TEXT: TALES FROM THE 
  TALES FROM THE 
  FRONTLINE #01
  FRONTLINE #01
  Paul ‘Wiggy’ Wade-Williams
  31107
  
  INTRODUCTION
  INTRODUCTION
  Welcome to Tales from the Frontline! This 
  mission pack contains a complete adventure, a 
  shorter mission, and three quick tales written 
  for the Necropolis 2350 campaign setting. If you 
  intend to play in these missions, you should 
  stop reading now. Advanced knowledge of the 
  scenarios will only spoil your enjoyment of the 
  game. There’s also a quick set of rules for design-
  ing non-combat missions.
  The WM should read each adventure before 
  play begins. Knowing the basic ﬂ ow and details 
  in advance will greatly speed up play and make 
  the game run smoother.
  REQUIRED MATERIALS
  REQUIRED MATERIALS
  You need a copy of the Savage Worlds rule 
  book and the Necropolis: 2350 Savage Setting. 
  The Necropolis Figure Flats are highly recom-
  mended.
  CHARACTERS
  CHARACTERS
  Each adventure is designed around a squad of 
  four Knights of Seasoned Rank. For larger groups 
  or more experienced characters, the WM should 
  adjust the number and stats of opponents appro-
  priately to create an exciting challenge. Use the 
  archetypes from the Necropolis 2350 setting book 
  if you need pre-generated characters. Each arche-
  type has been designed as a starting character, 
  and thus should be awarded four advancements 
  (to bring it to 20 XPs).
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, 
  DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO 
  DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, 
  DAREK ZABROCKI
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.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. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, 
  VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  TALES FROM THE FRONTLINE
  TALES FROM THE FRONTLINE
  #01
  #01
  INTRODUCTION
  INTRODUCTION
  Welcome to Tales from the Frontline! This 
  mission pack contains a complete adventure, a 
  shorter mission, and three quick tales written 
  for the Necropolis 2350 campaign setting. If you 
  intend to play in these missions, you should 
  stop reading now. Advanced knowledge of the 
  scenarios will only spoil your enjoyment of the 
  game. There’s also a quick set of rules for design-
  ing non-combat missions.
  The WM should read each adventure before 
  play begins. Knowing the basic ﬂ ow and details 
  in advance will greatly speed up play and make 
  the game run smoother.
  REQUIRED MATERIALS
  REQUIRED MATERIALS
  You need a copy of the Savage Worlds rule 
  book and the Necropolis: 2350 Savage Setting. 
  The Necropolis Figure Flats are highly recom-
  mended.
  CHARACTERS
  CHARACTERS
  Each adventure is designed around a squad of 
  four Knights of Seasoned Rank. For larger groups 
  or more experienced characters, the WM should 
  adjust the number and stats of opponents appro-
  priately to create an exciting challenge. Use the 
  archetypes from the Necropolis 2350 setting book 
  if you need pre-generated characters. Each arche-
  type has been designed as a starting character, 
  and thus should be awarded four advancements 
  (to bring it to 20 XPs).
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, 
  DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO 
  DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, 
  DAREK ZABROCKI
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.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. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, 
  VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  TALES FROM THE FRONTLINE
  TALES FROM THE FRONTLINE
  #01
  #01
  
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  SNATCH AND GRAB
  SNATCH AND GRAB
  This mission begins as a “simple” operation 
  to grab Rephaim specimens, but quickly involves 
  the Knights in an attempt to rescue civilians left 
  behind in enemy territory for a decade.
  WM Note: This mission introduces two new 
  forms of Rephaim (Necroscope and SBACula) and 
  two zombie variants (grenadier and sniper). The 
  latter do not count as new forms of Rephaim for 
  the purposes of successfully completing the mis-
  sion—they’re just regular zombies with a deﬁ ned 
  role in the armies of darkness.
  BRIEFING
  BRIEFING
  Preceptories operate 24-hours a day every day 
  of the year. The Lance receives orders to attend 
  a brieﬁ ng late one evening. Read the information 
  in Player Handout #1 to the group, and then give 
  them a copy of the brieﬁ ng. Hand them Player 
  Handout #2 at the same time.
  The GM should ensure that no Knight has a 
  backpack radio. The quartermaster refuses to 
  issue one, as their mission doesn’t call for it. 
  It’s also a heavy piece of kit, and the Knights are 
  under orders to travel light.
  In the brieﬁ ng room are four other Knights—
  the Lance’s support team. Operating the APC 
  are Knights Fitzroy Malhoon and Oskar Nuttall. 
  The Nephilim pilot is Senior Knight Elisabeta 
  Bogdanovich, head of her Lance. She is assisted 
  by Knight Wayne Jennings. All the NPCs use stats 
  for Knight Vehicle Crew (see page 23) and are 
  Templars. Create Ally Sheets for the APC crew.
  Once the brieﬁ ng is over, the Knights are 
  ordered to return to their barracks and get as 
  much sleep as possible—they’ll be woken at 0400 
  hours the next morning.
  TALL STORIES
  TALL STORIES
  As the Knights enter the barracks, their com-
  rades probe them for information about their 
  mission. Several Knights have been into Olisipo 
  on similar raids, and most all know of someone 
  who has gone there.
  Heroes who mention the nature of their 
  mission are rewarded with a few snippets of 
  information. Regardless of whom they converse 
  with, the Knights get the feeling there is more to 
  their tales than the speaker is letting on.
  The docklands’ streets are choked with 
  abandoned vehicles and rubble. APCs don’t 
  maneuver well in the debris, so most Lances 
  preferred to set up a static base and hunt for 
  Rephaim further aﬁ eld on foot. There’s plenty 
  of cover in the ruined buildings, and ambushes 
  have proven successful in the past—any 
  common Rephaim are gunned down quickly, 
  leaving the target specimen isolated.
  The Knights can make Streetwise rolls to pry 
  a little more information about the city. With 
  success, roll a d6 and read aloud one of the 
  stories below. On a raise, they learn two random 
  stories.
  d6 
  Result
  1 
  “I was there a few years back. Man, it was 
  creepy. I kept hearing these ghostly voices 
  over my headset communicator, but no 
  one else did. The Senior Knight reckoned 
  it was a malfunction, but I’m not so sure. 
  That place is full of ghosts.”
  2 
  “A friend of mine went into the city back 
  along. He swore blind something was 
  watching them. He said it was humanoid 
  and moved fast, but he never got a clear 
  look. Could have been a shadow, I sup-
  pose, or a trick of the light.”
  3 
  “Never again! We were on a night mission. 
  It was black as pitch and we heard a baby 
  crying. Man, it was freaky. We hunted 
  around, but we didn’t ﬁ nd anything. Put 
  the fear into my Lance for sure.”
  4 
  “Hey, you guys remember Knight Artillerist 
  Andropov? Big guy, bald as a coot. Yeah, 
  well, he told me he saw something real big 
  ﬂ ying over the city during a thunderstorm. 
  His Senior Knight radioed the Dropship, 
  but there was nothing on its radar.”
  5 
  “They send you in light on ammo to stop 
  you getting the urge to go ballistic and start 
  a ﬁ ght. We had one kid, he’s dead now, got 
  the jitters as soon as we left the APC. He 
  blew through three magazines before we’d 
  gone 20 yards. Idiot was shooting at shad-
  ows.”
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  SNATCH AND GRAB
  SNATCH AND GRAB
  This mission begins as a “simple” operation 
  to grab Rephaim specimens, but quickly involves 
  the Knights in an attempt to rescue civilians left 
  behind in enemy territory for a decade.
  WM Note: This mission introduces two new 
  forms of Rephaim (Necroscope and SBACula) and 
  two zombie variants (grenadier and sniper). The 
  latter do not count as new forms of Rephaim for 
  the purposes of successfully completing the mis-
  sion—they’re just regular zombies with a deﬁ ned 
  role in the armies of darkness.
