TEXT: OPENING  SHOTS
  The Lance has been deployed to the 
  farming community of Sumner, the vil-
  lage is in the path of a Rephaim offensive 
  and the Church has decided it would be 
  in its best interest, and would be great PR, 
  if the populace was evacuated and taken 
  to a safe zone. As such, a well-armed con-
  voy has been deployed to the town, along 
  with a camera crew.
  The presence of the Church camera 
  crew assures that the Knights have to 
  treat the populace with kid gloves, since 
  footage of the Knights dragging people 
  out of their homes and forcing them onto 
  transports isn’t likely to go over well (nor 
  is it likely to hit the air waves, but don’t 
  let the players know that. Let them sweat 
  the news team’s presence and see what it 
  does to them). 
  Sumner’s village center consists of 
  about two dozen buildings, including a 
  church, general store and other ameni-
  ties. It’s laid out in a simple square pattern 
  with well-deﬁ ned, but unpaved, streets. 
  The major road through town cuts in 
  from the west and continues eastward, 
  the convoy is heading eastward further 
  into church-controlled territory.
  COMPLICATIONS
  About an hour into the evacuation the 
  Lance leader is approached by a Sergeant 
  who is complaining of a complication. He 
  says a doctor, who has set up a makeshift 
  ofﬁ ce inside the church nave, is refusing 
  the order to evacuate and that the Lance’s 
  presence is required to help defuse the 
  situation. Noticing the commotion, the 
  camera crew attaches itself to the Lance 
  and follows them down the street to the 
  church. Once the Knights are inside, read 
  the following;
  As reported by the Sergeant, the city’s 
  church has been converted into a 
  makeshift hospital by the local doc-
  tor, a man named Preston Webb. 
  There are several wounded townsfolk 
  from outlying farms laying on gur-
  neys and stretchers; the doctor him-
  self is in the back of the nave, behind 
  a curtain that serves as a divider for 
  his clean area. Pulling the curtain 
  aside reveals Doctor Webb 
  frantically administering aid 
  to a wounded woman, who is 
  also apparently in the early 
  stages of giving birth!
  Casting an annoyed glance at 
  you, Webb barks out, “Well, if 
  you’re going to be tramping 
  all over my OR, hand me that 
  retractor, damn it!”
  After receiving the requested 
  instrument, Webb returns to 
  work on the woman, who is 
  barely conscious.
  If the Knights attempt to 
  persuade him to load up on the 
  convoy with the other evacuees, 
  Webb responds simply.
  “This is my patient, and un-
  less the almighty himself comes down 
  and tells me to leave, I’m staying right 
  here. The damage is too extensive to 
  risk moving her and she’s in the early 
  stages of labor anyways. It’s going to 
  be hours before she gives birth to this 
  child and I need to make sure she 
  lives long enough to deliver.”
  Doctor Webb will absolutely not budge 
  on this point. Any Knights with medical 
  training can make their respective rolls 
  (Healing or Knowledge: Medicine). Suc-
  cess reveals that Webb is telling the truth. 
  Moving a pregnant woman in her condi-
  tion is dangerous to both the child and 
  the mother.
  DECISIONS, DECISIONS
  At this point the convoy leader calls 
  for a ﬁ nal head check and makes it clear 
  that he’s about ready to roll out with 
  the evacuees. He can’t be persuaded to 
  stay much longer, intel indicates that the 
  Rephaim are less than an hour away and 
  moving fast towards the Sumner.
  Your players are left with a very critical 
  decision; do they leave with the convoy 
  and the evacuees, leaving Doctor Webb 
  alone with the wounded mother-to-be, or 
  do they stay behind, with no heavy sup-
  port, in the face of an imminent Rephaim 
  attack.
  Don’t forget to mention the camera 
  crew that’s watching them.
  INCOMING!
  The remainder of the adventure as-
  sumes that the Knights (wo)man up and 
  stay behind to protect Doctor Webb and 
  the pregnant woman.
  One of the convoy drivers, a wild 
  Templar by the name of Bennett, who 
  pilots one of the Prophet APCs, promises 
  to come back for the PCs as soon as the 
  evacuees are ofﬂ oaded.
  The leader of the camera crew, im-
  pressed with the Lance’s bravery, an-
  THE BEST THINGS
  Competition Winning Ace Tale™ for Savage Worlds by Jason Irrgang.
