rst of a counterattack, 
  but a Rephaim drive towards the city of New Budapest, 
  foiled only after heavy ﬁ ghting in 2336, drew away the 
  Sacri Ordines’ attention and resources.
  Instead, a long stalemate settled over the battleﬁ eld 
  as each side reinforced its position. Frequent border 
  skirmishes take place, and the Rephaim trade small slices 
  of border territory with both the Church and the Corpo-
  rations in short-lived campaigns initiated by each side, 
  but neither the corpses nor the human forces have made 
  any serious gains.
  Younger citizens in Kobia and the Church territories 
  have grown up in the shadow of Dead Zone Gamma, 
  and only a few of the defenders stationed in the Kobia 
  trenches belong to the older class of Corporate vets 
  (hailed as heroes in Union territory) who stood at the 
  bloody “Line of ’34.”
  WINDS OF CHANGE
  WINDS OF CHANGE
  On both sides, new leaders hope to radically alter 
  the situation in the north of Terra Australis. In the Dead 
  Zone, a powerful vampire schemes to drive a wedge 
  between the Church territories and make an end-run 
  around their defenses.
  On the other side of the lines, Nicholas Boyle, Grand 
  Master of the Ordo Verbi Baenedicti, plans to ﬁ nally 
  complete a task begun by the founder of his Order: the 
  uniﬁ cation of the Augustine and New Territories. If the 
  Preachers can take ﬁ rm control of the wedge of land sep-
  arating the northern borders of the two Church enclaves, 
  the Sacri Ordines can dramatically shorten their lines of 
  defense (which currently stretch down each zone’s ﬂ ank) 
  and free up forces to push into Dead Zone Gamma.
  In order to unite the Augustine and New Territories, 
  the Preachers will have to build a line of Preceptories 
  stretching along the highway that runs for hundreds of 
  miles from Kobia, in the west, through the New Terri-
  tories, across the unclaimed lands, and down into the 
  Augustine Territory.
  GAMMA FRONT
  GAMMA FRONT
  8989
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9090
  Church maps designate the track as the “Augustine 
  Way”; locals simply refer to it as the “Big Road” or the 
  “Main Road.” The Augustine Way has a major bridge 
  which crosses the River Wye. That bridge makes the road 
  very important, since the next closest river crossing ca-
  pable of handling heavy vehicles lies ﬁ fty miles to the 
  south.
  THE MISSION
  THE MISSION
  In Necropolis: Gamma Front the characters all hail 
  from the Ordo Verbi Baenedicti, otherwise known as the 
  “Preachers.” This group of Knights has a challenging mis-
  sion: they must gather local support and construct one 
  of the new Preceptories in the wedge of unclaimed land 
  separating the Augustine and New Territories.
  Multiple challenges await the Knights, who must win 
  over hearts and minds in local villages, turn local militias 
  into an effective garrison force, and hold off a powerful 
  new Rephaim force, the “Black Legion.”
  Other groups of Knights throughout the unclaimed lands 
  will pursue similar missions; the player group’s success or 
  failure will stand in for the larger progress of the Order.
  SETTING RULES FOR 
  SETTING RULES FOR 
  GAMMA FRONT
  GAMMA FRONT
  SUPPLIES
  SUPPLIES
  The Preachers have set up a chain of forward opera-
  tions bases (FOB) to support their campaign along the 
  Gamma front.
  Each one provides support for all of the detachments 
  within a two-hundred-mile radius. Supply convoys ar-
  rive from the base once a month, carrying ammunition, 
  military supplies, and a 500-miter expense allowance for 
  food and consumables. Local Knight commanders are 
  expected to keep receipts.
  The cash is not expected to meet all the Knights’ 
  needs; each forward Preceptory is expected to build its 
  own support base in the local community, sustaining its 
  operations through the tithes (money, food, services) of 
  local believers and by recruiting new converts.
  When necessary, local commanders will receive their 
  orders from the commanders of the forward operating 
  bases. The FOBs also have airstrips, and they offer mede-
  vac services for wounded Knights and monthly mail 
  service. The FOB command staff oversees personnel 
  transfers and handles non-routine judicial matters.
  CHAIN OF COMMAND
  CHAIN OF COMMAND
  The chain of command along Dead Zone Gamma is 
  a little unusual as a result of circumstances. Many of the 
  units along the front will start out with only a Senior 
  Knight in charge of a single lance. As they convert the 
  local communities over to the Church’s cause and build 
  new Preceptories, these Knights may receive ﬁ eld pro-
  motions to reﬂ ect their success.
  Alternatively, the FOB reserves the right to assign new, 
  higher-ranking ofﬁ cers to take charge in places where the 
  original commander has failed to complete his mission. 
  The ranking ofﬁ cer of the FOB is a Field Master, and he 
  has authority over all Preceptories created in the FOB’s 
  area of operations.
  FIRE SUPPORT
  FIRE SUPPORT
  Because of the large distances between bases along 
  the Gamma front, ﬁ re support along the front is consid-
  erably less reliable than in other areas of operation.
  Each FOB houses a few MLRS units for providing 
  over-the-horizon ﬁ re support, and each base keeps a 
  Deliverance bomber loitering in the airspace over its 
  area of operations at all times. Air controllers can also 
  occasionally divert Angel dropships from delivery runs to 
  provide ﬁ re support. The Order also has a few Scourge 
  bombers on call.
  Instead of rolling on the Support Table, Knights call-
  ing for ﬁ re support along the Gamma Front should roll 
  on the Gamma Zone Fire Support table to see what is 
  available.
  Note that in addition to restricting the list of available 
  support the Gamma Zone table has altered values for the 
  Delay and Bingo dice to reﬂ ect the long distances on this 
  battleﬁ eld.
  GAMMA ZONE FIRE SUPPORT TABLE
  GAMMA ZONE FIRE SUPPORT TABLE
  d8 
  Type 
  Delay Die Bingo Die
  1-2 
  Goliath 200mm MLRS 
  d6 
  d4
  3-4 
  Goliath 300mm MLRS 
  d6 
  d4
  5-6 
  Deliverance Bomber 
  d10 
  d6
  7 
  Angel Dropship 
  d8 
  d4
  8 
  Scourge Bomber 
  d8 
  d4
  LOCAL SUPPORT
  LOCAL SUPPORT
  Building a new Preceptory is about more than es-
  tablishing a military base. Knights will have to cultivate 
  local support if they expect to succeed in bringing the 
  area under Church control—this is a “hearts and minds” 
  operation.
  To capture this element of the Gamma Front cam-
  paign, the War Master should keep track of the Knights’ 
  “Support Level” in each of the ﬁ ve communities in their 
  area of operations. To describe the various Support 
  Levels, Gamma Front uses the terms from the Savage 
  Worlds Reaction Table: Hostile, Uncooperative, Neutral, 
  Friendly, and Helpful.
  When role-playing interactions in town, remember 
  that not every citizen will have the same reaction to the 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9090
  Church maps designate the track as the “Augustine 
  Way”; locals simply refer to it as the “Big Road” or the 
  “Main Road.” The Augustine Way has a major bridge 
  which crosses the River Wye. That bridge makes the road 
  very important, since the next closest river crossing ca-
  pable of handling heavy vehicles lies ﬁ fty miles to the 
  south.
  THE MISSION
  THE MISSION
  In Necropolis: Gamma Front the characters all hail 
  from the Ordo Verbi Baenedicti, otherwise known as the 
  “Preachers.” This group of Knights has a challenging mis-
  sion: they must gather local support and construct one 
  of the new Preceptories in the wedge of unclaimed land 
  separating the Augustine and New Territories.
  Multiple challenges await the Knights, who must win 
  over hearts and minds in local villages, turn local militias 
  into an effective garrison force, and hold off a powerful 
  new Rephaim force, the “Black Legion.”
  Other groups of Knights throughout the unclaimed lands 
  will pursue similar missions; the player group’s success or 
  failure will stand in for the larger progress of the Order.
  SETTING RULES FOR 
  SETTING RULES FOR 
  GAMMA FRONT
  GAMMA FRONT
  SUPPLIES
  SUPPLIES
  The Preachers have set up a chain of forward opera-
  tions bases (FOB) to support their campaign along the 
  Gamma front.
  Each one provides support for all of the detachments 
  within a two-hundred-mile radius. Supply convoys ar-
  rive from the base once a month, carrying ammunition, 
  military supplies, and a 500-miter expense allowance for 
  food and consumables. Local Knight commanders are 
  expected to keep receipts.
  The cash is not expected to meet all the Knights’ 
  needs; each forward Preceptory is expected to build its 
  own support base in the local community, sustaining its 
  operations through the tithes (money, food, services) of 
  local believers and by recruiting new converts.
  When necessary, local commanders will receive their 
  orders from the commanders of the forward operating 
  bases. The FOBs also have airstrips, and they offer mede-
  vac services for wounded Knights and monthly mail 
  service. The FOB command staff oversees personnel 
  transfers and handles non-routine judicial matters.
  CHAIN OF COMMAND
  CHAIN OF COMMAND
  The chain of command along Dead Zone Gamma is 
  a little unusual as a result of circumstances. Many of the 
  units along the front will start out with only a Senior 
  Knight in charge of a single lance. As they convert the 
  local communities over to the Church’s cause and build 
  new Preceptories, these Knights may receive ﬁ eld pro-
  motions to reﬂ ect their success.
  Alternatively, the FOB reserves the right to assign new, 
  higher-ranking ofﬁ cers to take charge in places where the 
  original commander has failed to complete his mission. 
  The ranking ofﬁ cer of the FOB is a Field Master, and he 
  has authority over all Preceptories created in the FOB’s 
  area of operations.
  FIRE SUPPORT
  FIRE SUPPORT
  Because of the large distances between bases along 
  the Gamma front, ﬁ re support along the front is consid-
  erably less reliable than in other areas of operation.
  Each FOB houses a few MLRS units for providing 
  over-the-horizon ﬁ re support, and each base keeps a 
  Deliverance bomber loitering in the airspace over its 
  area of operations at all times. Air controllers can also 
  occasionally divert Angel dropships from delivery runs to 
  provide ﬁ re support. The Order also has a few Scourge 
  bombers on call.
  Instead of rolling on the Support Table, Knights call-
  ing for ﬁ re support along the Gamma Front should roll 
  on the Gamma Zone Fire Support table to see what is 
  available.
  Note that in addition to restricting the list of available 
  support the Gamma Zone table has altered values for the 
  Delay and Bingo dice to reﬂ ect the long distances on this 
  battleﬁ eld.
  GAMMA ZONE FIRE SUPPORT TABLE
  GAMMA ZONE FIRE SUPPORT TABLE
  d8 
  Type 
  Delay Die Bingo Die
  1-2 
  Goliath 200mm MLRS 
  d6 
  d4
  3-4 
  Goliath 300mm MLRS 
  d6 
  d4
  5-6 
  Deliverance Bomber 
  d10 
  d6
  7 
  Angel Dropship 
  d8 
  d4
  8 
  Scourge Bomber 
  d8 
  d4
  LOCAL SUPPORT
  LOCAL SUPPORT
  Building a new Preceptory is about more than es-
  tablishing a military base. Knights will have to cultivate 
  local support if they expect to succeed in bringing the 
  area under Church control—this is a “hearts and minds” 
  operation.
  To capture this element of the Gamma Front cam-
  paign, the War Master should keep track of the Knights’ 
  “Support Level” in each of the ﬁ ve communities in their 
  area of operations. To describe the various Support 
  Levels, Gamma Front uses the terms from the Savage 
  Worlds Reaction Table: Hostile, Uncooperative, Neutral, 
  Friendly, and Helpful.
  When role-playing interactions in town, remember 
  that not every citizen will have the same reaction to the 
  
  GAMMA FRONT
  GAMMA FRONT
  9191
  Knights; the Support Level simply captures the general  
  feeling of the town’s residents towards the Knights and 
  their mission.
  Hostile: A hostile town is extremely resistant to the 
  Knights and their mission.
  Townspeople will not allow the Knights to build an 
  outpost in the area, and they will not sell goods or ser-
  vices to the Knight, even if the Knights offer exorbitant 
  remuneration. They will balk at giving the Knights over-
  night accommodation, and most residents will refuse to 
  have dealings with the outsiders. 
  Hostile communities usually have a speciﬁ c reason 
  for disliking the Knights; the community may have made 
  arrangements with enemies of the Church, or the com-
  munity may be extremely fearful of outsiders, or the 
  community may have been overtaken by heretics.
  Uncooperative: An uncooperative community does 
  not wish to deal with the Knights or support their mis-
  sion.
  Members of uncooperative communities often fear 
  that having an outpost in their area will draw unwanted 
  attention (and possibly attacks) from Rephaim or Cor-
  porate forces. Often, the resistance to the Knights’ mis-
  sion comes from a few particularly pugnacious members 
  of the community; the majority feels indifferent to the 
  Knights and their cause and seeks only to appease the 
  rabble rousers.
  Uncooperative communities will not provide the 
  Knights with property for an outpost, but a member of 
  the community might rent some space out for an exorbi-
  tant price. Likewise, the Knights cannot collect tithes in 
  an uncooperative community, but they might be able to 
  purchase overpriced goods or services.
  Neutral: A neutral community is indifferent towards 
  the Knights and their mission.
  The Knights can generally rent property for an out-
  post in a neutral community, and members of the com-
  munity will sell goods and services to the Knights at 
  regular rates.
  Neutral communities often include a few individuals 
  who actively support the Church and a few members 
  who actively dislike it. Church supporters may provide a 
  little bit of support in the way of tithes and offerings, but 
  the Knights will not be able to raise enough support to 
  sustain their mission.
  Friendly: Friendly communities include many 
  Church members who will support the Knights and their 
  mission.
  Whether new converts or long-time followers, the 
  citizens of a Friendly town will provide the Knights with 
  enough tithes (often in the form of goods and services) 
  to sustain a small outpost in the area, and they will wel-
  come the Knights’ involvement in the community. 
  Members of the local militia might also ask the Knights 
  to organize or oversee their operations, although such 
  organizations may or may not be trustworthy as allies 
  in battle.
  Helpful: A Helpful community has placed itself under 
  the control of the Church and joined the Preceptory.
  In addition to providing support to the Knights in 
  the form of tithes and services, the Order can expect to 
  get new recruits (joining the ranks as either sergeants or 
  squires) from a Helpful community at approximately the 
  rate of one person per hundred members of the popula-
  tion per year. Dedicated recruiting operations can raise 
  these numbers.
  Additionally, the members of the local militia are 
  treated as a sub-unit of the Preceptory, training regularly 
  with the local Knights and operating under the command 
  of an ofﬁ cer of the Sacri Ordines.
  At the beginning of the Gamma Front campaign, one 
  of the ﬁ ve communities, Broken Bough, is Friendly. The 
  central community, New Cardiff, is Neutral, and Two 
  Fork, to the north, is Uncooperative (mostly because 
  of the community’s pre-existing relationship with the 
  Church’s mortal corporate enemy, Asgard). The cor-
  rupted communities of Turin and Johnstown are Hostile 
  to the Knights and their mission.
  It is important to note here that negative community 
  attitudes do not necessarily amount to an open rejec-
  tion of the Church. Turin, Two Fork, and Johnstown all 
  have Church representatives in their communities, but 
  for various reasons these communities are all opposed 
  to allowing the Church to expand its authority and its 
  military presence into their area.
  RAISING SUPPORT
  RAISING SUPPORT
  To successfully complete the Gamma Front campaign, 
  the Knights need to accumulate enough local support to 
  weld the ﬁ ve local communities into a new Preceptory. 
  The Order hopes to eventually construct a base in New 
  Cardiff and establish outposts in the surrounding com-
  munities, but the Knights will need new tithes and new 
  recruits before they can complete this task.
  The Preachers do not have enough soldiers to simply 
  take over every community in the massive swath of un-
  claimed territory that lies along the border of Dead Zone 
  Gamma; instead, they are relying on the Knights to win 
  over the local communities to the cause.
  When the Knights succeed in raising the Support 
  Level of a community to Helpful, that community joins 
  the Church and is added to the new Preceptory.
  Gamma Front uses a points system to keep track of 
  the Knights’ efforts in a community. It requires a number 
  of Support Points equal to three times the number of 
  Knights to raise the Support Level in a community. If 
  fewer than four players are participating in this campaign, 
  we suggest that the War Master allow the players to con-
  trol a few Extras, so that a minimum of four Knights are 
  participating in the campaign.
  Support Points involve a little bit of accounting; the 
  War Master should track the number of Support Points 
  that the Knights have earned in a given community from 
  session to session, raising the town’s Support Level 
  when the Knights have earned an appropriate number 
  of points.
  Knights can earn Support Points in a variety of ways. 
  GAMMA FRONT
  GAMMA FRONT
  9191
  Knights; the Support Level simply captures the general  
  feeling of the town’s residents towards the Knights and 
  their mission.
  Hostile: A hostile town is extremely resistant to the 
  Knights and their mission.
  Townspeople will not allow the Knights to build an 
  outpost in the area, and they will not sell goods or ser-
  vices to the Knight, even if the Knights offer exorbitant 
  remuneration. They will balk at giving the Knights over-
  night accommodation, and most residents will refuse to 
  have dealings with the outsiders. 
  Hostile communities usually have a speciﬁ c reason 
  for disliking the Knights; the community may have made 
  arrangements with enemies of the Church, or the com-
  munity may be extremely fearful of outsiders, or the 
  community may have been overtaken by heretics.
  Uncooperative: An uncooperative community does 
  not wish to deal with the Knights or support their mis-
  sion.
  Members of uncooperative communities often fear 
  that having an outpost in their area will draw unwanted 
  attention (and possibly attacks) from Rephaim or Cor-
  porate forces. Often, the resistance to the Knights’ mis-
  sion comes from a few particularly pugnacious members 
  of the community; the majority feels indifferent to the 
  Knights and their cause and seeks only to appease the 
  rabble rousers.
  Uncooperative communities will not provide the 
  Knights with property for an outpost, but a member of 
  the community might rent some space out for an exorbi-
  tant price. Likewise, the Knights cannot collect tithes in 
  an uncooperative community, but they might be able to 
  purchase overpriced goods or services.
  Neutral: A neutral community is indifferent towards 
  the Knights and their mission.
  The Knights can generally rent property for an out-
  post in a neutral community, and members of the com-
  munity will sell goods and services to the Knights at 
  regular rates.