  BRIEFING
  BRIEFING
  Preceptories operate 24-hours a day every day 
  of the year. The Lance receives orders to attend 
  a brieﬁ ng late one evening. Read the information 
  in Player Handout #1 to the group, and then give 
  them a copy of the brieﬁ ng. Hand them Player 
  Handout #2 at the same time.
  The GM should ensure that no Knight has a 
  backpack radio. The quartermaster refuses to 
  issue one, as their mission doesn’t call for it. 
  It’s also a heavy piece of kit, and the Knights are 
  under orders to travel light.
  In the brieﬁ ng room are four other Knights—
  the Lance’s support team. Operating the APC 
  are Knights Fitzroy Malhoon and Oskar Nuttall. 
  The Nephilim pilot is Senior Knight Elisabeta 
  Bogdanovich, head of her Lance. She is assisted 
  by Knight Wayne Jennings. All the NPCs use stats 
  for Knight Vehicle Crew (see page 23) and are 
  Templars. Create Ally Sheets for the APC crew.
  Once the brieﬁ ng is over, the Knights are 
  ordered to return to their barracks and get as 
  much sleep as possible—they’ll be woken at 0400 
  hours the next morning.
  TALL STORIES
  TALL STORIES
  As the Knights enter the barracks, their com-
  rades probe them for information about their 
  mission. Several Knights have been into Olisipo 
  on similar raids, and most all know of someone 
  who has gone there.
  Heroes who mention the nature of their 
  mission are rewarded with a few snippets of 
  information. Regardless of whom they converse 
  with, the Knights get the feeling there is more to 
  their tales than the speaker is letting on.
  The docklands’ streets are choked with 
  abandoned vehicles and rubble. APCs don’t 
  maneuver well in the debris, so most Lances 
  preferred to set up a static base and hunt for 
  Rephaim further aﬁ eld on foot. There’s plenty 
  of cover in the ruined buildings, and ambushes 
  have proven successful in the past—any 
  common Rephaim are gunned down quickly, 
  leaving the target specimen isolated.
  The Knights can make Streetwise rolls to pry 
  a little more information about the city. With 
  success, roll a d6 and read aloud one of the 
  stories below. On a raise, they learn two random 
  stories.
  d6 
  Result
  1 
  “I was there a few years back. Man, it was 
  creepy. I kept hearing these ghostly voices 
  over my headset communicator, but no 
  one else did. The Senior Knight reckoned 
  it was a malfunction, but I’m not so sure. 
  That place is full of ghosts.”
  2 
  “A friend of mine went into the city back 
  along. He swore blind something was 
  watching them. He said it was humanoid 
  and moved fast, but he never got a clear 
  look. Could have been a shadow, I sup-
  pose, or a trick of the light.”
  3 
  “Never again! We were on a night mission. 
  It was black as pitch and we heard a baby 
  crying. Man, it was freaky. We hunted 
  around, but we didn’t ﬁ nd anything. Put 
  the fear into my Lance for sure.”
  4 
  “Hey, you guys remember Knight Artillerist 
  Andropov? Big guy, bald as a coot. Yeah, 
  well, he told me he saw something real big 
  ﬂ ying over the city during a thunderstorm. 
  His Senior Knight radioed the Dropship, 
  but there was nothing on its radar.”
  5 
  “They send you in light on ammo to stop 
  you getting the urge to go ballistic and start 
  a ﬁ ght. We had one kid, he’s dead now, got 
  the jitters as soon as we left the APC. He 
  blew through three magazines before we’d 
  gone 20 yards. Idiot was shooting at shad-
  ows.”
  
  3
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  6 
  “I heard one Lance set up camp overnight 
  in ruined buildings. Things kept vanishing 
  or moving around when no one was look-
  ing. Got the entire Lance so scared they 
  abandoned the mission.”
  ENTERING THE CITY
  ENTERING THE CITY
  The morning drill is no different to any other 
  mission—wash, dress, eat, grab weapons, and 
  load up. By 0530 hours the Knights are strapped 
  into the uncomfortable seats in the modiﬁ ed 
  Prophet, which in turn is inside the Nephilim.
  “Good morning,” chirps Bogdanovich in a 
  voice far too lively for the time of day. “Weather 
  radar shows low cloud and light showers over 
  the drop zone, but nothing rough. Estimated 
  touchdown is 0645 hours local time. We’ll be 
  coming in fast and braking late. If you’ve had 
  a big breakfast, grab a bag. You puke over my 
  ﬂ oor, you clean it up.
  “Senior Knight, please make sure the APC is 
  ready to bail out the moment we hit dirt—we 
  don’t want to be on the ground a second 
  longer than necessary. Give us a second for 
  ﬁ nal checks, and we’ll get you airborne.”
  The journey is bumpy, but the turbulence is 
  minimal. Bogdanovich continually updates the 
  Senior Knight on their progress. After an hour, 
  she informs the mission commander to get 
  ready—the city is coming up fast.
  Video feedback from the gun camera to the 
  Senior Knight’s position shows the blackened, 
  withered ground typical of a Dead Zone. Up 
  ahead, you can just make out the shattered 
  remains of the warehouses and buildings of 
  the old docklands. Giant cranes, bent, buckled, 
  and twisted, claw upward like skeletal ﬁ ngers.
  Stretching out from the city toward Tomac-
  ulum is the overgrown and cratered ruin of 
  Highway 23D. Hundreds of burnt out vehicles 
  litter the highway.
  The Nephilim drops low, but doesn’t reduce 
  speed. The Prophet driver starts the engine. 
  Bogdanovich’s voice crackles over your head-
  set communicators. “Touch down in 5, 4, 3…”
  The pilot kicks the thrusters into reverse as 
  she wrestles the bulky Dropship to the ground. 
  A sudden increase in gravity slams you into 
  your seats, and everything starts to fade to 
  black.
  Have the Knights make Vigor rolls. Those who 
  fail momentarily black out, leaving them Shaken. 
  As is typical of the chain of command in the 
  NEPHILIM DROPSHIP 
  NEPHILIM DROPSHIP 
  The big brother of the ubiquitous Angel, 
  the Nephilim is a vehicle transporter. Its 
  cargo bay can hold one Prophet APC or one 
  light tank (Flagellant, Nazareth, Proverb, or 
  Puriﬁ er), three Sinai, or six Daniel quad 
  bikes. No passenger seats are installed, so 
  crews must sit inside their vehicles during 
  the journey.
  Its weapons are described in terms of air 
  support. See Necropolis 2350 for details 
  on how these work. Nephilim rarely serve 
  in a support role, though. Instead, they 
  unleash their weapons as they come into 
  land or take off, driving back enemy forces 
  or clearing obstructions.
  Acc/Top Speed: 30/250; Toughness: 40 
  (24); Handling: +0; Crew: 2
  Notes: AMCM x 4, Fixed Gun, Heavy Armor, 
  Night Vision
  Weapons:
  * Flechette chain gun (nose)
  * Rockets x10 (30mm)
  * Rockets x2 (200mm)
  MODIFIED JOB SUPPLY TRUCK
  MODIFIED JOB SUPPLY TRUCK
  The four holding tanks have Toughness 17. 
  Thus, only a creature with Strength d12+5 
  or higher can escape, and even then not 
  easily.
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+6
  Notes: Heavy Armor, Night Vision
  Weapons:
  * 30mm autocannon turret mounted 
   
  (40 rounds)
  * 2 x Passover 6cm AT missile tubes 
   
  (no reloads)
  3
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  6 
  “I heard one Lance set up camp overnight 
  in ruined buildings. Things kept vanishing 
  or moving around when no one was look-
  ing. Got the entire Lance so scared they 
  abandoned the mission.”
  ENTERING THE CITY
  ENTERING THE CITY
  The morning drill is no different to any other 
  mission—wash, dress, eat, grab weapons, and 
  load up. By 0530 hours the Knights are strapped 
  into the uncomfortable seats in the modiﬁ ed 
  Prophet, which in turn is inside the Nephilim.