  A MISSION FOR NECROPOLIS 2350
  WWW.TRIPLEACEGAMES.COM
  AT005
  © 2009 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights 
  reserved. Used with permission. © 2009. All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and 
  all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation 
  or warranty as to the quality, viability, or suitability for purpose of this product.
  OPENING  SHOTS
  The Lance has been deployed to the 
  farming community of Sumner, the vil-
  lage is in the path of a Rephaim offensive 
  and the Church has decided it would be 
  in its best interest, and would be great PR, 
  if the populace was evacuated and taken 
  to a safe zone. As such, a well-armed con-
  voy has been deployed to the town, along 
  with a camera crew.
  The presence of the Church camera 
  crew assures that the Knights have to 
  treat the populace with kid gloves, since 
  footage of the Knights dragging people 
  out of their homes and forcing them onto 
  transports isn’t likely to go over well (nor 
  is it likely to hit the air waves, but don’t 
  let the players know that. Let them sweat 
  the news team’s presence and see what it 
  does to them). 
  Sumner’s village center consists of 
  about two dozen buildings, including a 
  church, general store and other ameni-
  ties. It’s laid out in a simple square pattern 
  with well-deﬁ ned, but unpaved, streets. 
  The major road through town cuts in 
  from the west and continues eastward, 
  the convoy is heading eastward further 
  into church-controlled territory.
  COMPLICATIONS
  About an hour into the evacuation the 
  Lance leader is approached by a Sergeant 
  who is complaining of a complication. He 
  says a doctor, who has set up a makeshift 
  ofﬁ ce inside the church nave, is refusing 
  the order to evacuate and that the Lance’s 
  presence is required to help defuse the 
  situation. Noticing the commotion, the 
  camera crew attaches itself to the Lance 
  and follows them down the street to the 
  church. Once the Knights are inside, read 
  the following;
  As reported by the Sergeant, the city’s 
  church has been converted into a 
  makeshift hospital by the local doc-
  tor, a man named Preston Webb. 
  There are several wounded townsfolk 
  from outlying farms laying on gur-
  neys and stretchers; the doctor him-
  self is in the back of the nave, behind 
  a curtain that serves as a divider for 
  his clean area. Pulling the curtain 
  aside reveals Doctor Webb 
  frantically administering aid 
  to a wounded woman, who is 
  also apparently in the early 
  stages of giving birth!
  Casting an annoyed glance at 
  you, Webb barks out, “Well, if 
  you’re going to be tramping 
  all over my OR, hand me that 
  retractor, damn it!”
  After receiving the requested 
  instrument, Webb returns to 
  work on the woman, who is 
  barely conscious.
  If the Knights attempt to 
  persuade him to load up on the 
  convoy with the other evacuees, 
  Webb responds simply.
  “This is my patient, and un-
  less the almighty himself comes down 
  and tells me to leave, I’m staying right 
  here. The damage is too extensive to 
  risk moving her and she’s in the early 
  stages of labor anyways. It’s going to 
  be hours before she gives birth to this 
  child and I need to make sure she 
  lives long enough to deliver.”
  Doctor Webb will absolutely not budge 
  on this point. Any Knights with medical 
  training can make their respective rolls 
  (Healing or Knowledge: Medicine). Suc-
  cess reveals that Webb is telling the truth. 
  Moving a pregnant woman in her condi-
  tion is dangerous to both the child and 
  the mother.
  DECISIONS, DECISIONS
  At this point the convoy leader calls 
  for a ﬁ nal head check and makes it clear 
  that he’s about ready to roll out with 
  the evacuees. He can’t be persuaded to 
  stay much longer, intel indicates that the 
  Rephaim are less than an hour away and 
  moving fast towards the Sumner.
  Your players are left with a very critical 
  decision; do they leave with the convoy 
  and the evacuees, leaving Doctor Webb 
  alone with the wounded mother-to-be, or 
  do they stay behind, with no heavy sup-
  port, in the face of an imminent Rephaim 
  attack.
  Don’t forget to mention the camera 
  crew that’s watching them.
  INCOMING!
  The remainder of the adventure as-
  sumes that the Knights (wo)man up and 
  stay behind to protect Doctor Webb and 
  the pregnant woman.
  One of the convoy drivers, a wild 
  Templar by the name of Bennett, who 
  pilots one of the Prophet APCs, promises 
  to come back for the PCs as soon as the 
  evacuees are ofﬂ oaded.