  Neutral communities often include a few individuals 
  who actively support the Church and a few members 
  who actively dislike it. Church supporters may provide a 
  little bit of support in the way of tithes and offerings, but 
  the Knights will not be able to raise enough support to 
  sustain their mission.
  Friendly: Friendly communities include many 
  Church members who will support the Knights and their 
  mission.
  Whether new converts or long-time followers, the 
  citizens of a Friendly town will provide the Knights with 
  enough tithes (often in the form of goods and services) 
  to sustain a small outpost in the area, and they will wel-
  come the Knights’ involvement in the community. 
  Members of the local militia might also ask the Knights 
  to organize or oversee their operations, although such 
  organizations may or may not be trustworthy as allies 
  in battle.
  Helpful: A Helpful community has placed itself under 
  the control of the Church and joined the Preceptory.
  In addition to providing support to the Knights in 
  the form of tithes and services, the Order can expect to 
  get new recruits (joining the ranks as either sergeants or 
  squires) from a Helpful community at approximately the 
  rate of one person per hundred members of the popula-
  tion per year. Dedicated recruiting operations can raise 
  these numbers.
  Additionally, the members of the local militia are 
  treated as a sub-unit of the Preceptory, training regularly 
  with the local Knights and operating under the command 
  of an ofﬁ cer of the Sacri Ordines.
  At the beginning of the Gamma Front campaign, one 
  of the ﬁ ve communities, Broken Bough, is Friendly. The 
  central community, New Cardiff, is Neutral, and Two 
  Fork, to the north, is Uncooperative (mostly because 
  of the community’s pre-existing relationship with the 
  Church’s mortal corporate enemy, Asgard). The cor-
  rupted communities of Turin and Johnstown are Hostile 
  to the Knights and their mission.
  It is important to note here that negative community 
  attitudes do not necessarily amount to an open rejec-
  tion of the Church. Turin, Two Fork, and Johnstown all 
  have Church representatives in their communities, but 
  for various reasons these communities are all opposed 
  to allowing the Church to expand its authority and its 
  military presence into their area.
  RAISING SUPPORT
  RAISING SUPPORT
  To successfully complete the Gamma Front campaign, 
  the Knights need to accumulate enough local support to 
  weld the ﬁ ve local communities into a new Preceptory. 
  The Order hopes to eventually construct a base in New 
  Cardiff and establish outposts in the surrounding com-
  munities, but the Knights will need new tithes and new 
  recruits before they can complete this task.
  The Preachers do not have enough soldiers to simply 
  take over every community in the massive swath of un-
  claimed territory that lies along the border of Dead Zone 
  Gamma; instead, they are relying on the Knights to win 
  over the local communities to the cause.
  When the Knights succeed in raising the Support 
  Level of a community to Helpful, that community joins 
  the Church and is added to the new Preceptory.
  Gamma Front uses a points system to keep track of 
  the Knights’ efforts in a community. It requires a number 
  of Support Points equal to three times the number of 
  Knights to raise the Support Level in a community. If 
  fewer than four players are participating in this campaign, 
  we suggest that the War Master allow the players to con-
  trol a few Extras, so that a minimum of four Knights are 
  participating in the campaign.
  Support Points involve a little bit of accounting; the 
  War Master should track the number of Support Points 
  that the Knights have earned in a given community from 
  session to session, raising the town’s Support Level 
  when the Knights have earned an appropriate number 
  of points.
  Knights can earn Support Points in a variety of ways. 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9292
  Completing a mission that beneﬁ ts a town or repulsing a 
  Rephaim attack is an easy way to earn points; participat-
  ing in community activities can also earn goodwill for 
  the Knights.
  It is important to keep in mind the character of a 
  community when determining what activities will allow 
  the Knights to earn support points. Hosting a Harvest 
  Festival in the Friendly town of Broken Bough is an easy 
  way to earn points with the community, but few people 
  would attend the event in Two Fork without some sort 
  of motivation, and the oligarchs of Johnstown would 
  actively (though secretly) prevent people from attending 
  a Church festival in their town.
  An easy way to earn Support Points is to curry favor 
  with local leaders. Winning the conﬁ dence of a promi-
  nent member of the community (converting him or her 
  to “Friendly” on the Savage Worlds Reaction Table), such 
  as the head of the local militia or the town watch, is al-
  ways worth one point; converting such a person over to 
  the Knights’ cause (“Helpful” on the Reaction Table) is 
  worth two points.
  It is also possible, of course, for the Knights to lose 
  Support Points, by angering the locals or failing to live 
  up to expectations. A Helpful community will not try to 
  break off from the Preceptory if its Support Level drops, 
  but tithes and recruitment will fall.
  Earning Support Points is a role-playing challenge 
  that forces players to think about the politics and needs 
  of a community. In places like Turin and Johnstown, the 
  Knights may have to do some investigation into the un-
  derlying reasons for the community’s hostility in order 
  to bring it into the fold, and they may eventually have 
  to wrest control of the community from agents of evil or 
  convince the people in power to switch sides.
  The clock is ticking on the Knights’ efforts; when 
  the Black Legion begins its offensive, it will take the 
  combined resources of all ﬁ ve communities to resist the 
  corpses’ advance.
  SERGEANTS
  SERGEANTS
  The Knights in this campaign will not have the ad-
  ministrative or combat support of sergeants. Instead, the 
  Order expects Knights to use members of the local com-
  munities to support the cause.
  Enlisting locals and working alongside 
  them in the support roles (cooking, clean-
  ing, upkeep of the grounds, etc.) at the 
  ﬂ edgling Preceptory gives the Knights an 
  opportunity to build a rapport with mem-
  bers of the local community. It also rein-
  forces their role as humble servants of the 
  Church, rather than invading overlords.
  Likewise, incorporating, rather than 
  replacing, local militias and town watches 
  as defensive forces makes it possible for 
  the Order to extend its military reach far 
  wider than it could if it had to fully staff 
  and defend every outpost.
  As the Knights establish outposts in 
  more towns, the FOB staff will assign ad-
  ditional members of the Order as needed 
  to maintain an appropriate level of op-
  erational support (generally speaking, two 
  Knights per town) throughout the new 
  Preceptory.
  LOCALS
  LOCALS
  Most of the communities in the Knights’ 
  area of operations will have some sort 
  of town watch or militia group. The War 
  Master should take time to personalize 
  local people with whom the Knights will 
  regularly interact—give them names and a 
  personality trait or two.
  For more thoughts on this process, 
  check out the notes under “Allies” in the 
  “Situational Rules” section of the Savage 
  Worlds core rules.
  Local militia members who join the 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9292
  Completing a mission that beneﬁ ts a town or repulsing a 
  Rephaim attack is an easy way to earn points; participat-
  ing in community activities can also earn goodwill for 
  the Knights.
  It is important to keep in mind the character of a 
  community when determining what activities will allow 
  the Knights to earn support points. Hosting a Harvest 
  Festival in the Friendly town of Broken Bough is an easy 
  way to earn points with the community, but few people 
  would attend the event in Two Fork without some sort 
  of motivation, and the oligarchs of Johnstown would 
  actively (though secretly) prevent people from attending 
  a Church festival in their town.
  An easy way to earn Support Points is to curry favor 
  with local leaders. Winning the conﬁ dence of a promi-
  nent member of the community (converting him or her 
  to “Friendly” on the Savage Worlds Reaction Table), such 
  as the head of the local militia or the town watch, is al-
  ways worth one point; converting such a person over to 
  the Knights’ cause (“Helpful” on the Reaction Table) is 
  worth two points.
  It is also possible, of course, for the Knights to lose 
  Support Points, by angering the locals or failing to live 
  up to expectations. A Helpful community will not try to 
  break off from the Preceptory if its Support Level drops, 
  but tithes and recruitment will fall.
  Earning Support Points is a role-playing challenge 
  that forces players to think about the politics and needs 
  of a community. In places like Turin and Johnstown, the 
  Knights may have to do some investigation into the un-
  derlying reasons for the community’s hostility in order 
  to bring it into the fold, and they may eventually have 
  to wrest control of the community from agents of evil or 
  convince the people in power to switch sides.
  The clock is ticking on the Knights’ efforts; when 
  the Black Legion begins its offensive, it will take the 
  combined resources of all ﬁ ve communities to resist the 
  corpses’ advance.
  SERGEANTS
  SERGEANTS
  The Knights in this campaign will not have the ad-
  ministrative or combat support of sergeants. Instead, the 
  Order expects Knights to use members of the local com-
  munities to support the cause.
  Enlisting locals and working alongside 
  them in the support roles (cooking, clean-
  ing, upkeep of the grounds, etc.) at the 
  ﬂ edgling Preceptory gives the Knights an 
  opportunity to build a rapport with mem-
  bers of the local community. It also rein-
  forces their role as humble servants of the 
  Church, rather than invading overlords.
  Likewise, incorporating, rather than 
  replacing, local militias and town watches 
  as defensive forces makes it possible for 
  the Order to extend its military reach far 
  wider than it could if it had to fully staff 
  and defend every outpost.
  As the Knights establish outposts in 
  more towns, the FOB staff will assign ad-
  ditional members of the Order as needed 
  to maintain an appropriate level of op-
  erational support (generally speaking, two 
  Knights per town) throughout the new 
  Preceptory.
  LOCALS
  LOCALS
  Most of the communities in the Knights’ 
  area of operations will have some sort 
  of town watch or militia group. The War 
  Master should take time to personalize 
  local people with whom the Knights will 
  regularly interact—give them names and a 
  personality trait or two.
  For more thoughts on this process, 
  check out the notes under “Allies” in the 
  “Situational Rules” section of the Savage 
  Worlds core rules.
  Local militia members who join the 
  
  GAMMA FRONT
  GAMMA FRONT
  9393
  Knights and ﬁ ght alongside them regularly should have the 
  opportunity to level up, as described by the core rules. 
  For basic stats of local citizens and militia members, 
  start with the entries from the Necropolis setting book 
  and customize as necessary. Citizens in some communi-
  ties carry alternate equipment—see the “War Master’s 
  Notes” for each town, below.
  LAY OF THE LAND
  LAY OF THE LAND
  The Knights’ area of operations includes ﬁ ve villages: 
  Johnstown, New Cardiff, Two Fork, Turin, and Broken 
  Bough. The villages lie in a cluster along the River Wye, 
  in the center of the swath of land that technically remains 
  “unclaimed.”
  In reality, of course, settlers have already claimed this 
  land, but they have not aligned themselves with either 
  the Church or the Union. Building a Preceptory in this 
  area would represent a major tactical gain for the Preach-
  ers.
  Very few bridges span the wide, fast-moving River 
  Wye, which runs northeast across the plain and eventu-
  ally spreads out to form a rainforest basin on the edge 
  of Terra Australis, deep inside the Dead Zone. The Wye 
  creates a signiﬁ cant natural barrier to travel across the 
  region.
  The large road running through New Cardiff repre-
  sents the current northernmost crossing. Military plan-
  ners in the Ordo Verbi Baenedicti hope to expand the 
  road into a military artery that will allow them to rapidly 
  move forces along a uniﬁ ed northern front.
  Unfortunately, the Rephaim also recognize the value 
  of the road and the bridge, and have laid plans to capture 
  it. Corpse forces have never made a heavy assault in this 
  area, which lies far from the territories (and defensive 
  lines) of their major military opponents. A vampire lord, 
  Larcinius Nolen, did advance into the area with a small 
  army in 2341, but he stopped short of the river and New 
  Cardiff.
  For the Church, the region would also represent a 
  major economic gain. The area, which lies in the warm, 
  sun-drenched band just south of the equatorial belt, has 
  warm seasons that allow for year-round agricultural pro-
  duction, and the River Wye’s wide ﬂ oodplain has a deep 
  layer of nutrient-rich soil perfect for farming.
  If the Preachers succeed in taking control of the area, 
  a wave of peasant settlers brought from the Augustine 
  Territory’s overcrowded cities will rapidly turn it into the 
  breadbasket of the Augustine and New Territories.
  BRIEFINGS
  BRIEFINGS
  Each brieﬁ ng includes two sections: the “Basic Intel-
  ligence” and the “War Master’s Notes.”
  The Knights have access to all of the information in 
  the “Basic Intelligence” section, provided by the Ordo’s 
  internal intelligence service.
  Knights can discover the information in the War 
  Master’s section through appropriate skill checks, intel-
  ligence-gathering efforts, encounters, and missions.
  BASIC INTEL: NEW CARDIFF
  BASIC INTEL: NEW CARDIFF
  The largest of the region’s ﬁ ve settlements, with a 
  population of approximately a thousand souls, New Car-
  diff is a bustling market town. On every fourth Thursday 
  vendors can rent stalls in New Cardiff’s large, open-air 
  market; the market closes on the following Monday. 
  Farmers come from all of the surrounding towns with 
  loads of fresh produce, and traveling merchants hawk 
  their wares both in the market and out of overstuffed 
  carts and trailers.
  Many craftsmen also live in New Cardiff, and farmers 
  coming to town for market often take the opportunity to 
  purchase manufactured or luxury goods not available in 
  their own towns, like tools, jewelry, expensive furniture, 
  and books.
  The line described on Church maps as the “Augustine 
  Way” runs northwest from Broken Bough, through New 
  Cardiff, and across a metal trellis bridge over the River 
  Wye on the edge of town; the road turns sharply west 
  on the far side of the river. Locals refer to the paved, 
  two-lane highway simply as the “Main Road.” Packed dirt 
  shoulders line the sides of the narrow road.
  Local trafﬁ c dominates the road, but convoys running 
  from the Augustine Territory to the New Territories oc-
  casionally snake through the area. Travelers encounter 
  a mixture of motorized and animal transportation along 
  the lanes; wealthier farmers can afford trucks, but many 
  of the smaller family farms still use donkeys to pull their 
  produce wagons.
  A smaller, packed-dirt throughway, the River Road, 
  also runs through New Cardiff. As its name suggests, 
  the River Road runs alongside the Wye, connecting New 
  Cardiff with Johnstown, Two Fork, and Turin.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Mayor Atticus Sweeney presides over New Cardiff. He 
  has held the ofﬁ ce for ten years, winning three elections 
  in a row, and enjoys a high level of popular support. 
  Sweeney owns a stake in the market, and New Cardiff 
  has prospered during his tenure. The mayor is a vain, 
  greedy man, but he is a consummate politician, and he 
  keeps the right people happy.
  New Cardiff has a population of roughly a thousand 
  citizens—enough to support a church and a full-time 
  priest. The lovely stone building overlooking the river 
  on the northern edge of town does not, however, ﬁ ll up 
  on Sundays.
  Knights attending services will have no trouble ascer-
  taining the cause of the town’s spiritual malaise: Father 
  Corgin, the local priest, spends most of his homily al-
  ternately excoriating the parishioners for their sins and 
  lamenting the small size of their tithes and the poverty of 
  GAMMA FRONT
  GAMMA FRONT
  9393
  Knights and ﬁ ght alongside them regularly should have the 
  opportunity to level up, as described by the core rules. 
  For basic stats of local citizens and militia members, 
  start with the entries from the Necropolis setting book 
  and customize as necessary. Citizens in some communi-
  ties carry alternate equipment—see the “War Master’s 
  Notes” for each town, below.
  LAY OF THE LAND
  LAY OF THE LAND
  The Knights’ area of operations includes ﬁ ve villages: 
  Johnstown, New Cardiff, Two Fork, Turin, and Broken 
  Bough. The villages lie in a cluster along the River Wye, 
  in the center of the swath of land that technically remains 
  “unclaimed.”
  In reality, of course, settlers have already claimed this 
  land, but they have not aligned themselves with either 
  the Church or the Union. Building a Preceptory in this 
  area would represent a major tactical gain for the Preach-
  ers.
  Very few bridges span the wide, fast-moving River 
  Wye, which runs northeast across the plain and eventu-
  ally spreads out to form a rainforest basin on the edge 
  of Terra Australis, deep inside the Dead Zone. The Wye 
  creates a signiﬁ cant natural barrier to travel across the 
  region.
  The large road running through New Cardiff repre-
  sents the current northernmost crossing. Military plan-
  ners in the Ordo Verbi Baenedicti hope to expand the 
  road into a military artery that will allow them to rapidly 
  move forces along a uniﬁ ed northern front.
  Unfortunately, the Rephaim also recognize the value 
  of the road and the bridge, and have laid plans to capture 
  it. Corpse forces have never made a heavy assault in this 
  area, which lies far from the territories (and defensive 
  lines) of their major military opponents. A vampire lord, 
  Larcinius Nolen, did advance into the area with a small 
  army in 2341, but he stopped short of the river and New 
  Cardiff.
  For the Church, the region would also represent a 
  major economic gain. The area, which lies in the warm, 
  sun-drenched band just south of the equatorial belt, has 
  warm seasons that allow for year-round agricultural pro-
  duction, and the River Wye’s wide ﬂ oodplain has a deep 
  layer of nutrient-rich soil perfect for farming.
  If the Preachers succeed in taking control of the area, 
  a wave of peasant settlers brought from the Augustine 
  Territory’s overcrowded cities will rapidly turn it into the 
  breadbasket of the Augustine and New Territories.
  BRIEFINGS
  BRIEFINGS
  Each brieﬁ ng includes two sections: the “Basic Intel-
  ligence” and the “War Master’s Notes.”
  The Knights have access to all of the information in 
  the “Basic Intelligence” section, provided by the Ordo’s 
  internal intelligence service.
  Knights can discover the information in the War 
  Master’s section through appropriate skill checks, intel-
  ligence-gathering efforts, encounters, and missions.
  BASIC INTEL: NEW CARDIFF
  BASIC INTEL: NEW CARDIFF
  The largest of the region’s ﬁ ve settlements, with a 
  population of approximately a thousand souls, New Car-
  diff is a bustling market town. On every fourth Thursday 
  vendors can rent stalls in New Cardiff’s large, open-air 
  market; the market closes on the following Monday. 
  Farmers come from all of the surrounding towns with 
  loads of fresh produce, and traveling merchants hawk 
  their wares both in the market and out of overstuffed 
  carts and trailers.
  Many craftsmen also live in New Cardiff, and farmers 
  coming to town for market often take the opportunity to 
  purchase manufactured or luxury goods not available in 
  their own towns, like tools, jewelry, expensive furniture, 
  and books.
  The line described on Church maps as the “Augustine 
  Way” runs northwest from Broken Bough, through New 
  Cardiff, and across a metal trellis bridge over the River 
  Wye on the edge of town; the road turns sharply west 
  on the far side of the river. Locals refer to the paved, 
  two-lane highway simply as the “Main Road.” Packed dirt 
  shoulders line the sides of the narrow road.