  “Good morning,” chirps Bogdanovich in a 
  voice far too lively for the time of day. “Weather 
  radar shows low cloud and light showers over 
  the drop zone, but nothing rough. Estimated 
  touchdown is 0645 hours local time. We’ll be 
  coming in fast and braking late. If you’ve had 
  a big breakfast, grab a bag. You puke over my 
  ﬂ oor, you clean it up.
  “Senior Knight, please make sure the APC is 
  ready to bail out the moment we hit dirt—we 
  don’t want to be on the ground a second 
  longer than necessary. Give us a second for 
  ﬁ nal checks, and we’ll get you airborne.”
  The journey is bumpy, but the turbulence is 
  minimal. Bogdanovich continually updates the 
  Senior Knight on their progress. After an hour, 
  she informs the mission commander to get 
  ready—the city is coming up fast.
  Video feedback from the gun camera to the 
  Senior Knight’s position shows the blackened, 
  withered ground typical of a Dead Zone. Up 
  ahead, you can just make out the shattered 
  remains of the warehouses and buildings of 
  the old docklands. Giant cranes, bent, buckled, 
  and twisted, claw upward like skeletal ﬁ ngers.
  Stretching out from the city toward Tomac-
  ulum is the overgrown and cratered ruin of 
  Highway 23D. Hundreds of burnt out vehicles 
  litter the highway.
  The Nephilim drops low, but doesn’t reduce 
  speed. The Prophet driver starts the engine. 
  Bogdanovich’s voice crackles over your head-
  set communicators. “Touch down in 5, 4, 3…”
  The pilot kicks the thrusters into reverse as 
  she wrestles the bulky Dropship to the ground. 
  A sudden increase in gravity slams you into 
  your seats, and everything starts to fade to 
  black.
  Have the Knights make Vigor rolls. Those who 
  fail momentarily black out, leaving them Shaken. 
  As is typical of the chain of command in the 
  NEPHILIM DROPSHIP 
  NEPHILIM DROPSHIP 
  The big brother of the ubiquitous Angel, 
  the Nephilim is a vehicle transporter. Its 
  cargo bay can hold one Prophet APC or one 
  light tank (Flagellant, Nazareth, Proverb, or 
  Puriﬁ er), three Sinai, or six Daniel quad 
  bikes. No passenger seats are installed, so 
  crews must sit inside their vehicles during 
  the journey.
  Its weapons are described in terms of air 
  support. See Necropolis 2350 for details 
  on how these work. Nephilim rarely serve 
  in a support role, though. Instead, they 
  unleash their weapons as they come into 
  land or take off, driving back enemy forces 
  or clearing obstructions.
  Acc/Top Speed: 30/250; Toughness: 40 
  (24); Handling: +0; Crew: 2
  Notes: AMCM x 4, Fixed Gun, Heavy Armor, 
  Night Vision
  Weapons:
  * Flechette chain gun (nose)
  * Rockets x10 (30mm)
  * Rockets x2 (200mm)
  MODIFIED JOB SUPPLY TRUCK
  MODIFIED JOB SUPPLY TRUCK
  The four holding tanks have Toughness 17. 
  Thus, only a creature with Strength d12+5 
  or higher can escape, and even then not 
  easily.
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+6
  Notes: Heavy Armor, Night Vision
  Weapons:
  * 30mm autocannon turret mounted 
   
  (40 rounds)
  * 2 x Passover 6cm AT missile tubes 
   
  (no reloads)
  
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  Ordines, the Prophet driver waits for orders to 
  clear the landing ramp. Only when the order is 
  given does the Prophet roar into life, its heavy 
  tires squealing as they seek grip on the slick metal 
  deck.
  As soon as the Prophet is clear, the Nephilim’s 
  engines roar. Like a bloated bird, it blasts off into 
  the sky, heading back north.
  NOSING AROUND
  NOSING AROUND
  Use the Survivors map from Necropolis 2350 
  for the docklands, but litter the battleﬁ eld with 
  rubble and wrecked vehicles. Resting against 
  one of the wharves, tilted over to one side, is a 
  damaged freighter. Stretching off to the east and 
  north are more streets. The Prophet begins on 
  the only crossroads. The Knights begin inside the 
  Prophet.
  No building has a roof, most have gaping holes 
  in the walls, there isn’t an intact pane of glass in 
  sight, and most structures show signs of intense 
  burning. Great piles of debris and deep craters 
  block the roads, as do the remains of abandoned 
  vehicles. The wrecked freighter is lying on its 
  side, having suffered a hit from a bomb.
  The characters are now free to explore their 
  surroundings for an hour or so of game time. 
  There’s plenty of ruined buildings for them to 
  nose around in, as well as the damaged freighter. 
  No buildings contain anything of any great interest 
  or value. The Knights don’t know this, of course, 
  and Rephaim could be lurking anywhere.
  Before the Rephaim turn up (see below), one 
  Knight picked at random begins to hear ghostly 
  voices over his headset communicator. He can’t 
  make out any words (the signal is too weak) just 
  the impression of voices. Have the Knight make 
  a Guts roll as well. With failure, he suffers the 
  effects of Fear until after Scene 3 is complete. 
  No other Knight can hear the voices, even if the 
  Knights lends a comrade his communicator.
  CONTACT MADE
  CONTACT MADE
  Whenever the group is suitably split between 
  locales or is getting bored of searching empty 
  ruins, have the Rephaim attack. A small patrol 
  stumbles across the Knights during a routine 
  sweep.
  The Rephaim enter from the northern edge 
  of the map. The unlimited possibilities for the 
  dispersal of the Knights makes exact placement 
  in the adventure impossible. Place them in what-
  ever position the ﬁ rst Knight can see them. In 
  some instances this might be at a great distance, 
  while in others the Rephaim could be practically 
  adjacent.
  Deal action cards and let battle commence. 
  Remind the heroes, if necessary, that they are 
  seeking new specimens for capture—the Ordines 
  want them alive, not shot to pieces.
  As well as providing the Knights with two new 
  forms of Rephaim to capture—a Necroscope and 
  a SBACula—the attackers should try to deprive 
  the Knights of their Prophet. The SBACula has 
  the power to do this, but is likely to make itself a 
  prime target for elimination. Should it be killed, 
  the GM can bring a single exploding corpse into 
  play. It emerges from the ruins somewhere within 
  10” of the APC and tries to get close. When it gets 
  within blast range, it detonates! Don’t panic if 
  the APC remains intact—there’s another way to 
  destroy the vehicle coming up soon.
  In the event the new Rephaim are gunned 
  down, roll as you would any normal Extra to 
  see if they are truly dead or whether they are 
  just Incapacitated. So long as one is alive, the 
  Knights can bag him and call their mission a 
  success.
  Should both be slain, repeat the attack a short 
  while later—the sounds of the ﬁ ght (ﬂ echettes 
  are silent, but grenades and SBACs are not) alert 
  other Rephaim. Don’t repeat the process a third 
  time, though. Necropolis isn’t a setting where the 
  heroes always win. No matter where in the dock-
  lands the Knights search, there just aren’t any 
  more Rephaim present. Sooner or later they’ll 
  call for evacuation.
   Knight Vehicle Crew (2): See page 23.
   Necroscope: See page 25.
   SBACula: See page 25.
   Zombies (2 per hero): See page 25.
   Exploding Corpse: See page 24.
  RAIN OF FIRE
  RAIN OF FIRE
  The Dropship is within radio range whenever 
  the Knights require evacuation. In the event they 
  are getting hammered, it can provide air support, 
  but only for a single round. As the Dropship 
  comes in, read aloud the following text.
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  Ordines, the Prophet driver waits for orders to 
  clear the landing ramp. Only when the order is 
  given does the Prophet roar into life, its heavy 
  tires squealing as they seek grip on the slick metal 
  deck.
  As soon as the Prophet is clear, the Nephilim’s 
  engines roar. Like a bloated bird, it blasts off into 
  the sky, heading back north.