  The leader of the camera crew, im-
  pressed with the Lance’s bravery, an-
  THE BEST THINGS
  Competition Winning Ace Tale™ for Savage Worlds by Jason Irrgang.
  A MISSION FOR NECROPOLIS 2350
  WWW.TRIPLEACEGAMES.COM
  AT005
  © 2009 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights 
  reserved. Used with permission. © 2009. All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and 
  all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation 
  or warranty as to the quality, viability, or suitability for purpose of this product.
  
  nounced that he and his team will stay 
  behind as well, to make sure that the 
  players’ actions are caught on camera 
  and broadcast to the citizens of the 
  Church.
  If the Knights think to try and gather 
  additional equipment for themselves 
  before the convoy rolls out they can get 
  themselves a Dove AT-1 and about half 
  a dozen rockets, as well as about four 
  demo charges. They can also scrounge 
  another two clips per character.
  Give the players about ﬁ ve minutes of 
  real time to discuss the particulars of their 
  defense against the upcoming Rephaim 
  and then bring the thunder down on 
  them. The Rephaim advance force, led 
  by a seasoned member of the Ordo Ten-
  ebrae and his squad, moves into the city 
  at the head of several squads of zombies 
  and other assorted monstrosities.
  The advance force consists of one 
  four-man squad of Dark Knights, led by 
  a Dark Knight ofﬁ cer, three zombies per 
  player, and a pair of Hellhounds for sniff-
  ing out any living survivors and scouting 
  through the rubble.
  The Dark Knight ofﬁ cer won’t hesitate 
  to engage the Knights once he ascertains 
  their location. He’ll send his zombies 
  in to absorb the brunt of the players’ 
  defenses while he and his squad pepper 
  the church with small arms ﬁ re.
  If the battle turns against him, the 
  insane ofﬁ cer will retreat to the main 
  force and gather up another platoon 
  of zombies, as well as a captured Judea 
  tank! It takes the ofﬁ cer about an hour to 
  put together another strike team, allow-
  ing the characters some time to set up a 
  new ring of defenses. 
  The Dark Knight ofﬁ cer returns in the 
  early, pre-dawn hours, riding atop his 
  captured Judea tank and ﬂ anked by a 
  fresh platoon of zombies (once again, 3 
  zombies per player).
  If the characters don’t do something 
  about that tank, he’ll reduce the church 
  to rubble in short order. Hopefully 
  they’ve still got their hands on a few mis-
  siles for their scavenged Dove AT-1. Oth-
  erwise, they’re going to have to think on 
  their feet.
  Six rounds into this second combat, 
  several things happen in quick succes-
  sion.
  First, Bennett comes roaring up the 
  road in his Prophet, with a lance of Ser-
  geants sitting on top, laying down ﬁ re 
  with their SMGs as the vehicle moves up 
  the road.
  Second, the woman inside the church 
  ﬁ nally gives birth to her child. The in-
  fant’s wailing can be heard just outside 
  the doorway. At this point, with the en-
  emy defeated or not, it behooves your 
  Knights to gather up the doctor, woman 
  and infant and run straight for that APC.
  If the camera crew survives, the play-
  ers’ heroics will be broadcast on every 
  major channel the Church controls, and 
  maybe even in a few Corporate zones.
  TYPICAL DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimida-
  tion d6, Notice d6, Shooting d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor, ﬂ echette riﬂ e with 3 
  mags, 5 monoﬁ lament grenades, molecu-
  lar sword
  Special Abilities:
  • Insane: These insane soldiers are im-
  mune to Fear and Intimidation.
        OFFICER
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge 
  (Battle) d6, Notice d8, Riding d8, Shooting 
  d8
  Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command
  Gear: Light armor, ﬂ echette SMG with 3 
  magazines, molecular sword
  Special Abilities:
  • Insane: These insane soldiers are im-
  mune to Fear and Intimidation.
  HELLHOUND
  As Necropolis 2350 book.
  ZOMBIE
  As Necropolis 2350 book.
  DOCTOR PRESTON WEBB
  As Knight Combat Medic, except re-
  move Shooting and Improved Dodge, 
  raise Healing to d10 and change Vow 
  (Major: Sacred Vows) to Vow (Major: 
  Always protect my patients).
  KNIGHT BENNETT
  As Knight Vehicle Crew.
  SERGEANTS
  As Necropolis 2350 book.
  A
  C
  E
  OUT NOW!