  Local trafﬁ c dominates the road, but convoys running 
  from the Augustine Territory to the New Territories oc-
  casionally snake through the area. Travelers encounter 
  a mixture of motorized and animal transportation along 
  the lanes; wealthier farmers can afford trucks, but many 
  of the smaller family farms still use donkeys to pull their 
  produce wagons.
  A smaller, packed-dirt throughway, the River Road, 
  also runs through New Cardiff. As its name suggests, 
  the River Road runs alongside the Wye, connecting New 
  Cardiff with Johnstown, Two Fork, and Turin.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Mayor Atticus Sweeney presides over New Cardiff. He 
  has held the ofﬁ ce for ten years, winning three elections 
  in a row, and enjoys a high level of popular support. 
  Sweeney owns a stake in the market, and New Cardiff 
  has prospered during his tenure. The mayor is a vain, 
  greedy man, but he is a consummate politician, and he 
  keeps the right people happy.
  New Cardiff has a population of roughly a thousand 
  citizens—enough to support a church and a full-time 
  priest. The lovely stone building overlooking the river 
  on the northern edge of town does not, however, ﬁ ll up 
  on Sundays.
  Knights attending services will have no trouble ascer-
  taining the cause of the town’s spiritual malaise: Father 
  Corgin, the local priest, spends most of his homily al-
  ternately excoriating the parishioners for their sins and 
  lamenting the small size of their tithes and the poverty of 
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9494
  his church. Corgin’s congregation only swells on market 
  weekends (see the entries for Broken Bough and John-
  stown). The priest erroneously views this ﬂ uctuation as 
  proof of both the value of his preaching and the wicked-
  ness of his community. Knights will ﬁ nd that Father Cor-
  gin has made himself a major obstacle in their campaign 
  to win hearts and minds in the city.
  Boris Karlinsky is the captain of New Cardiff’s town 
  watch. The group doubles as both a militia and, when 
  necessary, a local police force. Karlinsky is the town’s only 
  full-time law enforcement ofﬁ cial. Smart and capable, 
  Karlinsky would make a powerful ally for the Knights, 
  but the captain is very proud and may resent newcomers 
  whom he sees as supplanting him. For Karlinsky’s stats, 
  check out the “New Arrivals” mission, on the Triple Ace 
  Games website.
  The Rephaim have not mounted a major assault in 
  this area, but the corpses have sent several raiding par-
  ties to New Cardiff. Since the Rephaim zone of control 
  lies on the far side of the river, Karlinsky’s militia has 
  erected bunkers and some simple earthworks on both 
  the near and far sides of the Wye bridge.
  A few members of the town watch man these simple 
  defenses at all times, in six-hour shifts. In the event of an 
  attack, the militia members try to delay the enemy at the 
  bridge, keeping them out of the town long enough for 
  help to arrive.
  BASIC INTEL: TWO FORK
  BASIC INTEL: TWO FORK
  As its name suggests, Two Fork sits at a fork in the 
  River Wye. The town has a small copper mine, but most 
  of the locals are peasant farmers. More an outpost than 
  a town, Two Fork has a population of roughly three hun-
  dred people, most of whom live on small agricultural 
  plots scattered around the countryside. 
  Two Fork has a single small church, overseen by Father 
  Joseph Conrad. Young and earnest, Father Conrad has a 
  friendly demeanor, and folks in town generally like him, 
  but he has not exactly captured the art of public speak-
  ing. Church services tend to draw very small crowds of 
  ten or twenty people.
  Conrad does make his presence felt, however, by mak-
  ing rounds every day to visit the sick and by keeping his 
  door open at all hours for conversation and counseling. 
  He also shows up regularly in the local tavern to have a 
  pint with the miners and farmers.
  Two Fork originally sat at a crossroads. The River 
  Road connects the town to Turin on one side and New 
  Cardiff on the other. A covered bridge, which resembles 
  an elongated wooden barn, crosses the “Little Wye”—the 
  small eastern fork of the Wye, which runs into a lake far 
  to the east of Turin.
  The second path, known now as the “Old Road” 
  because it has fallen into disuse, used to run north out 
  of Two Fork and across the River Wye. Marked only by 
  packed dirt and a few wooden signs, the Old Road con-
  nected the town to settlements that have fallen to the 
  Rephaim.
  When the corpses began to advance south, worried 
  residents in Two Fork made a decision to burn the 
  bridge’s supports. For a time, they operated a ferry sys-
  tem across the Wye for refugees coming down from the 
  north, but no trafﬁ c has crossed the Wye in that direction 
  for more than seven years. The Old Road still connects 
  Two Fork to Broken Bough, in the south, but members 
  of the two communities have little reason to visit one 
  another.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Because of its small size, Two Fork has a very infor-
  mal system of administration. The town does not have a 
  mayor. By virtue of age and tradition, the cantankerous 
  Silas Casser holds the title of headman and negotiates 
  with outsiders on behalf of Two Fork. Casser can call an 
  ofﬁ cial town hall meeting any time the community faces 
  a major issue, and the citizens make a decision based 
  a raucous application of small-scale democracy. Casser 
  also serves as the judge in local disputes.
  Brock Overby heads up the Two Fork town watch. 
  Unlike his counterpart in New Cardiff, Overby does not 
  have a full-time position, but the town watch does han-
  dle law-enforcement duties on the very rare occasions of 
  trouble. Two members of the watch keep vigil in a tower 
  on the banks of the Wye at all times. The tower stands be-
  side the remains of the Old Road bridge; watch members 
  can trigger a loud siren in the event of an attack, and they 
  have a small two-way radio for reaching Overby.
  Rephaim patrols have occasionally exchanged ﬁ re with 
  members of the watch, but Two Fork has never faced a 
  substantial assault by the corpses, who have little reason 
  to waste the effort on crossing the river. The residents of 
  Two Fork worry about an eventual attack, however.
  In an effort to protect their town, the residents of Two 
  Fork have struck a deal with Asgard. Asgard has hand-
  somely outﬁ tted the town residents with weapons and 
  body armor, and a traveling Asgard technician stops by 
  twice a year to do maintenance and ﬁ x equipment. In re-
  turn, the copper mine sells all of its production to Asgard 
  at a discount. A corporate truck rolls in once a month 
  to pick up the copper ingots. Asgard loses a little bit of 
  money on the deal, but the company does not mind the 
  loss.
  Corporate planners know that the Church will even-
  tually try to expand into this territory, and they want to 
  throw a wrench into that process by making Two Fork 
  dependent on Asgard’s largesse (also, by putting the 
  town in violation of Church laws that ban weapons for 
  civilians).
  BASIC INTEL: BROKEN BOUGH
  BASIC INTEL: BROKEN BOUGH
  The tiny hamlet of Broken Bough squats southeast of 
  New Cardiff, where the Old Road crosses the highway. 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9494
  his church. Corgin’s congregation only swells on market 
  weekends (see the entries for Broken Bough and John-
  stown). The priest erroneously views this ﬂ uctuation as 
  proof of both the value of his preaching and the wicked-
  ness of his community. Knights will ﬁ nd that Father Cor-
  gin has made himself a major obstacle in their campaign 
  to win hearts and minds in the city.
  Boris Karlinsky is the captain of New Cardiff’s town 
  watch. The group doubles as both a militia and, when 
  necessary, a local police force. Karlinsky is the town’s only 
  full-time law enforcement ofﬁ cial. Smart and capable, 
  Karlinsky would make a powerful ally for the Knights, 
  but the captain is very proud and may resent newcomers 
  whom he sees as supplanting him. For Karlinsky’s stats, 
  check out the “New Arrivals” mission, on the Triple Ace 
  Games website.
  The Rephaim have not mounted a major assault in 
  this area, but the corpses have sent several raiding par-
  ties to New Cardiff. Since the Rephaim zone of control 
  lies on the far side of the river, Karlinsky’s militia has 
  erected bunkers and some simple earthworks on both 
  the near and far sides of the Wye bridge.
  A few members of the town watch man these simple 
  defenses at all times, in six-hour shifts. In the event of an 
  attack, the militia members try to delay the enemy at the 
  bridge, keeping them out of the town long enough for 
  help to arrive.
  BASIC INTEL: TWO FORK
  BASIC INTEL: TWO FORK
  As its name suggests, Two Fork sits at a fork in the 
  River Wye. The town has a small copper mine, but most 
  of the locals are peasant farmers. More an outpost than 
  a town, Two Fork has a population of roughly three hun-
  dred people, most of whom live on small agricultural 
  plots scattered around the countryside. 
  Two Fork has a single small church, overseen by Father 
  Joseph Conrad. Young and earnest, Father Conrad has a 
  friendly demeanor, and folks in town generally like him, 
  but he has not exactly captured the art of public speak-
  ing. Church services tend to draw very small crowds of 
  ten or twenty people.
  Conrad does make his presence felt, however, by mak-
  ing rounds every day to visit the sick and by keeping his 
  door open at all hours for conversation and counseling. 
  He also shows up regularly in the local tavern to have a 
  pint with the miners and farmers.
  Two Fork originally sat at a crossroads. The River 
  Road connects the town to Turin on one side and New 
  Cardiff on the other. A covered bridge, which resembles 
  an elongated wooden barn, crosses the “Little Wye”—the 
  small eastern fork of the Wye, which runs into a lake far 
  to the east of Turin.
  The second path, known now as the “Old Road” 
  because it has fallen into disuse, used to run north out 
  of Two Fork and across the River Wye. Marked only by 
  packed dirt and a few wooden signs, the Old Road con-
  nected the town to settlements that have fallen to the 
  Rephaim.
  When the corpses began to advance south, worried 
  residents in Two Fork made a decision to burn the 
  bridge’s supports. For a time, they operated a ferry sys-
  tem across the Wye for refugees coming down from the 
  north, but no trafﬁ c has crossed the Wye in that direction 
  for more than seven years. The Old Road still connects 
  Two Fork to Broken Bough, in the south, but members 
  of the two communities have little reason to visit one 
  another.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Because of its small size, Two Fork has a very infor-
  mal system of administration. The town does not have a 
  mayor. By virtue of age and tradition, the cantankerous 
  Silas Casser holds the title of headman and negotiates 
  with outsiders on behalf of Two Fork. Casser can call an 
  ofﬁ cial town hall meeting any time the community faces 
  a major issue, and the citizens make a decision based 
  a raucous application of small-scale democracy. Casser 
  also serves as the judge in local disputes.
  Brock Overby heads up the Two Fork town watch. 
  Unlike his counterpart in New Cardiff, Overby does not 
  have a full-time position, but the town watch does han-
  dle law-enforcement duties on the very rare occasions of 
  trouble. Two members of the watch keep vigil in a tower 
  on the banks of the Wye at all times. The tower stands be-
  side the remains of the Old Road bridge; watch members 
  can trigger a loud siren in the event of an attack, and they 
  have a small two-way radio for reaching Overby.
  Rephaim patrols have occasionally exchanged ﬁ re with 
  members of the watch, but Two Fork has never faced a 
  substantial assault by the corpses, who have little reason 
  to waste the effort on crossing the river. The residents of 
  Two Fork worry about an eventual attack, however.
  In an effort to protect their town, the residents of Two 
  Fork have struck a deal with Asgard. Asgard has hand-
  somely outﬁ tted the town residents with weapons and 
  body armor, and a traveling Asgard technician stops by 
  twice a year to do maintenance and ﬁ x equipment. In re-
  turn, the copper mine sells all of its production to Asgard 
  at a discount. A corporate truck rolls in once a month 
  to pick up the copper ingots. Asgard loses a little bit of 
  money on the deal, but the company does not mind the 
  loss.
  Corporate planners know that the Church will even-
  tually try to expand into this territory, and they want to 
  throw a wrench into that process by making Two Fork 
  dependent on Asgard’s largesse (also, by putting the 
  town in violation of Church laws that ban weapons for 
  civilians).
  BASIC INTEL: BROKEN BOUGH
  BASIC INTEL: BROKEN BOUGH
  The tiny hamlet of Broken Bough squats southeast of 
  New Cardiff, where the Old Road crosses the highway. 
  
  GAMMA FRONT
  GAMMA FRONT
  9595
  Three buildings comprise the “town” of Broken 
  Bough: a wooden public house, which keeps three 
  rooms for rent on its second ﬂ oor, a combination dry-
  goods store and fuel stop, and a tidy, wooden church 
  building with a small adjoining parsonage. Only a hun-
  dred or so people—most of them farmers—call Broken 
  Bough home.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  A lay-minister, Angel Jimenez, shepherds the ﬂ ock in 
  Broken Bough. “Pastor Jimenez” enjoys enormous popu-
  larity in the community. Friendly, easygoing, and intel-
  ligent, Jimenez, his wife, and his daughter work a small 
  agricultural plot behind the parsonage. The members of 
  this community have wholeheartedly embraced the faith, 
  and the entire community comes to Sunday services.
  Although they have little in the way of money, the 
  peasants of Broken Bough tithe heavily of their time 
  and resources. The church building always looks clean 
  and bright, and the Jimenez family never wants for fresh 
  produce.
  Broken Bough’s dedicated residents even attend the 
  church at New Cardiff, when they happen to spend the 
  weekend there, although the parishioners generally 
  agree that Father Corgin compares rather unfavorably to 
  Pastor Jimenez.
  The community will generally welcome the Knights 
  with open arms. A local boy, Li Jiang, recently completed 
  his training with the Templars, and homemade posters 
  and yard signs of the newly-minted Knight sitting in the 
  cockpit of an Archangel assault ship decorate walls and 
  yards all over the area. Members of the community will 
  eagerly gather around for any news that the Knights can 
  offer about the larger war with the Rephaim.
  Broken Bough does not have a formal watch; it has 
  never come under attack from the Rephaim. Many fami-
  lies do have a riﬂ e or shotgun for use on their farms. In 
  a dire emergency, roughly forty people could muster to 
  ﬁ ght, but only one person in the town, Carson Teller, 
  has any combat experience or training. Teller served as 
  a sergeant in the Templars until a battle-wound left him 
  with a permanent limp and an eye-patch. Carson is a re-
  spected member of the community, and a major Church 
  booster. He enjoys telling war stories.
  BASIC INTEL: JOHNSTOWN
  BASIC INTEL: JOHNSTOWN
  Johnstown lies southwest of New Cardiff, connected 
  to the market town by the River Road. The village proper 
  has approximately a hundred residents, including a large 
  dry-goods store, several shops, a church building, and a 
  bank. These services support a larger agricultural com-
  munity in the land surrounding the town. Johnstown ra-
  diates prosperity, with well-dressed residents and more 
  light trucks than animal-carts on the road. The town 
  takes its name from the current pope, who visited the 
  town on a pass-through tour in 2332.
  Johnstown’s prosperity comes from the success of its 
  large agricultural plantations. Huge farms surround the 
  town, and these ﬁ elds, unlike the family plots tended in 
  the rest of the region, are monoculture cash crop opera-
  tions.
  Ninety percent of the land under cultivation in John-
  stown belongs to eight plantations; tobacco is the biggest 
  cash crop, but two of the planters run large vineyards 
  and orchards.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  The plantations may have brought prosperity to John-
  stown, but the town has sold its soul in the process.
  In the years prior to the Rephaim invasion, Johnstown 
  closely resembled Broken Bough. When the corpses 
  moved into the area, however, a wave of refugees ﬂ owed 
  south along the River Road. These families had lost ev-
  erything—their land, their homes, and their livelihoods.
  A small, ruthless group of men and women on the 
  Johnstown city council saw an opportunity and seized 
  it. They constructed barracks on their lands and invited 
  refugees to stay in Johnstown. In return for food and 
  shelter, the refugees would agree to work their benefac-
  tors’ ﬁ elds on ﬁ ve-year contracts.
  Those ﬁ ve-year contracts very rapidly morphed into 
  economic serfdom. With a ready supply of cheap labor at 
  hand, the planters switched over to labor-intensive cash 
  crops and put many acres of previously-unused land 
  under cultivation.
  Refugee families suffered under harsh working condi-
  tions and meager food allowances. Contracted workers 
  could theoretically leave at the end of their tenure, but 
  planters found a variety of devious ways, ranging from 
  violent coercion to land-for-labor schemes, to extend 
  contracts and keep their workforce. Refugees leaving the 
  farms have, after all, virtually nowhere to go.
  Of the four hundred or so persons scattered about 
  the countryside around Johnstown, seventy-ﬁ ve percent 
  live as impoverished workers on one of the eight major 
  plantations.
  Johnstown’s tobacco and fruit products have devel-
  oped a good reputation. The local economy cannot, 
  however, support this type of cash-crop operation
   Johnstown’s economic model works because the oli-
  garchs on the town council struck a deal with PaxFarm, 
  a smaller agricultural member of the Union of Corpora-
  tions.
  PaxFarm has an intake center approximately a hun-
  dred miles to the south of Johnstown, on the banks of 
  the River Wye. PaxFarm barges motor up and down the 
  Wye, collecting agricultural products from Johnstown 
  and other communities along the river. The corporation 
  then ships the material into both Kobia and New Pitts-
  burgh.
  Almost all of the river trafﬁ c involves cash crops; 
  PaxFarm grows less-proﬁ table staples, like grain and pro-
  duce, on industrial farms inside the boundaries of the 
  corporate territories.
  GAMMA FRONT
  GAMMA FRONT
  9595
  Three buildings comprise the “town” of Broken 
  Bough: a wooden public house, which keeps three 
  rooms for rent on its second ﬂ oor, a combination dry-
  goods store and fuel stop, and a tidy, wooden church 
  building with a small adjoining parsonage. Only a hun-
  dred or so people—most of them farmers—call Broken 
  Bough home.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  A lay-minister, Angel Jimenez, shepherds the ﬂ ock in 
  Broken Bough. “Pastor Jimenez” enjoys enormous popu-
  larity in the community. Friendly, easygoing, and intel-
  ligent, Jimenez, his wife, and his daughter work a small 
  agricultural plot behind the parsonage. The members of 
  this community have wholeheartedly embraced the faith, 
  and the entire community comes to Sunday services.
  Although they have little in the way of money, the 
  peasants of Broken Bough tithe heavily of their time 
  and resources. The church building always looks clean 
  and bright, and the Jimenez family never wants for fresh 
  produce.
  Broken Bough’s dedicated residents even attend the 
  church at New Cardiff, when they happen to spend the 
  weekend there, although the parishioners generally 
  agree that Father Corgin compares rather unfavorably to 
  Pastor Jimenez.