  NOSING AROUND
  NOSING AROUND
  Use the Survivors map from Necropolis 2350 
  for the docklands, but litter the battleﬁ eld with 
  rubble and wrecked vehicles. Resting against 
  one of the wharves, tilted over to one side, is a 
  damaged freighter. Stretching off to the east and 
  north are more streets. The Prophet begins on 
  the only crossroads. The Knights begin inside the 
  Prophet.
  No building has a roof, most have gaping holes 
  in the walls, there isn’t an intact pane of glass in 
  sight, and most structures show signs of intense 
  burning. Great piles of debris and deep craters 
  block the roads, as do the remains of abandoned 
  vehicles. The wrecked freighter is lying on its 
  side, having suffered a hit from a bomb.
  The characters are now free to explore their 
  surroundings for an hour or so of game time. 
  There’s plenty of ruined buildings for them to 
  nose around in, as well as the damaged freighter. 
  No buildings contain anything of any great interest 
  or value. The Knights don’t know this, of course, 
  and Rephaim could be lurking anywhere.
  Before the Rephaim turn up (see below), one 
  Knight picked at random begins to hear ghostly 
  voices over his headset communicator. He can’t 
  make out any words (the signal is too weak) just 
  the impression of voices. Have the Knight make 
  a Guts roll as well. With failure, he suffers the 
  effects of Fear until after Scene 3 is complete. 
  No other Knight can hear the voices, even if the 
  Knights lends a comrade his communicator.
  CONTACT MADE
  CONTACT MADE
  Whenever the group is suitably split between 
  locales or is getting bored of searching empty 
  ruins, have the Rephaim attack. A small patrol 
  stumbles across the Knights during a routine 
  sweep.
  The Rephaim enter from the northern edge 
  of the map. The unlimited possibilities for the 
  dispersal of the Knights makes exact placement 
  in the adventure impossible. Place them in what-
  ever position the ﬁ rst Knight can see them. In 
  some instances this might be at a great distance, 
  while in others the Rephaim could be practically 
  adjacent.
  Deal action cards and let battle commence. 
  Remind the heroes, if necessary, that they are 
  seeking new specimens for capture—the Ordines 
  want them alive, not shot to pieces.
  As well as providing the Knights with two new 
  forms of Rephaim to capture—a Necroscope and 
  a SBACula—the attackers should try to deprive 
  the Knights of their Prophet. The SBACula has 
  the power to do this, but is likely to make itself a 
  prime target for elimination. Should it be killed, 
  the GM can bring a single exploding corpse into 
  play. It emerges from the ruins somewhere within 
  10” of the APC and tries to get close. When it gets 
  within blast range, it detonates! Don’t panic if 
  the APC remains intact—there’s another way to 
  destroy the vehicle coming up soon.
  In the event the new Rephaim are gunned 
  down, roll as you would any normal Extra to 
  see if they are truly dead or whether they are 
  just Incapacitated. So long as one is alive, the 
  Knights can bag him and call their mission a 
  success.
  Should both be slain, repeat the attack a short 
  while later—the sounds of the ﬁ ght (ﬂ echettes 
  are silent, but grenades and SBACs are not) alert 
  other Rephaim. Don’t repeat the process a third 
  time, though. Necropolis isn’t a setting where the 
  heroes always win. No matter where in the dock-
  lands the Knights search, there just aren’t any 
  more Rephaim present. Sooner or later they’ll 
  call for evacuation.
   Knight Vehicle Crew (2): See page 23.
   Necroscope: See page 25.
   SBACula: See page 25.
   Zombies (2 per hero): See page 25.
   Exploding Corpse: See page 24.
  RAIN OF FIRE
  RAIN OF FIRE
  The Dropship is within radio range whenever 
  the Knights require evacuation. In the event they 
  are getting hammered, it can provide air support, 
  but only for a single round. As the Dropship 
  comes in, read aloud the following text.
  
  5
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  The Nephilim roars into view through the 
  low cloud. Bogdanovich wiggles it from side 
  to side to indicate she’s spotted you. The 
  thrusters scream into life as it begins its rapid 
  descent.
  A large shape, black, serpentine, and 
  winged, drops through the cloud directly 
  above the descending Dropship. With a sicken-
  ing crash it slams into the Nephilim, its clawed 
  legs tearing through the armored frame like 
  it was made of butter. Bogdanovich reverses 
  the thrusters, trying to gain altitude, but the 
  creature attached to the Dropship has made it 
  unstable and too heavy.
  The beast opens its mouth and rips into the 
  cockpit. As it does, it unleashes a blast of hell-
  ﬁ re directly into the crew compartment. The 
  Dropship shudders, wobbles like a wounded 
  bird, and begins to plummet earthward!
  Give each hero one round to start running 
  in whatever direction they want. Knights who 
  want to guess the likely impact point must make 
  a Notice roll. A multi action penalty applies as 
  normal if the hero also wants to run in the same 
  round.
  The Nephilim is actually heading for the 
  Prophet. No matter where it is or how fast it 
  moves, the APC gets crushed by the spinning 
  wreck as it careers through the debris, carrying 
  its Rephaim load with it.
  Roll a d12 and read it like a clockface. Then roll 
  3d10 and count this many inches in the indicated 
  direction. This is where the mangled Nephilim 
  comes to rest (it smashes through any buildings 
  in its path). It then explodes for 5d10 damage in 
  a Large Burst Template. The Rephaim, actually a 
  hell beast, is destroyed in the explosion, as is the 
  APC (and probably its crew).
  WE NEED A RADIO
  WE NEED A RADIO
  The nearest Preceptory is 75 miles away, far 
  beyond the range of the headset communicators 
  worn by the characters. Unless they fancy walking 
  through Dead Zone Beta, they’ll need to ﬁ nd a 
  powerful radio transmitter. Fortunately, the city 
  was large enough to have a media broadcast 
  center for both television and radio. The Knights 
  would know this, as Church cities tend to follow 
  the same pattern. Unfortunately, it was located 
  in the core city, which is ﬁ ve miles south of the 
  docks.
  The Knights have no idea exactly where the 
  station was located, but such buildings tend to 
  be in the administrative part of the city, and the 
  telltale dishes should be visible once they get into 
  the ruins.
  The APC is beyond repair, but some of the 
  abandoned vehicles might be in running order. 
  Scavenging enough parts to get a single car work-
  ing requires a Repair roll at –2. With success, the 
  wreck runs long enough for them to reach the 
  radio tower. A failure means the group is going to 
  have to walk through enemy territory.
  Should the party elect to start walking the 75 
  miles home, the GM should have them attacked 
  by whatever Rephaim forces he feels is appropri-
  ate. At best, they Knights encounter 1d4 patrols 
  each of 2d10 zombies of skeletons. At worst, they 
  may face tanks or powerful Rephaim out hunt-
  ing.
  RADIO GAGA
  RADIO GAGA
  Debris and abandoned cars make the going 
  slow along the highway, but fortunately there 
  are no Rephaim present. Once they enter the 
  5
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  The Nephilim roars into view through the 
  low cloud. Bogdanovich wiggles it from side 
  to side to indicate she’s spotted you. The 
  thrusters scream into life as it begins its rapid 
  descent.
  A large shape, black, serpentine, and 
  winged, drops through the cloud directly 
  above the descending Dropship. With a sicken-
  ing crash it slams into the Nephilim, its clawed 
  legs tearing through the armored frame like 
  it was made of butter. Bogdanovich reverses 
  the thrusters, trying to gain altitude, but the 
  creature attached to the Dropship has made it 
  unstable and too heavy.
  The beast opens its mouth and rips into the 
  cockpit. As it does, it unleashes a blast of hell-
  ﬁ re directly into the crew compartment. The 
  Dropship shudders, wobbles like a wounded 
  bird, and begins to plummet earthward!
  Give each hero one round to start running 
  in whatever direction they want. Knights who 
  want to guess the likely impact point must make 
  a Notice roll. A multi action penalty applies as 
  normal if the hero also wants to run in the same 
  round.
  The Nephilim is actually heading for the 
  Prophet. No matter where it is or how fast it 
  moves, the APC gets crushed by the spinning 
  wreck as it careers through the debris, carrying 
  its Rephaim load with it.