  30000
  30000
  PAUL “WIGGY” WADE-WILLIAMS
  PLAYER’S GUIDE
  A
  2351-55 UPDATE
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  31111
  31111
  nounced that he and his team will stay 
  behind as well, to make sure that the 
  players’ actions are caught on camera 
  and broadcast to the citizens of the 
  Church.
  If the Knights think to try and gather 
  additional equipment for themselves 
  before the convoy rolls out they can get 
  themselves a Dove AT-1 and about half 
  a dozen rockets, as well as about four 
  demo charges. They can also scrounge 
  another two clips per character.
  Give the players about ﬁ ve minutes of 
  real time to discuss the particulars of their 
  defense against the upcoming Rephaim 
  and then bring the thunder down on 
  them. The Rephaim advance force, led 
  by a seasoned member of the Ordo Ten-
  ebrae and his squad, moves into the city 
  at the head of several squads of zombies 
  and other assorted monstrosities.
  The advance force consists of one 
  four-man squad of Dark Knights, led by 
  a Dark Knight ofﬁ cer, three zombies per 
  player, and a pair of Hellhounds for sniff-
  ing out any living survivors and scouting 
  through the rubble.
  The Dark Knight ofﬁ cer won’t hesitate 
  to engage the Knights once he ascertains 
  their location. He’ll send his zombies 
  in to absorb the brunt of the players’ 
  defenses while he and his squad pepper 
  the church with small arms ﬁ re.
  If the battle turns against him, the 
  insane ofﬁ cer will retreat to the main 
  force and gather up another platoon 
  of zombies, as well as a captured Judea 
  tank! It takes the ofﬁ cer about an hour to 
  put together another strike team, allow-
  ing the characters some time to set up a 
  new ring of defenses. 
  The Dark Knight ofﬁ cer returns in the 
  early, pre-dawn hours, riding atop his 
  captured Judea tank and ﬂ anked by a 
  fresh platoon of zombies (once again, 3 
  zombies per player).
  If the characters don’t do something 
  about that tank, he’ll reduce the church 
  to rubble in short order. Hopefully 
  they’ve still got their hands on a few mis-
  siles for their scavenged Dove AT-1. Oth-
  erwise, they’re going to have to think on 
  their feet.
  Six rounds into this second combat, 
  several things happen in quick succes-
  sion.
  First, Bennett comes roaring up the 
  road in his Prophet, with a lance of Ser-
  geants sitting on top, laying down ﬁ re 
  with their SMGs as the vehicle moves up 
  the road.
  Second, the woman inside the church 
  ﬁ nally gives birth to her child. The in-
  fant’s wailing can be heard just outside 
  the doorway. At this point, with the en-
  emy defeated or not, it behooves your 
  Knights to gather up the doctor, woman 
  and infant and run straight for that APC.
  If the camera crew survives, the play-
  ers’ heroics will be broadcast on every 
  major channel the Church controls, and 
  maybe even in a few Corporate zones.
  TYPICAL DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimida-
  tion d6, Notice d6, Shooting d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor, ﬂ echette riﬂ e with 3 
  mags, 5 monoﬁ lament grenades, molecu-
  lar sword
  Special Abilities:
  • Insane: These insane soldiers are im-
  mune to Fear and Intimidation.
        OFFICER
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge 
  (Battle) d6, Notice d8, Riding d8, Shooting 
  d8
  Pace: 6; Parry: 6; Toughness: 10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command
  Gear: Light armor, ﬂ echette SMG with 3 
  magazines, molecular sword
  Special Abilities:
  • Insane: These insane soldiers are im-
  mune to Fear and Intimidation.
  HELLHOUND
  As Necropolis 2350 book.
  ZOMBIE
  As Necropolis 2350 book.
  DOCTOR PRESTON WEBB
  As Knight Combat Medic, except re-
  move Shooting and Improved Dodge, 
  raise Healing to d10 and change Vow 
  (Major: Sacred Vows) to Vow (Major: 
  Always protect my patients).
  KNIGHT BENNETT
  As Knight Vehicle Crew.
  SERGEANTS
  As Necropolis 2350 book.
  A
  C
  E
  OUT NOW!
  30000
  30000
  PAUL “WIGGY” WADE-WILLIAMS
  PLAYER’S GUIDE
  A
  2351-55 UPDATE
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  PAUL ‘WIGGY’ WADE-WILLIAMS & JEFFERY WOMACK
  31111
  31111
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/AT005 - The Best Things.pdf