  The community will generally welcome the Knights 
  with open arms. A local boy, Li Jiang, recently completed 
  his training with the Templars, and homemade posters 
  and yard signs of the newly-minted Knight sitting in the 
  cockpit of an Archangel assault ship decorate walls and 
  yards all over the area. Members of the community will 
  eagerly gather around for any news that the Knights can 
  offer about the larger war with the Rephaim.
  Broken Bough does not have a formal watch; it has 
  never come under attack from the Rephaim. Many fami-
  lies do have a riﬂ e or shotgun for use on their farms. In 
  a dire emergency, roughly forty people could muster to 
  ﬁ ght, but only one person in the town, Carson Teller, 
  has any combat experience or training. Teller served as 
  a sergeant in the Templars until a battle-wound left him 
  with a permanent limp and an eye-patch. Carson is a re-
  spected member of the community, and a major Church 
  booster. He enjoys telling war stories.
  BASIC INTEL: JOHNSTOWN
  BASIC INTEL: JOHNSTOWN
  Johnstown lies southwest of New Cardiff, connected 
  to the market town by the River Road. The village proper 
  has approximately a hundred residents, including a large 
  dry-goods store, several shops, a church building, and a 
  bank. These services support a larger agricultural com-
  munity in the land surrounding the town. Johnstown ra-
  diates prosperity, with well-dressed residents and more 
  light trucks than animal-carts on the road. The town 
  takes its name from the current pope, who visited the 
  town on a pass-through tour in 2332.
  Johnstown’s prosperity comes from the success of its 
  large agricultural plantations. Huge farms surround the 
  town, and these ﬁ elds, unlike the family plots tended in 
  the rest of the region, are monoculture cash crop opera-
  tions.
  Ninety percent of the land under cultivation in John-
  stown belongs to eight plantations; tobacco is the biggest 
  cash crop, but two of the planters run large vineyards 
  and orchards.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  The plantations may have brought prosperity to John-
  stown, but the town has sold its soul in the process.
  In the years prior to the Rephaim invasion, Johnstown 
  closely resembled Broken Bough. When the corpses 
  moved into the area, however, a wave of refugees ﬂ owed 
  south along the River Road. These families had lost ev-
  erything—their land, their homes, and their livelihoods.
  A small, ruthless group of men and women on the 
  Johnstown city council saw an opportunity and seized 
  it. They constructed barracks on their lands and invited 
  refugees to stay in Johnstown. In return for food and 
  shelter, the refugees would agree to work their benefac-
  tors’ ﬁ elds on ﬁ ve-year contracts.
  Those ﬁ ve-year contracts very rapidly morphed into 
  economic serfdom. With a ready supply of cheap labor at 
  hand, the planters switched over to labor-intensive cash 
  crops and put many acres of previously-unused land 
  under cultivation.
  Refugee families suffered under harsh working condi-
  tions and meager food allowances. Contracted workers 
  could theoretically leave at the end of their tenure, but 
  planters found a variety of devious ways, ranging from 
  violent coercion to land-for-labor schemes, to extend 
  contracts and keep their workforce. Refugees leaving the 
  farms have, after all, virtually nowhere to go.
  Of the four hundred or so persons scattered about 
  the countryside around Johnstown, seventy-ﬁ ve percent 
  live as impoverished workers on one of the eight major 
  plantations.
  Johnstown’s tobacco and fruit products have devel-
  oped a good reputation. The local economy cannot, 
  however, support this type of cash-crop operation
   Johnstown’s economic model works because the oli-
  garchs on the town council struck a deal with PaxFarm, 
  a smaller agricultural member of the Union of Corpora-
  tions.
  PaxFarm has an intake center approximately a hun-
  dred miles to the south of Johnstown, on the banks of 
  the River Wye. PaxFarm barges motor up and down the 
  Wye, collecting agricultural products from Johnstown 
  and other communities along the river. The corporation 
  then ships the material into both Kobia and New Pitts-
  burgh.
  Almost all of the river trafﬁ c involves cash crops; 
  PaxFarm grows less-proﬁ table staples, like grain and pro-
  duce, on industrial farms inside the boundaries of the 
  corporate territories.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9696
  PaxFarm has succeeded in making its suppliers to-
  tally dependent on their patron. The company pays the 
  Johnstown planters in both gold and supplies, including 
  tools, seed, and artiﬁ cial fertilizers.
  PaxFarm traders also give the planters access to cor-
  porate luxury goods and supply the planters with weap-
  ons. Each plantation has a small force of ten or twelve 
  well-armed overseers—essentially a goon squad to keep 
  the disgruntled laborers in line.
  Plantation owners rely on PaxFarm for protection and 
  have signed a defense contract with the corporation. In 
  the event of an emergency beyond the abilities of their 
  goon squads, plantation owners can contact the PaxFarm 
  supply center for reinforcements. A corpse attack would 
  certainly constitute such an emergency, but the Rephaim 
  have never come this far south.
  In truth, the planters fear a large-scale uprising of 
  their ill-treated labor force. Insofar as knowledge of the 
  Johnstown situation has reached other communities 
  (and the planters attempt to keep that from happening), 
  they know that other towns ﬁ nd their social model dis-
  tasteful, and the planters do not expect support from the 
  New Cardiff or Two Fork watches.
  The plantation system has corrupted Johnstown to 
  the core. Johnstown’s rector, Father Jacob Brown, has 
  considerably more loyalty to the town council than to 
  the Pope.
  Churchgoers in Johnstown can afford to tithe hand-
  somely, but their fat Father preaches little more than a 
  prosperity gospel, and their faith has little depth. This 
  community will not sacriﬁ ce much of anything for Moth-
  er Church. Laborers do not attend Sunday services. 
  Instead, Father Brown preaches short services in cha-
  pels on the plantations; the planters know better than 
  to allow their disgruntled workforces to gather in one 
  place each week. Brown takes dinner with his planter 
  hosts after his nightly sermons, most of which concern 
  the importance of hard work and obedience to one’s 
  superiors.
  A town council runs Johnstown. Council members 
  theoretically earn their seats in elections, but in reality 
  the eight major planter families each hold a seat. The 
  council has not had a non-planter member in thirteen 
  years, a reality kept in place by voting laws that allow 
  only major property owners to participate in local elec-
  tions. 
  PaxFarm has the group ﬁ rmly in its pocket, and the 
  council will strongly resist any effort of the Knights to 
  put the town under Church control. The corporation 
  does not want to lose its tobacco supplier, and the Union 
  wants to check the Church’s expansion efforts.
  Johnstown’s plantation system ﬂ ies squarely in 
  the face of Church law and agricultural policy, which 
  favors scattered peasant farms over large-scale planta-
  tions. The Church needs food, more than tobacco, for 
  its overcrowded cities, and Mother Church prefers that 
  her subjects not divide their allegiance (or their tithes) 
  between two masters. Whether the situation can be re-
  solved should make for some interesting gaming.
  BASIC INTEL: TURIN
  BASIC INTEL: TURIN
  Turin lies at the end of the River Road, in a heavily-
  wooded zone formed by a split in the River Wye. The 
  wedge of land situated between the Wye and the Little 
  Wye ﬂ oods regularly, leaving the spongy ground under 
  a blanket of shallow water. Narrow trees, similar to the 
  cypresses of Earth, rise up from the standing water to 
  form a thick forest.
  Turin is a company town. A small-scale logging opera-
  tion, Turin Wood Products (TWP) cuts down the trees 
  and uses its mill, situated on the Little Wye, to produce 
  both lumber and wood-pulp. The founders chose Turin 
  for its trees and its geography; the standing water makes 
  it easy for loggers to move their products from the cut-
  ting point to the mill.
  TWP employs ﬁ fty people, ranging from tree-cutters 
  to mill operators to an accountant. Spouses and children 
  bring the settlement’s population to 150 souls. Hugo Tu-
  rin, the grandson of TWP founder Victor Turin, owns the 
  company and oversees all activities in the settlement.
  The company does not maintain a security force, but 
  it has enough guns on hand to arm all of its employees 
  and a small ﬂ eet of ten ﬂ at-bottomed airboats, used in 
  day-to-day operations, that could evacuate the entire 
  community on short notice.
  All of TWP’s buildings stand on wooden stilts, eight 
  feet above the waterline. The mill, with its heavy ma-
  chinery, rests on concrete pilings. TWP provides all of its 
  employees with housing.
  Families have small, three-room homes; single em-
  ployees live in apartment-style barracks. Two teachers 
  oversee cross-grade education in a one-room school-
  house. A communal dining hall serves three meals a day, 
  and TWP personnel can purchase dry goods at a discount 
  in the company store.
  Because of the dangerous nature of the lumber busi-
  ness, Turin actually has a fairly advanced clinic, with a 
  full-time doctor, a nurse, and an excellent collection of 
  equipment and pharmaceuticals. The company also has 
  its own helicopter, which can double as an ambulance. 
  Employees and their families receive free health care 
  at the clinic. TWP pays its employees tiny wages, but 
  with these beneﬁ ts, they can live fairly well. The system 
  encourages workers to remain dependent on, and thus 
  loyal to, the company.
  TWP does not have a church, but a local hermit leads 
  weekly services in the dining room and also offers after-
  hours religious schooling for children in the schoolhouse. 
  “Brother Marley” moved into the area some twenty years 
  ago; he lives in a rough shack set on a high spot in the 
  swampy woods to the north of Turin. Marley, like many 
  hermits, has an unusual demeanor, but the people trust 
  him.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Brother Marley died nine months ago.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9696
  PaxFarm has succeeded in making its suppliers to-
  tally dependent on their patron. The company pays the 
  Johnstown planters in both gold and supplies, including 
  tools, seed, and artiﬁ cial fertilizers.
  PaxFarm traders also give the planters access to cor-
  porate luxury goods and supply the planters with weap-
  ons. Each plantation has a small force of ten or twelve 
  well-armed overseers—essentially a goon squad to keep 
  the disgruntled laborers in line.
  Plantation owners rely on PaxFarm for protection and 
  have signed a defense contract with the corporation. In 
  the event of an emergency beyond the abilities of their 
  goon squads, plantation owners can contact the PaxFarm 
  supply center for reinforcements. A corpse attack would 
  certainly constitute such an emergency, but the Rephaim 
  have never come this far south.
  In truth, the planters fear a large-scale uprising of 
  their ill-treated labor force. Insofar as knowledge of the 
  Johnstown situation has reached other communities 
  (and the planters attempt to keep that from happening), 
  they know that other towns ﬁ nd their social model dis-
  tasteful, and the planters do not expect support from the 
  New Cardiff or Two Fork watches.
  The plantation system has corrupted Johnstown to 
  the core. Johnstown’s rector, Father Jacob Brown, has 
  considerably more loyalty to the town council than to 
  the Pope.
  Churchgoers in Johnstown can afford to tithe hand-
  somely, but their fat Father preaches little more than a 
  prosperity gospel, and their faith has little depth. This 
  community will not sacriﬁ ce much of anything for Moth-
  er Church. Laborers do not attend Sunday services. 
  Instead, Father Brown preaches short services in cha-
  pels on the plantations; the planters know better than 
  to allow their disgruntled workforces to gather in one 
  place each week. Brown takes dinner with his planter 
  hosts after his nightly sermons, most of which concern 
  the importance of hard work and obedience to one’s 
  superiors.
  A town council runs Johnstown. Council members 
  theoretically earn their seats in elections, but in reality 
  the eight major planter families each hold a seat. The 
  council has not had a non-planter member in thirteen 
  years, a reality kept in place by voting laws that allow 
  only major property owners to participate in local elec-
  tions. 
  PaxFarm has the group ﬁ rmly in its pocket, and the 
  council will strongly resist any effort of the Knights to 
  put the town under Church control. The corporation 
  does not want to lose its tobacco supplier, and the Union 
  wants to check the Church’s expansion efforts.
  Johnstown’s plantation system ﬂ ies squarely in 
  the face of Church law and agricultural policy, which 
  favors scattered peasant farms over large-scale planta-
  tions. The Church needs food, more than tobacco, for 
  its overcrowded cities, and Mother Church prefers that 
  her subjects not divide their allegiance (or their tithes) 
  between two masters. Whether the situation can be re-
  solved should make for some interesting gaming.
  BASIC INTEL: TURIN
  BASIC INTEL: TURIN
  Turin lies at the end of the River Road, in a heavily-
  wooded zone formed by a split in the River Wye. The 
  wedge of land situated between the Wye and the Little 
  Wye ﬂ oods regularly, leaving the spongy ground under 
  a blanket of shallow water. Narrow trees, similar to the 
  cypresses of Earth, rise up from the standing water to 
  form a thick forest.
  Turin is a company town. A small-scale logging opera-
  tion, Turin Wood Products (TWP) cuts down the trees 
  and uses its mill, situated on the Little Wye, to produce 
  both lumber and wood-pulp. The founders chose Turin 
  for its trees and its geography; the standing water makes 
  it easy for loggers to move their products from the cut-
  ting point to the mill.
  TWP employs ﬁ fty people, ranging from tree-cutters 
  to mill operators to an accountant. Spouses and children 
  bring the settlement’s population to 150 souls. Hugo Tu-
  rin, the grandson of TWP founder Victor Turin, owns the 
  company and oversees all activities in the settlement.
  The company does not maintain a security force, but 
  it has enough guns on hand to arm all of its employees 
  and a small ﬂ eet of ten ﬂ at-bottomed airboats, used in 
  day-to-day operations, that could evacuate the entire 
  community on short notice.
  All of TWP’s buildings stand on wooden stilts, eight 
  feet above the waterline. The mill, with its heavy ma-
  chinery, rests on concrete pilings. TWP provides all of its 
  employees with housing.
  Families have small, three-room homes; single em-
  ployees live in apartment-style barracks. Two teachers 
  oversee cross-grade education in a one-room school-
  house. A communal dining hall serves three meals a day, 
  and TWP personnel can purchase dry goods at a discount 
  in the company store.
  Because of the dangerous nature of the lumber busi-
  ness, Turin actually has a fairly advanced clinic, with a 
  full-time doctor, a nurse, and an excellent collection of 
  equipment and pharmaceuticals. The company also has 
  its own helicopter, which can double as an ambulance. 
  Employees and their families receive free health care 
  at the clinic. TWP pays its employees tiny wages, but 
  with these beneﬁ ts, they can live fairly well. The system 
  encourages workers to remain dependent on, and thus 
  loyal to, the company.
  TWP does not have a church, but a local hermit leads 
  weekly services in the dining room and also offers after-
  hours religious schooling for children in the schoolhouse. 
  “Brother Marley” moved into the area some twenty years 
  ago; he lives in a rough shack set on a high spot in the 
  swampy woods to the north of Turin. Marley, like many 
  hermits, has an unusual demeanor, but the people trust 
  him.
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Brother Marley died nine months ago.
  
  GAMMA FRONT
  GAMMA FRONT
  9797
  As a part of his plan to invade this region, the Black 
  Legion’s commander, Vladimir Rusik, sent a changeling 
  inﬁ ltrator into this community. The creature saw an im-
  mediate opportunity in the person of Brother Marley. It 
  ambushed and killed the old man as he paddled home 
  after teaching his nightly children’s class.
  The changeling has undertaken a long-term program 
  to subvert this community. It has already managed to 
  bring the weak-willed Hugo Turin under its inﬂ uence, 
  and Turin has in turn lured a few of his most ambitious 
  employees into the circle. Worst of all, the creature has 
  worked to subtly subvert the community’s youngest 
  members in their nightly classes.
  In both cases, the victims adhere to a version of the 
  “Poenaist” heresy, accepting that the Rephaim invasion 
  represents God’s judgment on a corrupt world. The he-
  retical circle has grown to include ﬁ fteen adult members 
  of the community; they meet once a week for an all-night 
  prayer session to beg God to spare their community.
  This belief may not sound dangerous, but it can lead 
  to trouble in several ways. The heretics believe that the 
  Rephaim have not moved south or crossed the River Wye 
  because God has thus far withheld His wrath from these 
  communities. When the corpses begin to advance once 
  again, these folks will not raise a hand to stop them, since 
  they view the Rephaim as an expression of the Almighty’s 
  will. They will also not favor aiding the Knights in their 
  mission.
  Worst of all, the changeling has already begun to 
  subtly invite a few of its most dedicated new minions to 
  consider “the next step of faith”: collaboration with the 
  “agents of God’s righteous wrath.”
  Vladimir Rusik ultimately plans to use these collabora-
  tors in two ways: to sabotage the bridge defenses at Two 
  Fork and New Cardiff, and to secretly move a Rephaim 
  force across the Little Wye, thus allowing the corpses to 
  hit New Cardiff from two sides at once (and from a direc-
  tion where the town has not built defenses).
  NEW ORGANIZATIONS
  NEW ORGANIZATIONS
  The following new organizations form a core part of  
  the new campaign setting. This information is for the 
  WM’s eyes only.
  PAXFARM
  PAXFARM
  Corporate Symbol: The letters “PF,” drawn as the 
  trunk of an apple tree
  Church Stance: Strongly anti-Church
  Primary Industries: Food and farm products
  PaxFarm is a micro-corporation operating solely in 
  New Pittsburgh and Kobia.
  PaxFarm operates industrial farms in Kobia and New 
  Pittsburgh. In addition to producing food products, like 
  beef and grain, PaxFarm harvests non-food agricultural 
  products, like tobacco, cotton, wool, and pharmaceuti-
  cal plant extracts (sold as raw material to reﬁ ners like 
  Biogen).
  PaxFarm began as a subsidiary brand of Agrimax, 
  devoted to overseeing the corporation’s operations 
  in the “unclaimed” territories of Terra Australis. When 
  Agrimax moved to market its products to the Church, 
  the corporation spun off its PaxFarm subsidiary to avoid 
  the inevitable conﬂ icts that would arise from PaxFarm’s 
  operations in areas claimed by the Pope.
  Since receiving its independence, however, PaxFarm 
  has aggressively moved to expand its operations and 
  even to challenge its former parent in the Kobia and New 
  Pittsburgh markets.
  A very minor corporation, PaxFarm cannot afford 
  to keep a military-level security force on all of its wide-
  spread land-holdings.
  In order to protect its lucrative extra-territorial opera-
  tions, the company has a long-term contract with the Free 
  Legion to provide services in the unclaimed territories. 
  PaxFarm’s River Wye receiving center currently has Legio 
  II headquartered on its premises and the Legio’s centu-
  ries scattered widely throughout the territory at various 
  PaxFarm facilities.