  Roll a d12 and read it like a clockface. Then roll 
  3d10 and count this many inches in the indicated 
  direction. This is where the mangled Nephilim 
  comes to rest (it smashes through any buildings 
  in its path). It then explodes for 5d10 damage in 
  a Large Burst Template. The Rephaim, actually a 
  hell beast, is destroyed in the explosion, as is the 
  APC (and probably its crew).
  WE NEED A RADIO
  WE NEED A RADIO
  The nearest Preceptory is 75 miles away, far 
  beyond the range of the headset communicators 
  worn by the characters. Unless they fancy walking 
  through Dead Zone Beta, they’ll need to ﬁ nd a 
  powerful radio transmitter. Fortunately, the city 
  was large enough to have a media broadcast 
  center for both television and radio. The Knights 
  would know this, as Church cities tend to follow 
  the same pattern. Unfortunately, it was located 
  in the core city, which is ﬁ ve miles south of the 
  docks.
  The Knights have no idea exactly where the 
  station was located, but such buildings tend to 
  be in the administrative part of the city, and the 
  telltale dishes should be visible once they get into 
  the ruins.
  The APC is beyond repair, but some of the 
  abandoned vehicles might be in running order. 
  Scavenging enough parts to get a single car work-
  ing requires a Repair roll at –2. With success, the 
  wreck runs long enough for them to reach the 
  radio tower. A failure means the group is going to 
  have to walk through enemy territory.
  Should the party elect to start walking the 75 
  miles home, the GM should have them attacked 
  by whatever Rephaim forces he feels is appropri-
  ate. At best, they Knights encounter 1d4 patrols 
  each of 2d10 zombies of skeletons. At worst, they 
  may face tanks or powerful Rephaim out hunt-
  ing.
  RADIO GAGA
  RADIO GAGA
  Debris and abandoned cars make the going 
  slow along the highway, but fortunately there 
  are no Rephaim present. Once they enter the 
  
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  suburbs, the Knights quickly spot the radio mast. 
  Despite the heavy damage all around, the facility 
  looks largely undamaged.
  One of the outer walls has been reduced to 
  rubble. Behind it is a series of ofﬁ ces, the fur-
  niture destroyed and scattered. The transmitter 
  machinery is in a room behind this. There’s a 
  communicator set almost identical in design 
  to a backpack radio in the same room, used by 
  technicians to broadcast test signals after repairs. 
  However, several of the circuit boards are fried, 
  and a few key elements have been struck by 
  debris. It’s not a major repair job, but it’ll take a 
  few minutes.
  Place ten counters in front of the Knight making 
  the repairs. Each raise removes one token, while 
  a raise reduces the total by two. Multiple raises 
  have no additional effect. When the last token is 
  removed, the radio is ready to use. Each roll can 
  be made in a single round, as it’s really a matter 
  of swapping circuit boards and some spot solder-
  ing to connect wires.
  Time, though, is something the Knights don’t 
  currently have. Once the Knights have made 
  their ﬁ rst successful Repair roll, a Rephaim patrol 
  stumbles upon them, having been alerted by 
  the sound of the car gunning through the city 
  streets.
  The front of the communication suite measures 
  24” long and is a low wall with a dense rubble 
  ﬁ eld (8” long) in front. Treat moving through this 
  as difﬁ cult ground. The ofﬁ ce is 6” deep and ﬁ lled 
  with debris (difﬁ cult ground). All that separates 
  the ofﬁ ce from the electronics is a thin partition 
  wall (Armor +3).
  If the Knights posted sentries in the outer 
  ofﬁ ce, the Rephaim are spotted 24” away. Other-
  wise, check for Surprise when the Rephaim reach 
  the rubble outside the ofﬁ ces.
  Any shots ﬁ red into the building have a chance 
  of damaging the electronics. A Shooting roll 
  which comes up 1 and doesn’t hit an Innocent 
  Bystander instead penetrates the wall. Draw a 
  single card from the action deck for regular ﬁ re-
  arms, and two cards if the weapon has a template 
  effect (like a SBAC) or is a Heavy Weapon.
  If any card comes up a black numbered one, 
  the machinery is hit. Add a token to the repairer’s 
  pile. A black face card means 2 markers must be 
  added. If the number of tokens exceeds 15, the 
  machinery is too badly damage to repair—the 
  characters will need to devise a new plan. For this 
  reason, it may prove necessary for the technician 
  to spend his time making Repair rolls.
   SBACula: See page 25.
   Zombie Grenadier: See page 26.
   Zombies (2 per hero): See page 25.
  CALLING HOME
  CALLING HOME
  Once the radio transmitter is repaired, the 
  Knights can call home and report on the situation. 
  Once they’ve told their story, read the following 
  text to the group.
  “Roger. We conﬁ rm loss of Prophet and 
  request for immediate evacuation. An Angel 
  is on its way. Get yourselves to the top of the 
  tallest building in the city. You’ll be picked up 
  from there. Repeat. The streets are deemed to 
  unsafe. Get to high ground and await rendez-
  vous. Wait just a second…
  “Command has ordered you to ensure your 
  primary mission is complete. I repeat, your 
  primary mission must be complete. Secure 
  specimen for evacuation with you.”
  SURVIVORS
  SURVIVORS
  Whether the Knights are en route to the tallest 
  building in the city or have lost the radio station 
  and are simply moving on in search of new hunt-
  ing grounds, the Knight who earlier heard voices 
  over his headset communicator now hears the 
  same voice again, only this time it’s clearer.
  “Hello? Is there anybody there? Please help 
  us. We’re under attack. Junction of Leo V and 
  11th.”
  Trying to respond is unsuccessful. It’s up to 
  the characters if they want to investigate or not. 
  Using the remaining street signs, the Knights 
  know they are on Lando and 14th.
  Being of circular design, most cities use the 
  same naming convention. Streets which follow 
  the concentric shape of the city use numbers. The 
  lower the number, the nearer it is to the center.
  Avenues, known as spokes, radiate outward 
  in straight lines. These are named after popes of 
  old. Traditionally, all papal names used must cor-
  respond to the order the popes sat on the throne, 
  and naming runs clockwise. Thus, if a city wants 
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  suburbs, the Knights quickly spot the radio mast. 
  Despite the heavy damage all around, the facility 
  looks largely undamaged.
  One of the outer walls has been reduced to 
  rubble. Behind it is a series of ofﬁ ces, the fur-
  niture destroyed and scattered. The transmitter 
  machinery is in a room behind this. There’s a 
  communicator set almost identical in design 
  to a backpack radio in the same room, used by 
  technicians to broadcast test signals after repairs. 
  However, several of the circuit boards are fried, 
  and a few key elements have been struck by 
  debris. It’s not a major repair job, but it’ll take a 
  few minutes.
  Place ten counters in front of the Knight making 
  the repairs. Each raise removes one token, while 
  a raise reduces the total by two. Multiple raises 
  have no additional effect. When the last token is 
  removed, the radio is ready to use. Each roll can 
  be made in a single round, as it’s really a matter 
  of swapping circuit boards and some spot solder-
  ing to connect wires.
  Time, though, is something the Knights don’t 
  currently have. Once the Knights have made 
  their ﬁ rst successful Repair roll, a Rephaim patrol 
  stumbles upon them, having been alerted by 
  the sound of the car gunning through the city 
  streets.
  The front of the communication suite measures 
  24” long and is a low wall with a dense rubble 
  ﬁ eld (8” long) in front. Treat moving through this 
  as difﬁ cult ground. The ofﬁ ce is 6” deep and ﬁ lled 
  with debris (difﬁ cult ground). All that separates 
  the ofﬁ ce from the electronics is a thin partition 
  wall (Armor +3).
  If the Knights posted sentries in the outer 
  ofﬁ ce, the Rephaim are spotted 24” away. Other-
  wise, check for Surprise when the Rephaim reach 
  the rubble outside the ofﬁ ces.
  Any shots ﬁ red into the building have a chance 
  of damaging the electronics. A Shooting roll 
  which comes up 1 and doesn’t hit an Innocent 
  Bystander instead penetrates the wall. Draw a 
  single card from the action deck for regular ﬁ re-
  arms, and two cards if the weapon has a template 
  effect (like a SBAC) or is a Heavy Weapon.
  If any card comes up a black numbered one, 
  the machinery is hit. Add a token to the repairer’s 
  pile. A black face card means 2 markers must be 
  added. If the number of tokens exceeds 15, the 
  machinery is too badly damage to repair—the 
  characters will need to devise a new plan. For this 
  reason, it may prove necessary for the technician 
  to spend his time making Repair rolls.
   SBACula: See page 25.
   Zombie Grenadier: See page 26.
   Zombies (2 per hero): See page 25.
  CALLING HOME
  CALLING HOME
  Once the radio transmitter is repaired, the 
  Knights can call home and report on the situation. 
  Once they’ve told their story, read the following 
  text to the group.
  “Roger. We conﬁ rm loss of Prophet and 
  request for immediate evacuation. An Angel 
  is on its way. Get yourselves to the top of the 
  tallest building in the city. You’ll be picked up 
  from there. Repeat. The streets are deemed to 
  unsafe. Get to high ground and await rendez-
  vous. Wait just a second…
  “Command has ordered you to ensure your 
  primary mission is complete. I repeat, your 
  primary mission must be complete. Secure 
  specimen for evacuation with you.”
  SURVIVORS
  SURVIVORS
  Whether the Knights are en route to the tallest 
  building in the city or have lost the radio station 
  and are simply moving on in search of new hunt-
  ing grounds, the Knight who earlier heard voices 
  over his headset communicator now hears the 
  same voice again, only this time it’s clearer.
  “Hello? Is there anybody there? Please help 
  us. We’re under attack. Junction of Leo V and 
  11th.”
  Trying to respond is unsuccessful. It’s up to 
  the characters if they want to investigate or not. 
  Using the remaining street signs, the Knights 
  know they are on Lando and 14th.
  Being of circular design, most cities use the 
  same naming convention. Streets which follow 
  the concentric shape of the city use numbers. The 
  lower the number, the nearer it is to the center.
  Avenues, known as spokes, radiate outward 
  in straight lines. These are named after popes of 
  old. Traditionally, all papal names used must cor-
  respond to the order the popes sat on the throne, 
  and naming runs clockwise. Thus, if a city wants 
  
  7
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  to use Pope Jean-Paul I as a spoke name, the 
  clockwise spoke must be Jean-Paul II (his ante-
  cedent), while the one anti-clockwise (assuming 
  Jean-Paul I isn’t the ﬁ rst spoke used) would be 
  Paul VI (his predecessor).
  Since this city follows the traditional procedure, 
  the group needs to head three streets toward the 
  city center and three spokes across.
  The Knights don’t have to respond in order 
  to complete their mission. They may believe 
  the signal is a trap, or that it’s an old recording. 
  The survivors will eventually be rescued, though 
  they’ll be fewer in number, and the characters 
  will have to live with the fact they didn’t follow 
  up the signals and help save lives.
  FIREFIGHT
  FIREFIGHT
  The voice belongs to one of a group of sur-
  vivors. They’ve spent the last decade eking out 
  a living, surviving on canned food well past its 
  use by date, and sneaking around to avoid the 
  Rephaim. Unfortunately, a roving Rephaim 
  patrol has discovered one of their hideouts, one 
  crammed with woman and children, and are 
  launching an attack. Knowing they can’t let the 
  women and children be captured, the menfolk 
  are prepared to sell their lives dearly.
  As the heroes approach, they hear the distinc-
  tive sounds of SBAC ﬁ re echoing through the 
  streets, as well as blasts from shotguns (the militia 
  looted sporting goods stores).
  Use the Street by Street map from Necropolis 
  2350 (but without the tanks and enemy place-
  ment markers) to get the basic layout. Scatter 
  copious amounts of rubble around. The citizens 
  are sheltering behind a makeshift barricade of 
  barrels and rubble (Armor +4) which have been 
  placed to block off the lower crossroads and turn 
  it into a fort.
  The militia is inside the fort. Half the regular 
  zombies and two grenadiers are approaching 
  from the north, and begin 16” away. The remain-
  ing zombies are split between the east and west 
  roads leading to the crossroads, and start 12” 
  away. Two snipers have taken up position inside 
  one of the buildings—it doesn’t matter which 
  one, so long as they have line of sight to the bar-
  ricade. The Knights begin at the southern end of 
  the map.
  Because of the militia’s very limited amount 
  of ammunition, each player should keep a very 
  careful track of the ammo level of the militia 
  he controls during the ﬁ ght. Each pair begins 
  at High ammo level. Afterward, the militia loot 
  fallen zombies for their SMGs.
       Militia (2 per hero): See page 23.
       Zombie Grenadiers (2): See page 26.
       Zombies (4 per hero): See page 25.
     Zombie Snipers (2): See page 26.
  THE SURVIVORS’ STORY
  THE SURVIVORS’ STORY
  After the rescue, the “headman,” Jeff Koenig, 
  approaches the Knights and introduces himself. 
  There’s no set way Koenig feels about the Knights. 
  GMs can either pick his attitude, determine it ran-
  domly, or let the experience of the players (not 
  the characters) determine his mood.
  If the players are experienced gamers, Koenig 
  should be hostile—this creates more opportuni-
  ties for roleplaying. If they’re new to gaming, 
  have Koenig friendly—it encourages the players 
  to roleplay, rather than forcing it on them by 
  having a confrontation.
  Alternately, roll on the Reaction Table to deter-
  mine Koenig’s initial feelings toward the group 
  (and the Ordines in general). This should come 
  across in his greeting—he’s either going to be 
  rude, apathetic, or friendly. The heroes get a 
  single Persuasion roll to alter his mood, if they 
  so wish. Once his ﬁ nal mood is determined, read 
  the relevant section below.
  HOSTILE/UNCOOPERATIVE
  HOSTILE/UNCOOPERATIVE
  After introducing himself he invites the group 
  to follow him down a manhole. Clambering 
  down the ladder, the Knights ﬁ nd themselves in 
  an old cistern. It’s now a slum, the sides support-
  ing makeshift shelters. The stench is sickening, as 
  are the appalling conditions in which the citizens 
  live. Woman, children, and babies huddle in the 
  shadows, clutching their few meager possessions. 
  Any Knight with Healing has the opportunity to 
  treat some minor injuries and infections.
  There’s an air of resentment simmering in the 
  air. The citizens aren’t stupid enough to attack 
  the Knights, but they may spit or curse at them 
  for abandoning them.
  “You see how we’ve had to live since the 
  Ordines abandoned us here?” Koenig shouts. 
  “We’ve lived like rats in these stinking tunnels! 
  Disease and starvation have claimed God 
  knows how many lives! Why didn’t you come 
  7
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  to use Pope Jean-Paul I as a spoke name, the 
  clockwise spoke must be Jean-Paul II (his ante-
  cedent), while the one anti-clockwise (assuming 
  Jean-Paul I isn’t the ﬁ rst spoke used) would be 
  Paul VI (his predecessor).
  Since this city follows the traditional procedure, 
  the group needs to head three streets toward the 
  city center and three spokes across.
  The Knights don’t have to respond in order 
  to complete their mission. They may believe 
  the signal is a trap, or that it’s an old recording. 
  The survivors will eventually be rescued, though 
  they’ll be fewer in number, and the characters 
  will have to live with the fact they didn’t follow 
  up the signals and help save lives.
  FIREFIGHT
  FIREFIGHT
  The voice belongs to one of a group of sur-
  vivors. They’ve spent the last decade eking out 
  a living, surviving on canned food well past its 
  use by date, and sneaking around to avoid the 
  Rephaim. Unfortunately, a roving Rephaim 
  patrol has discovered one of their hideouts, one 
  crammed with woman and children, and are 
  launching an attack. Knowing they can’t let the 
  women and children be captured, the menfolk 
  are prepared to sell their lives dearly.