  PaxFarm has encouraged cash-crop production, and 
  especially tobacco growers, along the River Wye, and the 
  corporation will resist the Church’s efforts to take over 
  the region.
  FREE LEGION (MERCENARIES)
  FREE LEGION (MERCENARIES)
  Founded in 2335 by veterans of the Line of ‘34, the 
  Free Legion has a well-earned reputation as the most 
  fearsome mercenary force on Salus.
  The Legion began as a small mercenary troop and 
  gradually swelled into a true private army, ﬁ elding light 
  armored cavalry and air support for its four sub-units.
  In a sense, the Free Legion has grown into a mini-cor-
  poration, with major assets and thousands of employees, 
  but the Legion has remained true to its military roots. 
  Legionnaires forced to retire from combat roles due 
  to age or injury move into the mercenary unit’s business 
  ofﬁ ces, and all of the unit’s active ofﬁ cers are considered 
  “shareholders” in the organization, with voting rights 
  and “dividends” (a percentage of the unit’s yearly prof-
  its) in place of a salary.
  A soldier wishing to join the Free Legion must pass 
  a rigorous series of tests designed to demonstrate pro-
  ﬁ ciency with weapons and military tactics. In effect, the 
  Legion only wants veteran soldiers to join its ranks, but 
  the organization does not run background checks on its 
  applicants.
  As a result, many Legionnaires join the organization 
  in order to “start over” in a new life or escape punish-
  ment for prior misdeeds. As one might expect, the Free 
  Legion includes former members of the Sacri Ordines.
  The founding members of the Free Legion chose to 
  emulate the organization of the infamous Roman legions 
  GAMMA FRONT
  GAMMA FRONT
  9797
  As a part of his plan to invade this region, the Black 
  Legion’s commander, Vladimir Rusik, sent a changeling 
  inﬁ ltrator into this community. The creature saw an im-
  mediate opportunity in the person of Brother Marley. It 
  ambushed and killed the old man as he paddled home 
  after teaching his nightly children’s class.
  The changeling has undertaken a long-term program 
  to subvert this community. It has already managed to 
  bring the weak-willed Hugo Turin under its inﬂ uence, 
  and Turin has in turn lured a few of his most ambitious 
  employees into the circle. Worst of all, the creature has 
  worked to subtly subvert the community’s youngest 
  members in their nightly classes.
  In both cases, the victims adhere to a version of the 
  “Poenaist” heresy, accepting that the Rephaim invasion 
  represents God’s judgment on a corrupt world. The he-
  retical circle has grown to include ﬁ fteen adult members 
  of the community; they meet once a week for an all-night 
  prayer session to beg God to spare their community.
  This belief may not sound dangerous, but it can lead 
  to trouble in several ways. The heretics believe that the 
  Rephaim have not moved south or crossed the River Wye 
  because God has thus far withheld His wrath from these 
  communities. When the corpses begin to advance once 
  again, these folks will not raise a hand to stop them, since 
  they view the Rephaim as an expression of the Almighty’s 
  will. They will also not favor aiding the Knights in their 
  mission.
  Worst of all, the changeling has already begun to 
  subtly invite a few of its most dedicated new minions to 
  consider “the next step of faith”: collaboration with the 
  “agents of God’s righteous wrath.”
  Vladimir Rusik ultimately plans to use these collabora-
  tors in two ways: to sabotage the bridge defenses at Two 
  Fork and New Cardiff, and to secretly move a Rephaim 
  force across the Little Wye, thus allowing the corpses to 
  hit New Cardiff from two sides at once (and from a direc-
  tion where the town has not built defenses).
  NEW ORGANIZATIONS
  NEW ORGANIZATIONS
  The following new organizations form a core part of  
  the new campaign setting. This information is for the 
  WM’s eyes only.
  PAXFARM
  PAXFARM
  Corporate Symbol: The letters “PF,” drawn as the 
  trunk of an apple tree
  Church Stance: Strongly anti-Church
  Primary Industries: Food and farm products
  PaxFarm is a micro-corporation operating solely in 
  New Pittsburgh and Kobia.
  PaxFarm operates industrial farms in Kobia and New 
  Pittsburgh. In addition to producing food products, like 
  beef and grain, PaxFarm harvests non-food agricultural 
  products, like tobacco, cotton, wool, and pharmaceuti-
  cal plant extracts (sold as raw material to reﬁ ners like 
  Biogen).
  PaxFarm began as a subsidiary brand of Agrimax, 
  devoted to overseeing the corporation’s operations 
  in the “unclaimed” territories of Terra Australis. When 
  Agrimax moved to market its products to the Church, 
  the corporation spun off its PaxFarm subsidiary to avoid 
  the inevitable conﬂ icts that would arise from PaxFarm’s 
  operations in areas claimed by the Pope.
  Since receiving its independence, however, PaxFarm 
  has aggressively moved to expand its operations and 
  even to challenge its former parent in the Kobia and New 
  Pittsburgh markets.
  A very minor corporation, PaxFarm cannot afford 
  to keep a military-level security force on all of its wide-
  spread land-holdings.
  In order to protect its lucrative extra-territorial opera-
  tions, the company has a long-term contract with the Free 
  Legion to provide services in the unclaimed territories. 
  PaxFarm’s River Wye receiving center currently has Legio 
  II headquartered on its premises and the Legio’s centu-
  ries scattered widely throughout the territory at various 
  PaxFarm facilities.
  PaxFarm has encouraged cash-crop production, and 
  especially tobacco growers, along the River Wye, and the 
  corporation will resist the Church’s efforts to take over 
  the region.
  FREE LEGION (MERCENARIES)
  FREE LEGION (MERCENARIES)
  Founded in 2335 by veterans of the Line of ‘34, the 
  Free Legion has a well-earned reputation as the most 
  fearsome mercenary force on Salus.
  The Legion began as a small mercenary troop and 
  gradually swelled into a true private army, ﬁ elding light 
  armored cavalry and air support for its four sub-units.
  In a sense, the Free Legion has grown into a mini-cor-
  poration, with major assets and thousands of employees, 
  but the Legion has remained true to its military roots. 
  Legionnaires forced to retire from combat roles due 
  to age or injury move into the mercenary unit’s business 
  ofﬁ ces, and all of the unit’s active ofﬁ cers are considered 
  “shareholders” in the organization, with voting rights 
  and “dividends” (a percentage of the unit’s yearly prof-
  its) in place of a salary.
  A soldier wishing to join the Free Legion must pass 
  a rigorous series of tests designed to demonstrate pro-
  ﬁ ciency with weapons and military tactics. In effect, the 
  Legion only wants veteran soldiers to join its ranks, but 
  the organization does not run background checks on its 
  applicants.
  As a result, many Legionnaires join the organization 
  in order to “start over” in a new life or escape punish-
  ment for prior misdeeds. As one might expect, the Free 
  Legion includes former members of the Sacri Ordines.
  The founding members of the Free Legion chose to 
  emulate the organization of the infamous Roman legions 
  
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  9898
  of Earth. In addition to giving the mercenary company 
  a sense of common identity, the Free Legion’s ofﬁ cers 
  hoped to replicate the Church’s success in ﬁ ghting the 
  Rephaim with a mixture of modern and traditional weap-
  ons. Legionnaires, like the Knights of the Sacri Ordines, 
  supplement their assault riﬂ es with swords, spears, and 
  shields.
  ORGANIZATION
  ORGANIZATION
  Four independent units, the legions, comprise the 
  Free Legion. Legionnaires refer to their units with the 
  Latin term, legio, followed by a number (written as a Ro-
  man numeral). Each legion has between four and ﬁ ve 
  thousand ﬁ ghting soldiers; the entire mercenary com-
  pany can muster about eighteen thousand soldiers—the 
  Free Legion is huge for a private mercenary organization 
  but tiny in comparison to the Knightly orders of the Sacri 
  Ordines.
  Just as in the Orders, individual soldiers serve in vari-
  ous skill positions as combat medics, infantry support, 
  combat engineers, and the like, based on aptitude and 
  training.
  Six to eight Legionnaires comprise a squad, led by a 
  decurion. Ten squads (60-80 soldiers) form a century, 
  headed by a centurion (each centurion has 10-20 sup-
  port staff). The next largest formation, a cohort, consists 
  of six centuries and is commanded by the senior ranking 
  centurion (referred to formally as the pilus prior).
  A full strength legion contains ﬁ ve cohorts, and the 
  most senior centurion in the unit receives the honorary 
  rank of primus pilus (the “ﬁ rst spear”) and has authority 
  over all ﬁ ve cohorts.
  In addition to the ﬁ ve cohorts, each legion also has 
  sizeable air and ground support forces, collectively 
  known as the auxilia. The auxilia includes, among oth-
  ers, artillery units, the mechanized air and ground forces, 
  dedicated squads of battleﬁ eld scouts and engineers, and 
  medical units. None of these units rises above the size of 
  a century, and some, such as the scouts, never form a 
  unit larger than a squad.
  A single legatus commands each legion (the combina-
  tion of cohorts and auxilia); the second-in-
  command is known as a prefect.
  The Free Legion hires contractors to 
  handle such non-combat duties as provid-
  ing food and cleaning facilities. A group of 
  noncombatant legionnaires (usually reas-
  signed from combat duties based on injury 
  or age) oversees the contract employees 
  and looks after the logistical needs of the 
  unit. Its contract policies help to make the 
  Free Legion popular in its areas of opera-
  tion by creating employment opportuni-
  ties for local residents.
  Many Legionnaires have families, and 
  legionnaire families generally travel with 
  the Legio, setting up an encampment of 
  tents and semi-permanent structures in a 
  grid pattern reminiscent of the old Roman 
  outposts. Encampments are orderly, but 
  the nomadic life and the lack of amenities 
  makes this a hard life for noncombatants.
  As one might imagine, legionnaire 
  families tend to be a rough-and-ready lot. 
  The legatus technically has authority over 
  all affairs in the family encampments, but 
  almost all of the actual governing in an en-
  campment is normally handled by a coun-
  cil that includes the wives of all ofﬁ cers at 
  or above the rank of centurion. 
  Encampments are always set up at the 
  Legio’s command and/or supply station, 
  well behind the front lines.
  LEGION EQUIPMENT
  LEGION EQUIPMENT
  For the most part Legionnaires carry 
  the same equipment as their counterparts 
  in the Sacri Ordines, with speciﬁ c load-
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  9898
  of Earth. In addition to giving the mercenary company 
  a sense of common identity, the Free Legion’s ofﬁ cers 
  hoped to replicate the Church’s success in ﬁ ghting the 
  Rephaim with a mixture of modern and traditional weap-
  ons. Legionnaires, like the Knights of the Sacri Ordines, 
  supplement their assault riﬂ es with swords, spears, and 
  shields.
  ORGANIZATION
  ORGANIZATION
  Four independent units, the legions, comprise the 
  Free Legion. Legionnaires refer to their units with the 
  Latin term, legio, followed by a number (written as a Ro-
  man numeral). Each legion has between four and ﬁ ve 
  thousand ﬁ ghting soldiers; the entire mercenary com-
  pany can muster about eighteen thousand soldiers—the 
  Free Legion is huge for a private mercenary organization 
  but tiny in comparison to the Knightly orders of the Sacri 
  Ordines.
  Just as in the Orders, individual soldiers serve in vari-
  ous skill positions as combat medics, infantry support, 
  combat engineers, and the like, based on aptitude and 
  training.
  Six to eight Legionnaires comprise a squad, led by a 
  decurion. Ten squads (60-80 soldiers) form a century, 
  headed by a centurion (each centurion has 10-20 sup-
  port staff). The next largest formation, a cohort, consists 
  of six centuries and is commanded by the senior ranking 
  centurion (referred to formally as the pilus prior).
  A full strength legion contains ﬁ ve cohorts, and the 
  most senior centurion in the unit receives the honorary 
  rank of primus pilus (the “ﬁ rst spear”) and has authority 
  over all ﬁ ve cohorts.
  In addition to the ﬁ ve cohorts, each legion also has 
  sizeable air and ground support forces, collectively 
  known as the auxilia. The auxilia includes, among oth-
  ers, artillery units, the mechanized air and ground forces, 
  dedicated squads of battleﬁ eld scouts and engineers, and 
  medical units. None of these units rises above the size of 
  a century, and some, such as the scouts, never form a 
  unit larger than a squad.
  A single legatus commands each legion (the combina-
  tion of cohorts and auxilia); the second-in-
  command is known as a prefect.
  The Free Legion hires contractors to 
  handle such non-combat duties as provid-
  ing food and cleaning facilities. A group of 
  noncombatant legionnaires (usually reas-
  signed from combat duties based on injury 
  or age) oversees the contract employees 
  and looks after the logistical needs of the 
  unit. Its contract policies help to make the 
  Free Legion popular in its areas of opera-
  tion by creating employment opportuni-
  ties for local residents.
  Many Legionnaires have families, and 
  legionnaire families generally travel with 
  the Legio, setting up an encampment of 
  tents and semi-permanent structures in a 
  grid pattern reminiscent of the old Roman 
  outposts. Encampments are orderly, but 
  the nomadic life and the lack of amenities 
  makes this a hard life for noncombatants.
  As one might imagine, legionnaire 
  families tend to be a rough-and-ready lot. 
  The legatus technically has authority over 
  all affairs in the family encampments, but 
  almost all of the actual governing in an en-
  campment is normally handled by a coun-
  cil that includes the wives of all ofﬁ cers at 
  or above the rank of centurion. 
  Encampments are always set up at the 
  Legio’s command and/or supply station, 
  well behind the front lines.
  LEGION EQUIPMENT
  LEGION EQUIPMENT
  For the most part Legionnaires carry 
  the same equipment as their counterparts 
  in the Sacri Ordines, with speciﬁ c load-
  
  GAMMA FRONT
  GAMMA FRONT
  9999
  outs for each battleﬁ eld specialty. Several differences do 
  stand out, however.
  Firearms – The Free Legion has an exclusive contract 
  with Asgard for the purchase of all of its ﬁ rearms. Assume 
  that Legionnaires use 12mm Asgard weapons where ap-
  propriate.
  The Legion’s special arrangement with Asgard also 
  means that individual Legions sometimes have the op-
  portunity to purchase small orders of Asgard’s specialty 
  ammunition for its 12mm weapons, and a few of the 
  more “innovative” procurement ofﬁ cers in the Free Le-
  gion have established their own back-channel sources 
  for High Explosive and Armor Piercing rounds.
  Most legionnaires carry SMGs rather than assault 
  riﬂ es, because they need a spare hand for their shields.
  Legionnaires normally carry and throw grenades, 
  since SMGs are not large enough to mount a grenade 
  launcher.
  Armor and Shield – Unlike Knights, all legionnaires 
  wear the equivalent of “light” armor. Legionnaires re-
  ceive additional protection in battle from their shields. 
  The large, curved, rectangular shields represent a 
  combination of ancient and modern technologies. Al-
  though they are shaped like the Roman shields of the 
  past, these modern defensive armaments are made of 
  ceramic and carbon-ﬁ ber materials. They feature a small 
  view-slit at eye-level that allows a soldier to see ahead of 
  the shield without exposing his head to attack.
  Legionnaires use their shields as mobile bunkers; 
  they fully cover a crouching soldier from weapons ﬁ re in 
  a frontal arc (shooting still requires a soldier to expose 
  his or her arm).
  Legionnaire Shield – 10 lbs.; +2 Parry; +4 Armor 
  against ranged shots from protected arc; protects a 120-
  degree arc.
  Gladius – Legionnaires carry a sword modeled on the 
  Roman gladius. Although shaped differently from the 
  Knightly model, these swords have the same stats as the 
  ones used by the Sacri Ordines.
  Pilum – In addition to commissioning the design of a 
  new type of shield, the Free Legion ordered a new variety 
  of spear based on the old Roman pilum.
  Unlike the weapons made famous by the Ordo Hastae 
  Sanctae, these weapons are short and heavy, designed 
  for throwing. Like its famous Roman predecessor, the 
  Legionnaire pilum has a heavy shaft and a long, slender 
  metal head, designed to pierce armor.
  These ingenious weapons rarely kill an opponent 
  outright—indeed, they deal less damage than their 
  Church counterparts—but the light metal of the spear-
  head bends on impact, making it difﬁ cult for the target to 
  remove the spear. The weapon thus hampers an enemy’s 
  movement and actions—even when the enemy is a zom-
  bie unharmed by the weapon’s penetration.
  A legionnaire can carry two pilums attached to quick-
  release clips on his shield.
  Legionnaire Pilum (Spear) – STR+d4 (AP 1); Range 
  3/6/12; piercing damage; weight 7; no parry or reach bo-
  nus. Special Ability: in addition to the damage bonus, an 
  opponent hit with a raise by a thrown pilum is Shaken; 
  if the pilum deals enough damage to cause the Shaken 
  condition, ignore its special ability
  LEGIONNAIRE SPECIAL TRAINING
  LEGIONNAIRE SPECIAL TRAINING
  The Right Weapon: Legionnaires are trained to use 
  all of their many weapons on the battleﬁ eld. All legion-
  naires have the Quick Draw Edge.
  Battle Hardened: Most legionnaires have seen exten-
  sive combat duty; nothing fazes these grizzled veterans, 
  who add +2 to all Guts checks. They subtract two when 
  rolling on the Fear Table.
  LEGIONNAIRE VOWS
  LEGIONNAIRE VOWS
  At the end of their training, new legionnaires must 
  take the Oath of Fire, swearing lifetime loyalty to the 
  Free Legion and forsaking all other worldy commitments 
  (remember that families join the Legion, too; although 
  they do not swear the oath, children and spouses are 
  considered to be a part of the Free Legion).
  Legionnaires swear to obey their ofﬁ cers at all times, 
  to accept the Legion’s discipline (which, much like the 
  old Roman legions, is incredibly harsh and includes such 
  measures as public ﬂ ogging), and to sacriﬁ ce themselves, 
  if necessary, for the good of their brother- and sister-le-
  gionnaires.
  Upon accepting the Oath of Fire, each new legion-
  naire is branded with a stylized Roman numeral ten (an 
  X), the symbol of the Free Legion. This vow (and the 
  acceptance of the life that goes with it) constitutes a Ma-
  jor Hindrance, compensating for the beneﬁ ts of Legion-
  naire Special Training, and it does not count against a 
  character’s Hindrance limit.
  LEGIONNAIRE INFANTRYMAN
  LEGIONNAIRE INFANTRYMAN
  The armored infantrymen (and women) are the back-
  bone of the Free Legion. Most are veterans of multiple 
  campaigns and can match their Knightly counterparts in 
  a ﬁ ght.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d6+2, Notice d6, Shooting d8, 
  Throwing d8, Climbing d4, Stealth d4
  Charisma -2; Pace: 6; Parry: 6 (8 w/shield); Toughness: 
  10 (4) / 14 (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Brawny, Combat Reﬂ exes, First 
  Strike
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis 2350 for informa-
  tion on special ammunition), 5 grenades (Range 5/10/20, 
  Damage: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, 
  AP 4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac.
  GAMMA FRONT
  GAMMA FRONT
  9999
  outs for each battleﬁ eld specialty. Several differences do 
  stand out, however.
  Firearms – The Free Legion has an exclusive contract 
  with Asgard for the purchase of all of its ﬁ rearms. Assume 
  that Legionnaires use 12mm Asgard weapons where ap-
  propriate.
  The Legion’s special arrangement with Asgard also 
  means that individual Legions sometimes have the op-
  portunity to purchase small orders of Asgard’s specialty 
  ammunition for its 12mm weapons, and a few of the 
  more “innovative” procurement ofﬁ cers in the Free Le-
  gion have established their own back-channel sources 
  for High Explosive and Armor Piercing rounds.
  Most legionnaires carry SMGs rather than assault 
  riﬂ es, because they need a spare hand for their shields.
  Legionnaires normally carry and throw grenades, 
  since SMGs are not large enough to mount a grenade 
  launcher.
  Armor and Shield – Unlike Knights, all legionnaires 
  wear the equivalent of “light” armor. Legionnaires re-
  ceive additional protection in battle from their shields. 
  The large, curved, rectangular shields represent a 
  combination of ancient and modern technologies. Al-
  though they are shaped like the Roman shields of the 
  past, these modern defensive armaments are made of 
  ceramic and carbon-ﬁ ber materials. They feature a small 
  view-slit at eye-level that allows a soldier to see ahead of 
  the shield without exposing his head to attack.
  Legionnaires use their shields as mobile bunkers; 
  they fully cover a crouching soldier from weapons ﬁ re in 
  a frontal arc (shooting still requires a soldier to expose 
  his or her arm).
  Legionnaire Shield – 10 lbs.; +2 Parry; +4 Armor 
  against ranged shots from protected arc; protects a 120-
  degree arc.
  Gladius – Legionnaires carry a sword modeled on the 
  Roman gladius. Although shaped differently from the 
  Knightly model, these swords have the same stats as the 
  ones used by the Sacri Ordines.
  Pilum – In addition to commissioning the design of a 
  new type of shield, the Free Legion ordered a new variety 
  of spear based on the old Roman pilum.
  Unlike the weapons made famous by the Ordo Hastae 
  Sanctae, these weapons are short and heavy, designed 
  for throwing. Like its famous Roman predecessor, the 
  Legionnaire pilum has a heavy shaft and a long, slender 
  metal head, designed to pierce armor.
  These ingenious weapons rarely kill an opponent 
  outright—indeed, they deal less damage than their 
  Church counterparts—but the light metal of the spear-
  head bends on impact, making it difﬁ cult for the target to 
  remove the spear. The weapon thus hampers an enemy’s 
  movement and actions—even when the enemy is a zom-
  bie unharmed by the weapon’s penetration.
  A legionnaire can carry two pilums attached to quick-
  release clips on his shield.
  Legionnaire Pilum (Spear) – STR+d4 (AP 1); Range 
  3/6/12; piercing damage; weight 7; no parry or reach bo-
  nus. Special Ability: in addition to the damage bonus, an 
  opponent hit with a raise by a thrown pilum is Shaken; 
  if the pilum deals enough damage to cause the Shaken 
  condition, ignore its special ability
  LEGIONNAIRE SPECIAL TRAINING
  LEGIONNAIRE SPECIAL TRAINING
  The Right Weapon: Legionnaires are trained to use 
  all of their many weapons on the battleﬁ eld. All legion-
  naires have the Quick Draw Edge.
  Battle Hardened: Most legionnaires have seen exten-
  sive combat duty; nothing fazes these grizzled veterans, 
  who add +2 to all Guts checks. They subtract two when 
  rolling on the Fear Table.
  LEGIONNAIRE VOWS
  LEGIONNAIRE VOWS
  At the end of their training, new legionnaires must 
  take the Oath of Fire, swearing lifetime loyalty to the 
  Free Legion and forsaking all other worldy commitments 
  (remember that families join the Legion, too; although 
  they do not swear the oath, children and spouses are 
  considered to be a part of the Free Legion).
  Legionnaires swear to obey their ofﬁ cers at all times, 
  to accept the Legion’s discipline (which, much like the 
  old Roman legions, is incredibly harsh and includes such 
  measures as public ﬂ ogging), and to sacriﬁ ce themselves, 
  if necessary, for the good of their brother- and sister-le-
  gionnaires.
  Upon accepting the Oath of Fire, each new legion-
  naire is branded with a stylized Roman numeral ten (an 
  X), the symbol of the Free Legion. This vow (and the 
  acceptance of the life that goes with it) constitutes a Ma-
  jor Hindrance, compensating for the beneﬁ ts of Legion-
  naire Special Training, and it does not count against a 
  character’s Hindrance limit.
  LEGIONNAIRE INFANTRYMAN
  LEGIONNAIRE INFANTRYMAN
  The armored infantrymen (and women) are the back-
  bone of the Free Legion. Most are veterans of multiple 
  campaigns and can match their Knightly counterparts in 
  a ﬁ ght.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d6+2, Notice d6, Shooting d8, 
  Throwing d8, Climbing d4, Stealth d4
  Charisma -2; Pace: 6; Parry: 6 (8 w/shield); Toughness: 
  10 (4) / 14 (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Brawny, Combat Reﬂ exes, First 
  Strike
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis 2350 for informa-
  tion on special ammunition), 5 grenades (Range 5/10/20, 
  Damage: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, 
  AP 4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac.
  
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  100
  100
  DECURION (LEGIONNAIRE OFFICER)
  The Free Legion’s battleﬁ eld leaders are the decurions. 
  Each decurion oversees a squad of six to eight soldiers. 
  They are skilled veterans with good combat records, and 
  their leadership often keeps a squad in the ﬁ ght.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d6+2, Notice d6, Shooting d8, 
  Throwing d8, Climbing d4, Stealth d4, Knowledge (Bat-
  tle) d6, Intimidation d6
  Charisma -2; Pace: 6; Parry: 5; Toughness: 10 (4) / 14 
  (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Brawny, Combat Reﬂ exes, Com-
  mand, Inspire, Command Presence
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis 2350 for informa-
  tion on special ammunition), 5 grenades (Range 5/10/20, 
  Damage: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, 
  AP 4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac.
  BLACK LEGION (ORDO TENEBRAE)
  BLACK LEGION (ORDO TENEBRAE)
  In 2339, just four years after its inception, the Free 
  Legion suffered a devastating loss when Rephaim forces 
  overran a West Star Mining outpost. 
  West Star had continued to operate the lucrative dia-
  mond mining operation in an untouched enclave inside
  of Dead Zone Gamma, but the corporation had removed 
  all of its own staff from what it correctly regarded as an 
  eventual lost cause, leaving what amounted to disposable 
  slave labor on-site and luring the Free Legion’s Legio II 
  into providing security.
  West Star Mining offered the young mercenary com-
  pany a lucrative contract and promised that airborne 
  WSM forces would provide for rapid extraction in the 
  case of a Rephaim assault.
  The Rephaim assault materialized. The extraction 
  force did not. Some 48 hours after the Rephaim began 
  their attack, both the Free Legion and West Star Min-
  ing lost all communications with the outpost. Legio II 
  seemed to disappear from Salus.
  In truth, however, the mercenaries of Legio II did not 
  perish in combat. Impressed by the tenacity of his en-
  emies, the ancient vampire leading the assault ordered 
  a battleﬁ eld truce and sent the legatus, Vladimir Rusik, 
  an offer: avoid joining the Rephaim ranks as corpses by 
  joining the ranks of the Ordo Tenebrae.
  Betrayed by his Corporate employer and perhaps 
  believing that he and his men could eventually escape, 
  Rusik ordered Legio II to stand down and surrender. 
  Rusik’s hopes were foolish. Carried off to an indoctri-
  nation facility deep inside of Dead Zone Gamma, the 
  surviving members of Legio II eventually surrendered 
  their minds and souls, emerging from the camps as true 
  servants of the Dark.
  Those that would not convert in life joined the cause 
  as zombies. Vladimir Rusik suffered the ultimate corrup-
  tion/conversion at the hands of his captor, who twisted 
  the legatus into a new vampire—a ﬁ tting general for this 
  new Black Legion.
  LIFE IN THE BLACK LEGION
  LIFE IN THE BLACK LEGION
  The Black Legion belongs to the Ordo Tenebrae, but 
  Black Legionnaires are not ordinary Dark Knights. Every 
  member of this elite unit comes from the ranks of the 
  Free Legion—the most feared mercenary unit on Salus. 
  As former Legionnaires, these veterans have extensive 
  combat training and ﬁ eld experience.
  The Black Legion employs advanced small-unit tactics, 
  and it has a greater degree of mechanized support than 
  most corpse units. The Black Legion has approximately 
  the same combat strength as a single legion.
  QUIRKS
  QUIRKS
  The “re-education” process used to twist members 
  of Legio II into Black Legionnaires involved a gruesome 
  regimen of physical and psychological torture.
  As a result, Black Legionnaires are all insane to some 
  degree—their humanity has literally been stripped away. 
  The damage done in the indoctrination process mani-
  fests itself differently in individual soldiers. Some gibber 
  and drool constantly. Others practice self-mutilation, at-
  tempting to mimic their Undead masters by inuring their 
  bodies to pain. Many Black Legionnaires ﬂ y into violent 
  rages at the slightest provocation, and more than a few 
  have even fallen to cannibalism.
  Almost all Black Legionnaires have nightmares every 
  time they close their eyes, and many suffer from wak-
  ing hallucinations. For these tortured and twisted souls, 
  the only salvation lies in combat, when the heat of battle 
  chases away the nightmare of life.
  Despite the horror of their lives, very few Black Le-
  gionnaires ever commit suicide—they know all too well 
  that death is not the end of suffering for servants of the 
  Dark.
  Medical treatment in the Black Legion is restricted 
  to basic battleﬁ eld ﬁ rst aid—a dead soldier, after all, is 
  almost as good as a live one to the Rephaim.
  As a result, most Black Legionnaires have ugly scars 
  and un- or poorly-healed wounds. Many show the effects 
  of untreated diseases.
  Black Legionnaires know better than to complain 
  about such things; their commanding ofﬁ cers have abso-
  lutely no qualms about executing “whiners” on the spot 
  and raising them as zombies.
  TERRITORIAL EXPANSION
  TERRITORIAL EXPANSION
  Currently the Black Legion controls a large stretch 
  of territory to the northwest of the Wye River, in Dead 
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  100
  100
  DECURION (LEGIONNAIRE OFFICER)
  The Free Legion’s battleﬁ eld leaders are the decurions. 
  Each decurion oversees a squad of six to eight soldiers. 
  They are skilled veterans with good combat records, and 
  their leadership often keeps a squad in the ﬁ ght.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Guts d6+2, Notice d6, Shooting d8, 
  Throwing d8, Climbing d4, Stealth d4, Knowledge (Bat-
  tle) d6, Intimidation d6
  Charisma -2; Pace: 6; Parry: 5; Toughness: 10 (4) / 14 
  (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Brawny, Combat Reﬂ exes, Com-
  mand, Inspire, Command Presence
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis 2350 for informa-
  tion on special ammunition), 5 grenades (Range 5/10/20, 
  Damage: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, 
  AP 4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac.
  BLACK LEGION (ORDO TENEBRAE)
  BLACK LEGION (ORDO TENEBRAE)
  In 2339, just four years after its inception, the Free 
  Legion suffered a devastating loss when Rephaim forces 
  overran a West Star Mining outpost. 
  West Star had continued to operate the lucrative dia-
  mond mining operation in an untouched enclave inside
  of Dead Zone Gamma, but the corporation had removed 
  all of its own staff from what it correctly regarded as an 
  eventual lost cause, leaving what amounted to disposable 
  slave labor on-site and luring the Free Legion’s Legio II 
  into providing security.
  West Star Mining offered the young mercenary com-
  pany a lucrative contract and promised that airborne 
  WSM forces would provide for rapid extraction in the 
  case of a Rephaim assault.
  The Rephaim assault materialized. The extraction 
  force did not. Some 48 hours after the Rephaim began 
  their attack, both the Free Legion and West Star Min-
  ing lost all communications with the outpost. Legio II 
  seemed to disappear from Salus.
  In truth, however, the mercenaries of Legio II did not 
  perish in combat. Impressed by the tenacity of his en-
  emies, the ancient vampire leading the assault ordered 
  a battleﬁ eld truce and sent the legatus, Vladimir Rusik, 
  an offer: avoid joining the Rephaim ranks as corpses by 
  joining the ranks of the Ordo Tenebrae.
  Betrayed by his Corporate employer and perhaps 
  believing that he and his men could eventually escape, 
  Rusik ordered Legio II to stand down and surrender. 
  Rusik’s hopes were foolish. Carried off to an indoctri-
  nation facility deep inside of Dead Zone Gamma, the 
  surviving members of Legio II eventually surrendered 
  their minds and souls, emerging from the camps as true 
  servants of the Dark.
  Those that would not convert in life joined the cause 
  as zombies. Vladimir Rusik suffered the ultimate corrup-
  tion/conversion at the hands of his captor, who twisted 
  the legatus into a new vampire—a ﬁ tting general for this 
  new Black Legion.
  LIFE IN THE BLACK LEGION
  LIFE IN THE BLACK LEGION
  The Black Legion belongs to the Ordo Tenebrae, but 
  Black Legionnaires are not ordinary Dark Knights. Every 
  member of this elite unit comes from the ranks of the 
  Free Legion—the most feared mercenary unit on Salus. 
  As former Legionnaires, these veterans have extensive 
  combat training and ﬁ eld experience.
  The Black Legion employs advanced small-unit tactics, 
  and it has a greater degree of mechanized support than 
  most corpse units. The Black Legion has approximately 
  the same combat strength as a single legion.
  QUIRKS
  QUIRKS
  The “re-education” process used to twist members 
  of Legio II into Black Legionnaires involved a gruesome 
  regimen of physical and psychological torture.
  As a result, Black Legionnaires are all insane to some 
  degree—their humanity has literally been stripped away. 
  The damage done in the indoctrination process mani-
  fests itself differently in individual soldiers. Some gibber 
  and drool constantly. Others practice self-mutilation, at-
  tempting to mimic their Undead masters by inuring their 
  bodies to pain. Many Black Legionnaires ﬂ y into violent 
  rages at the slightest provocation, and more than a few 
  have even fallen to cannibalism.
  Almost all Black Legionnaires have nightmares every 
  time they close their eyes, and many suffer from wak-
  ing hallucinations. For these tortured and twisted souls, 
  the only salvation lies in combat, when the heat of battle 
  chases away the nightmare of life.
  Despite the horror of their lives, very few Black Le-
  gionnaires ever commit suicide—they know all too well 
  that death is not the end of suffering for servants of the 
  Dark.
  Medical treatment in the Black Legion is restricted 
  to basic battleﬁ eld ﬁ rst aid—a dead soldier, after all, is 
  almost as good as a live one to the Rephaim.
  As a result, most Black Legionnaires have ugly scars 
  and un- or poorly-healed wounds. Many show the effects 
  of untreated diseases.
  Black Legionnaires know better than to complain 
  about such things; their commanding ofﬁ cers have abso-
  lutely no qualms about executing “whiners” on the spot 
  and raising them as zombies.
  TERRITORIAL EXPANSION
  TERRITORIAL EXPANSION
  Currently the Black Legion controls a large stretch 
  of territory to the northwest of the Wye River, in Dead 
  
  GAMMA FRONT
  GAMMA FRONT
  101
  101
  Zone Gamma. Vladimir Rusik’s scheme for expanding 
  his ﬁ efdom begins with capturing the New Cardiff bridge 
  in a surprise attack. Rusik’s mechanized army will then 
  advance rapidly south, followed by conventional corpse 
  forces.
  The vampire’s plan, if successful, will prevent the 
  Sacri Ordines from joining the two Church territories 
  along the Augustine Way. The Black Legion, moreover, 
  will be able to establish outposts in the unclaimed ter-
  ritories and swell its ranks by killing and reanimating the 
  region’s inhabitants.
  Rusik ultimately hopes that a few rapid successes 
  could lead his lich masters to elevate his status and give 
  him the authority and resources to pursue a full-scale 
  military campaign in the region.
  ECONOMY
  ECONOMY
  Most Black Legionnaires are not Undead, so they have 
  basic needs, such as food and water. When the Rephaim 
  conquered this area, they took many human captives. 
  These people now make up a slave population that 
  serves primarily as an agricultural labor force to produce 
  food for the Black Legion.
  Plantations exist well behind the front lines, deep in 
  the Black Legion zone of control in DZ Gamma. Life on a 
  Dead Zone plantation is brutal, and escape is almost im-
  possible. Slaves are also used as experimental subjects, 
  ritual sacriﬁ ces, and as a readily-available food source for 
  vampires.
  The Black Legion occasionally sends small raiding 
  parties out of the Dead Zones to capture new slaves.
  VLADIMIR RUSIK
  Vladimir Rusik is technically a “young” vampire, but 
  he beneﬁ ts from the experience he gained in his former 
  life. In terms of combat prowess and battle leadership, 
  Rusik has skills similar to those of an ancient vampire, 
  but with an emphasis on soldierly training rather than 
  arcane power.
  Out of battle, Rusik does not carry the shield or 
  pilums, although a nearby aide normally has the equip-
  ment on hand.
  Attributes: Agility d12, Smarts d12, Spirit d10, Strength 
  d12+4, Vigor d12
  Skills: Fighting d12, Guts d12, Intimidation d10, Knowl-
  edge (Battle) d12, Persuasion d10, Stealth d8, Knowl-
  edge (artillery) d8, Throwing d12, Shooting d12
  Pace: 6; Parry: 8 or 10 with shield; Toughness: 14 (4) 
  or 18 (8) with shield
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 
  4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac
  Special Abilities:
  * Bite: Str+d8
  * Charm: Vladimir Rusik can use the puppet power, 
  using his Smarts as his arcane skill. He can cast 
  and maintain the power indeﬁ nitely, but he may 
  only affect one target at a time.