  As the heroes approach, they hear the distinc-
  tive sounds of SBAC ﬁ re echoing through the 
  streets, as well as blasts from shotguns (the militia 
  looted sporting goods stores).
  Use the Street by Street map from Necropolis 
  2350 (but without the tanks and enemy place-
  ment markers) to get the basic layout. Scatter 
  copious amounts of rubble around. The citizens 
  are sheltering behind a makeshift barricade of 
  barrels and rubble (Armor +4) which have been 
  placed to block off the lower crossroads and turn 
  it into a fort.
  The militia is inside the fort. Half the regular 
  zombies and two grenadiers are approaching 
  from the north, and begin 16” away. The remain-
  ing zombies are split between the east and west 
  roads leading to the crossroads, and start 12” 
  away. Two snipers have taken up position inside 
  one of the buildings—it doesn’t matter which 
  one, so long as they have line of sight to the bar-
  ricade. The Knights begin at the southern end of 
  the map.
  Because of the militia’s very limited amount 
  of ammunition, each player should keep a very 
  careful track of the ammo level of the militia 
  he controls during the ﬁ ght. Each pair begins 
  at High ammo level. Afterward, the militia loot 
  fallen zombies for their SMGs.
       Militia (2 per hero): See page 23.
       Zombie Grenadiers (2): See page 26.
       Zombies (4 per hero): See page 25.
     Zombie Snipers (2): See page 26.
  THE SURVIVORS’ STORY
  THE SURVIVORS’ STORY
  After the rescue, the “headman,” Jeff Koenig, 
  approaches the Knights and introduces himself. 
  There’s no set way Koenig feels about the Knights. 
  GMs can either pick his attitude, determine it ran-
  domly, or let the experience of the players (not 
  the characters) determine his mood.
  If the players are experienced gamers, Koenig 
  should be hostile—this creates more opportuni-
  ties for roleplaying. If they’re new to gaming, 
  have Koenig friendly—it encourages the players 
  to roleplay, rather than forcing it on them by 
  having a confrontation.
  Alternately, roll on the Reaction Table to deter-
  mine Koenig’s initial feelings toward the group 
  (and the Ordines in general). This should come 
  across in his greeting—he’s either going to be 
  rude, apathetic, or friendly. The heroes get a 
  single Persuasion roll to alter his mood, if they 
  so wish. Once his ﬁ nal mood is determined, read 
  the relevant section below.
  HOSTILE/UNCOOPERATIVE
  HOSTILE/UNCOOPERATIVE
  After introducing himself he invites the group 
  to follow him down a manhole. Clambering 
  down the ladder, the Knights ﬁ nd themselves in 
  an old cistern. It’s now a slum, the sides support-
  ing makeshift shelters. The stench is sickening, as 
  are the appalling conditions in which the citizens 
  live. Woman, children, and babies huddle in the 
  shadows, clutching their few meager possessions. 
  Any Knight with Healing has the opportunity to 
  treat some minor injuries and infections.
  There’s an air of resentment simmering in the 
  air. The citizens aren’t stupid enough to attack 
  the Knights, but they may spit or curse at them 
  for abandoning them.
  “You see how we’ve had to live since the 
  Ordines abandoned us here?” Koenig shouts. 
  “We’ve lived like rats in these stinking tunnels! 
  Disease and starvation have claimed God 
  knows how many lives! Why didn’t you come 
  
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  back? Why didn’t you check there weren’t any 
  more survivors being you upped and left? 
  Damn it, we’ve been sending out radio broad-
  casts every time we hear a Dropship, but no, 
  you’re too busy ﬁ ghting your war to worry 
  about the citizens! For the love of God, you 
  abandoned us to the Rephaim!”
  Koenig is willing to cooperate with the Knight 
  only so far as being shown to the pickup point. 
  He won’t obey orders, nor will the citizens, and 
  they don’t beneﬁ t from any Leadership Edges in 
  combat. Throughout the rest of the adventure 
  Koenig snaps at any Knights who try to placate 
  him, calling them cowards and traitors to human-
  ity.
  NEUTRAL
  NEUTRAL
  As above, except the citizens fall into two 
  camps. The ﬁ rst are afraid of the Knights, shel-
  tering in their ramshackle shelters and peering 
  out through racks. The second camp is more 
  open, but lacks any feelings toward the Knights–a 
  decade of deprivation has less them shell-shocked 
  and without much faith in the Ordines.
  “So you ﬁ nally turned up, eh?” Koenig says. 
  “Took your time, but I guess we should be 
  grateful. I guess those radio broadcasts ﬁ nally 
  got through to someone. I take it you’ve got 
  a plan to get us out of here? My people have 
  spent ten years in this hell hole living like rats 
  just to stay alive. It’s a damned miracle we 
  survived at all!”
  Koenig follows any orders, but only so long as 
  he doesn’t feel the Knight are placing his people 
  in danger. None of the citizens are willing to risk 
  their lives now they’re so close to rescue, but 
  they’ll ﬁ ght if there is no other option.
  The citizens don’t have a huge supply of drugs 
  or bandages available, but they provide basic ﬁ rst 
  aid to wounded heroes. Each Knight beneﬁ ts from 
  a single Healing d6 attempt (they have other sick 
  and injured to attend to, so can’t spare the time 
  or resources for further rolls).
  FRIENDLY/HELPFUL
  FRIENDLY/HELPFUL
  As Hostile/Uncooperative, except the citizens 
  are pleased to see the Knights. The wretches paw 
  at them, thanking them profusely for rescuing 
  them.
  “You have no idea how good it is to see you 
  guys!” Koenig beams. “We’ve been here since 
  the evacuation. We got cut off and hid out 
  until the relief column came, but it never did. 
  Before we knew it the city was abandoned 
  and we were here to stay. A few groups tried to 
  make it out on foot or in vehicles, but no one 
  ever came back to rescue us. We ﬁ gured they’d 
  failed to reach the border. So we’ve lived like 
  rats for ten years, scavenging canned food 
  from wrecked shops, drinking rainwater, and 
  trying to avoid detection.
  “I tell you, had you arrived in the ﬁ rst year 
  after we went underground we’d likely have 
  killed you in anger. But time’s a great healer. 
  We realize now we had our chance to escape, 
  and had you known we were here you’d have 
  been back in force to rescue us. A few went 
  bad and started heretical preaching. As much 
  it shames me to say it, we dealt with them in 
  accordance with the law. Still, I’m sure we’d 
  all appreciate absolution for our sins if you’ve 
  got a Chaplain to hand.
  “We’ve got an old radio, but it hasn’t got 
  much range. Sometimes we hear Dropships 
  overheard, so we try to call for help. So far 
  everyone’s ignored us. If you’re getting pulled 
  out, you’ve got to take the women and chil-
  dren at least. They can’t stay here—it’s too 
  dangerous and too damned undigniﬁ ed.
  If the heroes had to abandon the radio station 
  before broadcasting a distress call, the citizens’ 
  radio set is a battered backpack radio. It needs 
  repairs (Repair roll at –2) before it can commu-
  nicate with the Preceptory. Otherwise, it’s just a 
  headset communicator they scavenged off a fallen 
  Knight during the invasion.
  Koenig works with the Knights to get the 
  survivors ready to move out. If the Knights don’t 
  advise them to leave behind any non-essential 
  goods, Koenig does so.
  The citizens provide healing as above, except 
  they roll a d8+2 Healing (they’re willing to pro-
  vide better aid, albeit at the expense of their own 
  people). Any character succeeding in a Notice 
  roll before he receives ﬁ rst aid detects civilians 
  in need of dire medical aid, and can refuse to be 
  treated.
  A POTENTIAL DISASTER
  A POTENTIAL DISASTER
  Assuming the Knights contacted the Precep-
  tory, they know there’s a single Angel en route to 
  rescue them. An Angel can hold 18 Knights in full 
  combat gear, or 36 passengers for a short and very 
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  back? Why didn’t you check there weren’t any 
  more survivors being you upped and left? 