  * Command Presence: Rusik’s booming voice 
  and powerful presence make him a force to be 
  reckoned with on the battleﬁ eld.
  * Fear (-2): Opponents must make a Guts roll at -2.
  * Greater Undead: +2 Toughness; +2 to recover 
  from being Shaken; immune to poison, disease, 
  and gas; no additional damage from called shots; 
  half-damage from ﬁ rearms and other piercing 
  weapons; ignores Wound Penalties
  * Improved Frenzy: Vladimir Rusik may make two 
  attacks per round with no penalty.
  * Improved Level-Headed: Vladimir Rusik acts on 
  the best of three cards.
  * Leadership: Vladimir Rusik has the Command, 
  Fervor, Hold the Line, and Natural Leader Edges.
  * Sire: Anyone incapacitated but not killed by Rusik 
  must make a Spirit roll or die and return from the 
  dead as a vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engines running.
  * Valhalla Graduate: Vladimir Rusik graduated 
  from Asgard’s prestigious military academy and 
  has the Valhalla Graduate Edge.
  BLACK LEGIONNAIRE (DARK KNIGHT)
  BLACK LEGIONNAIRE (DARK KNIGHT)
  These Knights chose to follow their commander, 
  Vladimir Rusik, into the ranks of the Ordo Tenebrae. 
  Likely at least slightly insane before they joined the 
  Black Legion, each is the dark knights is certiﬁ able as a 
  psychopath or sociopath. To be captured by one of these 
  crazed warriors is to invite torture, mutilation, and far, 
  far worse.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d8, Throwing 
  d8, Climbing d4, Stealth d6
  Charisma -4; Pace: 6; Parry: 6 (8 w/shield); Toughness: 
  10 (4) / 14 (8) w/shield
  Hindrances: Bloodthirsty, Loyal, Quirk (see Black Le-
  gion notes), Vow (Major: Black Legion)
  Edges: Brawny, Combat Reﬂ exes, First Strike, Quick 
  Draw
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 
  4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac
  Special Ability:
  * Insane – Black Legionnaires are immune to Fear 
  and Intimidation.
  GAMMA FRONT
  GAMMA FRONT
  101
  101
  Zone Gamma. Vladimir Rusik’s scheme for expanding 
  his ﬁ efdom begins with capturing the New Cardiff bridge 
  in a surprise attack. Rusik’s mechanized army will then 
  advance rapidly south, followed by conventional corpse 
  forces.
  The vampire’s plan, if successful, will prevent the 
  Sacri Ordines from joining the two Church territories 
  along the Augustine Way. The Black Legion, moreover, 
  will be able to establish outposts in the unclaimed ter-
  ritories and swell its ranks by killing and reanimating the 
  region’s inhabitants.
  Rusik ultimately hopes that a few rapid successes 
  could lead his lich masters to elevate his status and give 
  him the authority and resources to pursue a full-scale 
  military campaign in the region.
  ECONOMY
  ECONOMY
  Most Black Legionnaires are not Undead, so they have 
  basic needs, such as food and water. When the Rephaim 
  conquered this area, they took many human captives. 
  These people now make up a slave population that 
  serves primarily as an agricultural labor force to produce 
  food for the Black Legion.
  Plantations exist well behind the front lines, deep in 
  the Black Legion zone of control in DZ Gamma. Life on a 
  Dead Zone plantation is brutal, and escape is almost im-
  possible. Slaves are also used as experimental subjects, 
  ritual sacriﬁ ces, and as a readily-available food source for 
  vampires.
  The Black Legion occasionally sends small raiding 
  parties out of the Dead Zones to capture new slaves.
  VLADIMIR RUSIK
  Vladimir Rusik is technically a “young” vampire, but 
  he beneﬁ ts from the experience he gained in his former 
  life. In terms of combat prowess and battle leadership, 
  Rusik has skills similar to those of an ancient vampire, 
  but with an emphasis on soldierly training rather than 
  arcane power.
  Out of battle, Rusik does not carry the shield or 
  pilums, although a nearby aide normally has the equip-
  ment on hand.
  Attributes: Agility d12, Smarts d12, Spirit d10, Strength 
  d12+4, Vigor d12
  Skills: Fighting d12, Guts d12, Intimidation d10, Knowl-
  edge (Battle) d12, Persuasion d10, Stealth d8, Knowl-
  edge (artillery) d8, Throwing d12, Shooting d12
  Pace: 6; Parry: 8 or 10 with shield; Toughness: 14 (4) 
  or 18 (8) with shield
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 
  4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac
  Special Abilities:
  * Bite: Str+d8
  * Charm: Vladimir Rusik can use the puppet power, 
  using his Smarts as his arcane skill. He can cast 
  and maintain the power indeﬁ nitely, but he may 
  only affect one target at a time.
  * Command Presence: Rusik’s booming voice 
  and powerful presence make him a force to be 
  reckoned with on the battleﬁ eld.
  * Fear (-2): Opponents must make a Guts roll at -2.
  * Greater Undead: +2 Toughness; +2 to recover 
  from being Shaken; immune to poison, disease, 
  and gas; no additional damage from called shots; 
  half-damage from ﬁ rearms and other piercing 
  weapons; ignores Wound Penalties
  * Improved Frenzy: Vladimir Rusik may make two 
  attacks per round with no penalty.
  * Improved Level-Headed: Vladimir Rusik acts on 
  the best of three cards.
  * Leadership: Vladimir Rusik has the Command, 
  Fervor, Hold the Line, and Natural Leader Edges.
  * Sire: Anyone incapacitated but not killed by Rusik 
  must make a Spirit roll or die and return from the 
  dead as a vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engines running.
  * Valhalla Graduate: Vladimir Rusik graduated 
  from Asgard’s prestigious military academy and 
  has the Valhalla Graduate Edge.
  BLACK LEGIONNAIRE (DARK KNIGHT)
  BLACK LEGIONNAIRE (DARK KNIGHT)
  These Knights chose to follow their commander, 
  Vladimir Rusik, into the ranks of the Ordo Tenebrae. 
  Likely at least slightly insane before they joined the 
  Black Legion, each is the dark knights is certiﬁ able as a 
  psychopath or sociopath. To be captured by one of these 
  crazed warriors is to invite torture, mutilation, and far, 
  far worse.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d8, Throwing 
  d8, Climbing d4, Stealth d6
  Charisma -4; Pace: 6; Parry: 6 (8 w/shield); Toughness: 
  10 (4) / 14 (8) w/shield
  Hindrances: Bloodthirsty, Loyal, Quirk (see Black Le-
  gion notes), Vow (Major: Black Legion)
  Edges: Brawny, Combat Reﬂ exes, First Strike, Quick 
  Draw
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 
  4), 2 pilums (Range 3/6/12, Damage Str+d4, AP 1, see 
  notes), medpac
  Special Ability:
  * Insane – Black Legionnaires are immune to Fear 
  and Intimidation.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  102
  102
  DARK DECURION (BLACK LEGION 
  OFFICER)
  Each dark decurion oversees a squad of six to eight 
  Black Legionnaires. They hope to eventually prove them-
  selves worthy of the immortality granted to their masters, 
  the Centutions of the Dead.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d8, Throwing 
  d8, Climbing d4, Stealth d4, Knowledge (Battle) d6, In-
  timidation d6
  Charisma -2; Pace: 6; Parry: 5; Toughness: 10 (4) / 14 
  (8) w/shield
  Hindrances: Bloodthirsty, Loyal, Quirk (see Black Le-
  gion notes), Vow (Major: Black Legion)
  Edges: Brawny, Combat Reﬂ exes, Command, Command 
  Presence, Inspire, Quick Draw
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 monoﬁ lament grenades (Range 
  5/10/20, Damage: 3d8, AP 4, Medium Burst Template), 
  molecular gladius (Str+d8+2, AP 4), 2 pilums (Range 
  3/6/12, Damage Str+d4, AP 1, see notes), medpac
  Special Ability:
  * Insane: These insane soldiers are immune to Fear 
  and Intimidation.
  CENTURION OF THE DEAD
  CENTURION OF THE DEAD
  Vladimir Rusik has granted immortality to his thirty 
  most trusted ofﬁ cers, converting each one into a vam-
  piric Centurion Mortuus—a Centurion of the Dead. The 
  Centurions of the Dead are fearsome in combat and 
  totally loyal to their commander.
  Unlike most young vampires, the Centurions of the 
  Dead have not embraced Weird Science or the arcane 
  arts of the Dark, but the Centurions make up for this 
  deﬁ cit with battleﬁ eld skill.
  In general, a Centurion of the Dead should be an in-
  teresting and unique Wild Card prepared in advance by 
  the War Master. For average stats, however, see below:
  Attributes: Agility d10, Smarts d10, Spirit d10, Strength 
  d12+3, Vigor d12
  Skills: Fighting d12, Guts d10, Notice d6, Shooting d10, 
  Throwing d10, Climbing d4, Stealth d4, Knowledge (Bat-
  tle) d6, Intimidation d12
  Charisma -2; Pace: 6; Parry: 5; Toughness: 12 (4) / 16 
  (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Command, Inspire, Command Pres-
  ence, Tactician, Hold the Line!, Natural Leader
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 monoﬁ lament grenades (Range 
  5/10/20, Damage: 3d8, AP 4, Medium Burst Template), 
  molecular gladius (Str+d8+2, AP 4), 2 pilums (Range 
  3/6/12, Damage Str+d4, AP 1, see notes), medpac
  Special Abilities:
  * Bite: Str+d8
  * Fear: Opponents make a Guts roll when they see 
  a Centurion Mortuus or roll on the Fear Table.
  * Greater Undead: +2 Toughness; +2 to recover 
  from being Shaken; immune to poison, disease, 
  and gas; no additional damage from called shots; 
  half-damage from ﬁ rearms and other piercing 
  weapons; ignores Wound Penalties
  * Frenzy: a Centurion Mortuus may make two 
  attacks at a -2 penalty.
  * Leadership: A Centurion Mortuus has the 
  Command, Inspire, Command Presence, Tactician, 
  Hold the Line!, and Natural Leader Edges.
  * Sire: Anyone incapacitated but not killed by a 
  Centurion Mortuus must make a Spirit roll or die and 
  return from the dead as a vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engines running.
  BLACK LEGION ZOMBIES
  BLACK LEGION ZOMBIES
  As former members of the Free Legion, these zombies 
  have a few advantages over their run-of-the-mill corpse 
  counterparts.
  All Black Legion zombies keep their Legionnaire 
  equipment, including their light armor, 12mm SMGs, 
  swords, and shields. Most Black Legion zombies still 
  have 1d4 grenades and carry a single pilum.
  Zombies lack the ability to make tactical decisions, but 
  they possess enough intelligence to follow moderately 
  complex orders and understand who their enemies are. 
  Their typical strategy is to keep advancing.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d6, Throwing d6
  Pace: 4 Parry: 7 Toughness: 11(4) / 15 (8) w/shield 
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 2 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), d4 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 4), 
  1 pilum (Range 3/6/12, Damage Str+d4, AP 1, see notes)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half damage 
  from piercing weapons.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  102
  102
  DARK DECURION (BLACK LEGION 
  OFFICER)
  Each dark decurion oversees a squad of six to eight 
  Black Legionnaires. They hope to eventually prove them-
  selves worthy of the immortality granted to their masters, 
  the Centutions of the Dead.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d8, Throwing 
  d8, Climbing d4, Stealth d4, Knowledge (Battle) d6, In-
  timidation d6
  Charisma -2; Pace: 6; Parry: 5; Toughness: 10 (4) / 14 
  (8) w/shield
  Hindrances: Bloodthirsty, Loyal, Quirk (see Black Le-
  gion notes), Vow (Major: Black Legion)
  Edges: Brawny, Combat Reﬂ exes, Command, Command 
  Presence, Inspire, Quick Draw
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 monoﬁ lament grenades (Range 
  5/10/20, Damage: 3d8, AP 4, Medium Burst Template), 
  molecular gladius (Str+d8+2, AP 4), 2 pilums (Range 
  3/6/12, Damage Str+d4, AP 1, see notes), medpac
  Special Ability:
  * Insane: These insane soldiers are immune to Fear 
  and Intimidation.
  CENTURION OF THE DEAD
  CENTURION OF THE DEAD
  Vladimir Rusik has granted immortality to his thirty 
  most trusted ofﬁ cers, converting each one into a vam-
  piric Centurion Mortuus—a Centurion of the Dead. The 
  Centurions of the Dead are fearsome in combat and 
  totally loyal to their commander.
  Unlike most young vampires, the Centurions of the 
  Dead have not embraced Weird Science or the arcane 
  arts of the Dark, but the Centurions make up for this 
  deﬁ cit with battleﬁ eld skill.
  In general, a Centurion of the Dead should be an in-
  teresting and unique Wild Card prepared in advance by 
  the War Master. For average stats, however, see below:
  Attributes: Agility d10, Smarts d10, Spirit d10, Strength 
  d12+3, Vigor d12
  Skills: Fighting d12, Guts d10, Notice d6, Shooting d10, 
  Throwing d10, Climbing d4, Stealth d4, Knowledge (Bat-
  tle) d6, Intimidation d12
  Charisma -2; Pace: 6; Parry: 5; Toughness: 12 (4) / 16 
  (8) w/shield
  Hindrances: Loyal, Vow (Major: Oath of Fire), Outsider 
  (Legionnaire)
  Edges: Quick Draw, Command, Inspire, Command Pres-
  ence, Tactician, Hold the Line!, Natural Leader
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 3 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), 5 monoﬁ lament grenades (Range 
  5/10/20, Damage: 3d8, AP 4, Medium Burst Template), 
  molecular gladius (Str+d8+2, AP 4), 2 pilums (Range 
  3/6/12, Damage Str+d4, AP 1, see notes), medpac
  Special Abilities:
  * Bite: Str+d8
  * Fear: Opponents make a Guts roll when they see 
  a Centurion Mortuus or roll on the Fear Table.
  * Greater Undead: +2 Toughness; +2 to recover 
  from being Shaken; immune to poison, disease, 
  and gas; no additional damage from called shots; 
  half-damage from ﬁ rearms and other piercing 
  weapons; ignores Wound Penalties
  * Frenzy: a Centurion Mortuus may make two 
  attacks at a -2 penalty.
  * Leadership: A Centurion Mortuus has the 
  Command, Inspire, Command Presence, Tactician, 
  Hold the Line!, and Natural Leader Edges.
  * Sire: Anyone incapacitated but not killed by a 
  Centurion Mortuus must make a Spirit roll or die and 
  return from the dead as a vampire after 1d4 days.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engines running.
  BLACK LEGION ZOMBIES
  BLACK LEGION ZOMBIES
  As former members of the Free Legion, these zombies 
  have a few advantages over their run-of-the-mill corpse 
  counterparts.
  All Black Legion zombies keep their Legionnaire 
  equipment, including their light armor, 12mm SMGs, 
  swords, and shields. Most Black Legion zombies still 
  have 1d4 grenades and carry a single pilum.
  Zombies lack the ability to make tactical decisions, but 
  they possess enough intelligence to follow moderately 
  complex orders and understand who their enemies are. 
  Their typical strategy is to keep advancing.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting 
  d6, Stealth d6, Throwing d6
  Pace: 4 Parry: 7 Toughness: 11(4) / 15 (8) w/shield 
  Gear: light armor (+4), shield (+4 armor, +2 Parry), 
  12mm Asgard SMG with 2 mags (Range: 15/30/60, Dam-
  age: 2d8, AP 2, Auto, see Necropolis for information on 
  special ammunition), d4 grenades (Range 5/10/20, Dam-
  age: 3d8, AP 4, MBT), molecular gladius (Str+d8+2, AP 4), 
  1 pilum (Range 3/6/12, Damage Str+d4, AP 1, see notes)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets or 
  vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. No 
  additional damage from called shots. Half damage 
  from piercing weapons.
  
  GAMMA FRONT
  GAMMA FRONT
  103
  103
  MISSION #1: NEW ARRIVALS
  MISSION #1: NEW ARRIVALS
  Description: This adventure is a jumping-off point 
  for the Gamma Front campaign; it introduces both the 
  town of New Cardiff and some of the difﬁ culties that the 
  Knights must overcome if they hope to extend Mother 
  Church’s inﬂ uence into this region.
  BRIEFING
  BRIEFING
  New Cardiff will be our strategic center of operations 
  in this region, and it is where we want to begin building 
  the new Preceptory.
  Your ﬁ rst job is to travel to New Cardiff and set up a 
  temporary headquarters.
  We are sending along a load of basic trade goods 
  and 1000 miters in cash; if necessary, you can use these 
  resources to rent space.
  Remember that the Ofﬁ ce of Accounting has the right 
  to reassign Knights to Penitent status. Keep receipts.
  Good luck. We expect a report on your successes at 
  the end of the month.
  Enemy Forces: An intelligence agent last passed 
  through this area a year ago. She reported that the 
  corpses occasionally send patrols along the river, but in 
  numbers small enough for the locals to handle. Corpo-
  rate mercs also have a presence in this area.
  Support: Only long-range support is available, and 
  coverage is spotty.
  Equipment: Each Knight has a week’s worth of sup-
  plies. We are assigning you a Sinai scout vehicle for 
  traveling to New Cardiff. Someone will also need to 
  drive the Job supply truck. The crated gear on the Job 
  includes four Daniel ATVs for use by the post.
  MEET THE LOCALS
  MEET THE LOCALS
  For a description of New Cardiff, see the “Gamma 
  Front” download, available from the Triple Ace Games 
  website. As a community, New Cardiff has a Neutral reac-
  tion to the Knights and their mission.
  The Knights arrive a week and a half before the 
  monthly town hall meeting. The Knights should attempt 
  to drum up support for their mission prior to the meet-
  ing.
  This is a role-playing Trait test. Each Knight should 
  select a non-combat skill and explain how he or she in-
  tends to win some good will around town; the Knights 
  have a week to pursue their activities.
  The War Master should play out these interactions 
  and have each player roll a Trait test for the selected skill, 
  awarding bonuses or bennies for good role-playing. Each 
  success and each raise is worth a point towards improv-
  ing the town’s support level. A critical failure costs the 
  Knights a point
  When checking for successes and raises, add in a 
  Knight’s Charisma score (this is an exercise in winning 
  over the townsfolk, after all). Don’t forget to include the 
  bonus provided by each Knight’s training as a Preacher.
  OUT OF BOUNDS
  OUT OF BOUNDS
  At the end of their ﬁ rst week in town, a local kid, Mar-
  cus, approaches one of the Knights, asking for help. 
  As Marcus explains it, some of the local kids occasion-
  ally take a truck, sneak out of town, and go to Green 
  Oaks, an abandoned town of 7-8 buildings about half an 
  hour to the north. The original inhabitants cleared out of 
  Green Oaks when the corpses showed up ten years ago.
  It makes a great place for messing around, target 
  shooting, and drinking. In theory, of course, the town 
  is off-limits—Rephaim patrols might swing through the 
  area.
  Marcus tells the Knights that three of his buddies 
  headed to Green Oaks around lunch time. Now, six 
  hours later, they have not returned, and night will fall 
  within the hour.
  UNWELCOME ARRIVALS
  UNWELCOME ARRIVALS
  Shortly after the teenagers arrived in Green Oaks, 
  the Rephaim showed up. In preparation for the Black 
  Legion’s coming offensive, a small force of zombies, led 
  by a single Black Legionnaire scout, came to set up a 
  forward observation post in the town. The kids hid them-
  selves in the general store on the edge of town closest to 
  New Cardiff, but it is only a matter of time before they 
  are discovered.
  The Black Legion scout has set up his post in the only 
  two-story building in Green Oaks—the old public house 
  in the middle of town. The second-story roof gives zom-
  bie sentries a commanding view of the approaches to 
  town, and covered parking offers cover for their vehicle, 
  an off-road pick-up truck with a ﬂ echette machinegun 
  mount welded into its bed.
  The scout in charge of this post has scattered his zom-
  bie guards around town. One zombie keeps watch from 
  the roof of the pub; instead of the usual equipment, 
  this zombie wields a ﬂ echette assault riﬂ e with an un-
  derslung grenade launcher and three ﬁ lament grenades. 
  The other guards are split, with some on roof-tops and 
  others hiding in buildings, where they can shoot into the 
  streets from cover.
  If the Knights go looking for the teenagers (and they 
  should), the corpses will attempt to spring an ambush 
  on them. Conversely, a stealthy group of Knights might 
  succeed in sneaking into town unnoticed. If the battle 
  begins to go badly for the Rephaim, the Legionnaire 
  scout and a zombie gunner will attempt to escape in the 
  truck.
  If the Knights are pushed back to retreat, they should 
  still be able to get the teenagers out—the kids will come 
  running out of the store as soon as help arrives—but 
  the daring escape may provoke a chase sequence. The 
  Rephaim will break off their pursuit before reaching New 
  Cardiff’s defenses.
  GAMMA FRONT
  GAMMA FRONT
  103
  103
  MISSION #1: NEW ARRIVALS
  MISSION #1: NEW ARRIVALS
  Description: This adventure is a jumping-off point 
  for the Gamma Front campaign; it introduces both the 
  town of New Cardiff and some of the difﬁ culties that the 
  Knights must overcome if they hope to extend Mother 
  Church’s inﬂ uence into this region.
  BRIEFING
  BRIEFING
  New Cardiff will be our strategic center of operations 
  in this region, and it is where we want to begin building 
  the new Preceptory.
  Your ﬁ rst job is to travel to New Cardiff and set up a 
  temporary headquarters.
  We are sending along a load of basic trade goods 
  and 1000 miters in cash; if necessary, you can use these 
  resources to rent space.
  Remember that the Ofﬁ ce of Accounting has the right 
  to reassign Knights to Penitent status. Keep receipts.
  Good luck. We expect a report on your successes at 
  the end of the month.
  Enemy Forces: An intelligence agent last passed 
  through this area a year ago. She reported that the 
  corpses occasionally send patrols along the river, but in 
  numbers small enough for the locals to handle. Corpo-
  rate mercs also have a presence in this area.
  Support: Only long-range support is available, and 
  coverage is spotty.
  Equipment: Each Knight has a week’s worth of sup-
  plies. We are assigning you a Sinai scout vehicle for 
  traveling to New Cardiff. Someone will also need to 
  drive the Job supply truck. The crated gear on the Job 
  includes four Daniel ATVs for use by the post.
  MEET THE LOCALS
  MEET THE LOCALS
  For a description of New Cardiff, see the “Gamma 
  Front” download, available from the Triple Ace Games 
  website. As a community, New Cardiff has a Neutral reac-
  tion to the Knights and their mission.
  The Knights arrive a week and a half before the 
  monthly town hall meeting. The Knights should attempt 
  to drum up support for their mission prior to the meet-
  ing.
  This is a role-playing Trait test. Each Knight should 
  select a non-combat skill and explain how he or she in-
  tends to win some good will around town; the Knights 
  have a week to pursue their activities.
  The War Master should play out these interactions 
  and have each player roll a Trait test for the selected skill, 
  awarding bonuses or bennies for good role-playing. Each 
  success and each raise is worth a point towards improv-
  ing the town’s support level. A critical failure costs the 
  Knights a point
  When checking for successes and raises, add in a 
  Knight’s Charisma score (this is an exercise in winning 
  over the townsfolk, after all). Don’t forget to include the 
  bonus provided by each Knight’s training as a Preacher.
  OUT OF BOUNDS
  OUT OF BOUNDS
  At the end of their ﬁ rst week in town, a local kid, Mar-
  cus, approaches one of the Knights, asking for help. 
  As Marcus explains it, some of the local kids occasion-
  ally take a truck, sneak out of town, and go to Green 
  Oaks, an abandoned town of 7-8 buildings about half an 
  hour to the north. The original inhabitants cleared out of 
  Green Oaks when the corpses showed up ten years ago.
  It makes a great place for messing around, target 
  shooting, and drinking. In theory, of course, the town 
  is off-limits—Rephaim patrols might swing through the 
  area.
  Marcus tells the Knights that three of his buddies 
  headed to Green Oaks around lunch time. Now, six 
  hours later, they have not returned, and night will fall 
  within the hour.
  UNWELCOME ARRIVALS
  UNWELCOME ARRIVALS
  Shortly after the teenagers arrived in Green Oaks, 
  the Rephaim showed up. In preparation for the Black 
  Legion’s coming offensive, a small force of zombies, led 
  by a single Black Legionnaire scout, came to set up a 
  forward observation post in the town. The kids hid them-
  selves in the general store on the edge of town closest to 
  New Cardiff, but it is only a matter of time before they 
  are discovered.
  The Black Legion scout has set up his post in the only 
  two-story building in Green Oaks—the old public house 
  in the middle of town. The second-story roof gives zom-
  bie sentries a commanding view of the approaches to 
  town, and covered parking offers cover for their vehicle, 
  an off-road pick-up truck with a ﬂ echette machinegun 
  mount welded into its bed.
  The scout in charge of this post has scattered his zom-
  bie guards around town. One zombie keeps watch from 
  the roof of the pub; instead of the usual equipment, 
  this zombie wields a ﬂ echette assault riﬂ e with an un-
  derslung grenade launcher and three ﬁ lament grenades. 
  The other guards are split, with some on roof-tops and 
  others hiding in buildings, where they can shoot into the 
  streets from cover.
  If the Knights go looking for the teenagers (and they 
  should), the corpses will attempt to spring an ambush 
  on them. Conversely, a stealthy group of Knights might 
  succeed in sneaking into town unnoticed. If the battle 
  begins to go badly for the Rephaim, the Legionnaire 
  scout and a zombie gunner will attempt to escape in the 
  truck.
  If the Knights are pushed back to retreat, they should 
  still be able to get the teenagers out—the kids will come 
  running out of the store as soon as help arrives—but 
  the daring escape may provoke a chase sequence. The 
  Rephaim will break off their pursuit before reaching New 
  Cardiff’s defenses.
  
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  104
  104
  Black Legion Scout: See page 104.
  Black Legion Zombies (2 per hero): See page 102.
  AFTERMATH
  AFTERMATH
  The Knights receive two points towards the town’s 
  support level for each of the three teenagers that they 
  manage to rescue. If the Knights refuse to go looking for 
  the boys, a group of local militiamen eventually go, but 
  the Rephaim successfully repulse the expedition, and 
  New Cardiff’s support level immediately shifts down to 
  “Uncooperative.”
  If the Knights manage to increase New Cardiff’s 
  support level to “Friendly” by the time of the town hall 
  meeting, the community welcomes them, and the mayor 
  offers to let them set up their outpost in the old Larson 
  farm, on the far side of the river.
  The farm’s original occupants died childless, and no 
  one has been willing to take over the farm because it lies 
  on the far side of the river, beyond the town’s defenses. 
  The property includes a large farmhouse and an old 
  barn—perfect for storing the Knights’ vehicles. It lacks 
  defenses, but with a bit of work it should make a nice 
  living and work space for the Knights in this initial phase 
  of their efforts.
  If the Knights suffer setbacks and cannot earn enough 
  support in New Cardiff to raise the town’s level of sup-
  port, they will have to either rent space (the mayor still 
  offers the farmhouse to them, but it will cost them a 
  thousand miters a month), or they will have to retreat up 
  the road to set up their ﬁ rst headquarters in the friend-
  lier community of Broken Bough.
  ENEMIES & ALLIES
  ENEMIES & ALLIES
  BLACK LEGIONNAIRE SCOUT
  This lost soul has forgotten his own name, and his 
  body is crisscrossed with cuts—the marks of self-mutila-
  tion.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d8 (+4 when 
  not moving; see Edges & Gear), Climbing d4, Stealth 
  d8+2, Tracking d8
  Charisma -4; Pace: 6; Parry: 6; Toughness: 9 (4)
  Hindrances: Vow (Major: Black Legion), Quirk (self-mu-
  tilation), Bloodthirsty
  Edges: Quick Draw, Combat Reﬂ exes, Marksman
  Gear: light armor (+4), 12mm Asgard long barrel sniper 
  riﬂ e (Range: 50/100/200, Damage: 2d10, integral scope 
  with low-light vision attachment), 5 grenades (Range 
  5/10/20, Damage: 3d8, AP 4, MBT), molecular gladius 
  (Str+d8+2, AP 4), medpac, Ghillie suit
  Special Ability:
  * Insane: Black Legionnaires are immune to Fear 
  and Intimidation.
  MILITIA
  MILITIA
  Use these stats if the Knights convince any of the New 
  Cardiff militia to join them in the search for the missing 
  teenagers.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: None
  Edges: None
  Gear: Flechette SMG with 2 magazines (Range: 12/24/48, 
  Damage: 2d6+1, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2)
  BORIS KARLINSKY
  Boris Karlinsky is the captain of New Cardiff’s town 
  watch. The group doubles as both a militia and, when 
  necessary, a local police force. Karlinsky is the town’s 
  only full-time law enforcement ofﬁ cial.
  Smart and capable, Karlinsky would make a powerful 
  ally for the Knights, but the captain is very proud and 
  may resent newcomers whom he sees as supplanting 
  him.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d8, Shooting d8, Notice d6, 
  Streetwise d6, Persuasion d6
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Stubborn, Vow (protect New Cardiff)
  Edges: Charismatic
  Gear: Flechette SMG with 2 magazines (Range: 12/24/48, 
  Damage: 2d6+1, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2)
  AUTHOR’S FINAL WORDS
  AUTHOR’S FINAL WORDS
  The journey from design to fruition has taken me 
  over 20 years (primarily due to not being able to ﬁ nd a 
  decent roleplaying system until comparatively recently). 
  Still, the journey is, for the most part, now over.
  Don’t think that Necropolis has run it’s course, 
  though. Between this expansion and the core setting 
  book you’ve got enough material to run ﬁ ve years of 
  game time, and then there’s all the add-on adventures as 
  well to help keep the players occupied. More adventures 
  will be released over the coming months.
  But my journey is temporarily over. The years 2351-
  55 are yours to play with. We’ve provided you with all 
  the tools you need to wage brutal war on the enemies 
  of mankind.
  My advice is to take your time. Don’t rush to include 
  all the cool new material straight away. Let the Knights 
  win and lose, let them make a difference and become 
  heroes to the masses. And then, just when they think 
  they’re winning the war, you’ll be ready for the hellish 
  nightmare that is Necropolis 2356: Apocalypse.
  NECROPOLIS 2350: 2351-55 UPDATE
  NECROPOLIS 2350: 2351-55 UPDATE
  104
  104
  Black Legion Scout: See page 104.
  Black Legion Zombies (2 per hero): See page 102.
  AFTERMATH
  AFTERMATH
  The Knights receive two points towards the town’s 
  support level for each of the three teenagers that they 
  manage to rescue. If the Knights refuse to go looking for 
  the boys, a group of local militiamen eventually go, but 
  the Rephaim successfully repulse the expedition, and 
  New Cardiff’s support level immediately shifts down to 
  “Uncooperative.”
  If the Knights manage to increase New Cardiff’s 
  support level to “Friendly” by the time of the town hall 
  meeting, the community welcomes them, and the mayor 
  offers to let them set up their outpost in the old Larson 
  farm, on the far side of the river.
  The farm’s original occupants died childless, and no 
  one has been willing to take over the farm because it lies 
  on the far side of the river, beyond the town’s defenses. 
  The property includes a large farmhouse and an old 
  barn—perfect for storing the Knights’ vehicles. It lacks 
  defenses, but with a bit of work it should make a nice 
  living and work space for the Knights in this initial phase 
  of their efforts.
  If the Knights suffer setbacks and cannot earn enough 
  support in New Cardiff to raise the town’s level of sup-
  port, they will have to either rent space (the mayor still 
  offers the farmhouse to them, but it will cost them a 
  thousand miters a month), or they will have to retreat up 
  the road to set up their ﬁ rst headquarters in the friend-
  lier community of Broken Bough.
  ENEMIES & ALLIES
  ENEMIES & ALLIES
  BLACK LEGIONNAIRE SCOUT
  This lost soul has forgotten his own name, and his 
  body is crisscrossed with cuts—the marks of self-mutila-
  tion.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d8 (+4 when 
  not moving; see Edges & Gear), Climbing d4, Stealth 
  d8+2, Tracking d8
  Charisma -4; Pace: 6; Parry: 6; Toughness: 9 (4)
  Hindrances: Vow (Major: Black Legion), Quirk (self-mu-
  tilation), Bloodthirsty
  Edges: Quick Draw, Combat Reﬂ exes, Marksman
  Gear: light armor (+4), 12mm Asgard long barrel sniper 
  riﬂ e (Range: 50/100/200, Damage: 2d10, integral scope 
  with low-light vision attachment), 5 grenades (Range 
  5/10/20, Damage: 3d8, AP 4, MBT), molecular gladius 
  (Str+d8+2, AP 4), medpac, Ghillie suit
  Special Ability:
  * Insane: Black Legionnaires are immune to Fear 
  and Intimidation.
  MILITIA
  MILITIA
  Use these stats if the Knights convince any of the New 
  Cardiff militia to join them in the search for the missing 
  teenagers.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: None
  Edges: None
  Gear: Flechette SMG with 2 magazines (Range: 12/24/48, 
  Damage: 2d6+1, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2)
  BORIS KARLINSKY
  Boris Karlinsky is the captain of New Cardiff’s town 
  watch. The group doubles as both a militia and, when 
  necessary, a local police force. Karlinsky is the town’s 
  only full-time law enforcement ofﬁ cial.
  Smart and capable, Karlinsky would make a powerful 
  ally for the Knights, but the captain is very proud and 
  may resent newcomers whom he sees as supplanting 
  him.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d8, Shooting d8, Notice d6, 
  Streetwise d6, Persuasion d6
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Stubborn, Vow (protect New Cardiff)
  Edges: Charismatic
  Gear: Flechette SMG with 2 magazines (Range: 12/24/48, 
  Damage: 2d6+1, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2)
  AUTHOR’S FINAL WORDS
  AUTHOR’S FINAL WORDS
  The journey from design to fruition has taken me 
  over 20 years (primarily due to not being able to ﬁ nd a 
  decent roleplaying system until comparatively recently). 
  Still, the journey is, for the most part, now over.
  Don’t think that Necropolis has run it’s course, 
  though. Between this expansion and the core setting 
  book you’ve got enough material to run ﬁ ve years of 
  game time, and then there’s all the add-on adventures as 
  well to help keep the players occupied. More adventures 
  will be released over the coming months.
  But my journey is temporarily over. The years 2351-
  55 are yours to play with. We’ve provided you with all 
  the tools you need to wage brutal war on the enemies 
  of mankind.
  My advice is to take your time. Don’t rush to include 
  all the cool new material straight away. Let the Knights 
  win and lose, let them make a difference and become 
  heroes to the masses. And then, just when they think 
  they’re winning the war, you’ll be ready for the hellish 
  nightmare that is Necropolis 2356: Apocalypse.
  
  © 2009 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  © 2009 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31111
  31111
  $19.99
  $19.99
  Designed for both players and War Masters, each chapter covers one core aspect of the epic 
  struggle. Much of the new material is designed to be drip-fed into your ongoing campaign, 
  allowing players to witness the ongoing struggle to gain battleﬁ eld superiority. The 2351-55
  2351-55 Update contains:
  • Three new Sacri Ordines and a new form of 
  specialist Knight.
  • New Edges and Hindrances, including Ordo-
  speciﬁ c Edges.
  • New litanies.
  • New Church armor, mundane gear, and 
  weapons, including ten new types of grenade 
  and six new forms of artillery warhead.
  • Eleven new Church vehicles.
  • Setting rules for impaling foes, preset 
  artillery coordinates, a new artillery piece, the 
  devastating Unchained Angel call sign, and 
  more.
  • Sections on the Ordines’ battle ﬂ ags, an 
  overview of the various types of Lances, a 
  sample Preceptory, and an expanded glossary.
  • Expanded Church background information.
  • A Corporate update with alternate artillery 
  and air support tables, a new Arcane 
  Background, and new vehicles.
  • A Rephaim update detailing necromantic 
  cysts, fanes, new necromantic armor, weapons, 
  and gizmos, new spells, and a new special 
  ability for necromancers.
  • Thirteen additional heresies and secret 
  projects.
  • An overview of the major conﬂ icts between 
  2351 and 2355.
  • Nine Savage Tales.
  • An expanded bestiary covering Church, 
  Union, and Rephaim forces.
  • Gamma Front—a complete campaign setting.
  HELL JUST GOT WORSE!
  The 2351-55 Update is an expansion for the 
  Necropolis 2350 setting and expands the Necropolis 
  timeline beyond the core book.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/TAG31111 - 2351-55 Update.pdf