  Damn it, we’ve been sending out radio broad-
  casts every time we hear a Dropship, but no, 
  you’re too busy ﬁ ghting your war to worry 
  about the citizens! For the love of God, you 
  abandoned us to the Rephaim!”
  Koenig is willing to cooperate with the Knight 
  only so far as being shown to the pickup point. 
  He won’t obey orders, nor will the citizens, and 
  they don’t beneﬁ t from any Leadership Edges in 
  combat. Throughout the rest of the adventure 
  Koenig snaps at any Knights who try to placate 
  him, calling them cowards and traitors to human-
  ity.
  NEUTRAL
  NEUTRAL
  As above, except the citizens fall into two 
  camps. The ﬁ rst are afraid of the Knights, shel-
  tering in their ramshackle shelters and peering 
  out through racks. The second camp is more 
  open, but lacks any feelings toward the Knights–a 
  decade of deprivation has less them shell-shocked 
  and without much faith in the Ordines.
  “So you ﬁ nally turned up, eh?” Koenig says. 
  “Took your time, but I guess we should be 
  grateful. I guess those radio broadcasts ﬁ nally 
  got through to someone. I take it you’ve got 
  a plan to get us out of here? My people have 
  spent ten years in this hell hole living like rats 
  just to stay alive. It’s a damned miracle we 
  survived at all!”
  Koenig follows any orders, but only so long as 
  he doesn’t feel the Knight are placing his people 
  in danger. None of the citizens are willing to risk 
  their lives now they’re so close to rescue, but 
  they’ll ﬁ ght if there is no other option.
  The citizens don’t have a huge supply of drugs 
  or bandages available, but they provide basic ﬁ rst 
  aid to wounded heroes. Each Knight beneﬁ ts from 
  a single Healing d6 attempt (they have other sick 
  and injured to attend to, so can’t spare the time 
  or resources for further rolls).
  FRIENDLY/HELPFUL
  FRIENDLY/HELPFUL
  As Hostile/Uncooperative, except the citizens 
  are pleased to see the Knights. The wretches paw 
  at them, thanking them profusely for rescuing 
  them.
  “You have no idea how good it is to see you 
  guys!” Koenig beams. “We’ve been here since 
  the evacuation. We got cut off and hid out 
  until the relief column came, but it never did. 
  Before we knew it the city was abandoned 
  and we were here to stay. A few groups tried to 
  make it out on foot or in vehicles, but no one 
  ever came back to rescue us. We ﬁ gured they’d 
  failed to reach the border. So we’ve lived like 
  rats for ten years, scavenging canned food 
  from wrecked shops, drinking rainwater, and 
  trying to avoid detection.
  “I tell you, had you arrived in the ﬁ rst year 
  after we went underground we’d likely have 
  killed you in anger. But time’s a great healer. 
  We realize now we had our chance to escape, 
  and had you known we were here you’d have 
  been back in force to rescue us. A few went 
  bad and started heretical preaching. As much 
  it shames me to say it, we dealt with them in 
  accordance with the law. Still, I’m sure we’d 
  all appreciate absolution for our sins if you’ve 
  got a Chaplain to hand.
  “We’ve got an old radio, but it hasn’t got 
  much range. Sometimes we hear Dropships 
  overheard, so we try to call for help. So far 
  everyone’s ignored us. If you’re getting pulled 
  out, you’ve got to take the women and chil-
  dren at least. They can’t stay here—it’s too 
  dangerous and too damned undigniﬁ ed.
  If the heroes had to abandon the radio station 
  before broadcasting a distress call, the citizens’ 
  radio set is a battered backpack radio. It needs 
  repairs (Repair roll at –2) before it can commu-
  nicate with the Preceptory. Otherwise, it’s just a 
  headset communicator they scavenged off a fallen 
  Knight during the invasion.
  Koenig works with the Knights to get the 
  survivors ready to move out. If the Knights don’t 
  advise them to leave behind any non-essential 
  goods, Koenig does so.
  The citizens provide healing as above, except 
  they roll a d8+2 Healing (they’re willing to pro-
  vide better aid, albeit at the expense of their own 
  people). Any character succeeding in a Notice 
  roll before he receives ﬁ rst aid detects civilians 
  in need of dire medical aid, and can refuse to be 
  treated.
  A POTENTIAL DISASTER
  A POTENTIAL DISASTER
  Assuming the Knights contacted the Precep-
  tory, they know there’s a single Angel en route to 
  rescue them. An Angel can hold 18 Knights in full 
  combat gear, or 36 passengers for a short and very 
  
  9
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  crowded ﬂ ight. At a push, you can cram 50 into 
  the hold, but that generates weight problems and 
  makes the Angel extremely hard to handle—few 
  pilots will ﬂ y with such a load.
  The number of civilians comes to 18 children 
  (all below the age of 14), 22 women, and 20 men 
  (after any losses in the battle are accounted for), 
  or 60 in total—far too many for a single Angel, 
  even operating in emergency conditions.
  Unless the Knights head back to the radio 
  transmitter and summon a second Angel, folks 
  are going to be left behind on the ﬁ rst run. Do 
  not remind the heroes of this—the players have 
  access to the Angel stats in the Necropolis 2350 
  campaign guide, and they can always ask the 
  GM (you should tell them the cold, hard facts) if 
  unsure about the maximum load.
  FIGHTING MEN
  FIGHTING MEN
  The count of 20 male survivors takes into 
  account any slain in the previous battle. In later 
  battles, there are always 2 militiamen per hero. 
  Any casualties are replaced from the extra men, 
  but only to a maximum of 20. For instance, if 
  there are six Knights, the number of militia aiding 
  them at any one time equals 12. This leaves 8 
  spare men to replace casualties.
  LAST STAND
  LAST STAND
  The tallest buildings left standing are in the 
  inner residential district. Once the penthouses of 
  the elite, they are now shattered ruins. Many have 
  been gutted by ﬁ re or are so badly damaged they 
  are in danger of collapse, but one has remained 
  remarkably intact. By the time the Knights reach 
  the foyer, the Dropship is only minutes away.
  If you want detailed ﬂ oorplans, look no fur-
  ther than 12 to Midnight’s Modern Floorplans: 
  High-Rise Building.
  FOYER
  FOYER
  The only entrance to the tower not clogged 
  by debris is the main foyer. The Rephaim use the 
  building as a base, and there are a large number 
  of them in the building. Fortunately, there is only 
  a handful of zombies guarding the entrance.
  The foyer measures 24” by 36”. Like most foyers 
  in 21st century high-rise buildings, it contains a 
  reception desk, seating areas, snack machines 
  (all empty), stairwells, and elevators. Spread the 
  zombies out around the foyer, ensuring none 
  are closer than 15” to the entrance. The Knights 
  begin outside the main doors.
  The militia only joins the battle without being 
  ordered if Koenig was Friendly or Helpful. A 
  Neutral reaction means they are content to let 
  the Knights do the ﬁ ghting unless given a direct 
  order. Hostile or Uncooperative citizens lend 
  support only if the Knights are in serious trouble 
  or the woman and children are threatened.
  With no power, the elevators don’t work. The 
  only way to reach the roof is to climb the 30 
  ﬂ ights of stairs! Although the passage of so many 
  feet alerts the Rephaim to the humans’ presence, 
  they are too slow to react. Unless the characters 
  go looking for trouble, they can reach the rooftop 
  without further incident.
       Militia (2 per hero): See page 23.
       Zombie Grenadier: See page 26.
       Zombies (2 per hero): See page 25.
  ROOFTOP RESCUE
  ROOFTOP RESCUE
  As the heroes reach the top of the high-rise, 
  the Angel pilot contacts them to alert them to 
  his imminent arrival. There isn’t room for him 
  to land on the roof, and he can’t guarantee the 
  structure will take he weight, so he plans to drop 
  the ramp and hover just off to one side. All the 
  Knights have to do is hop onboard. If a second 
  Angel hasn’t been summoned, the pilot calls for 
  emergency support as soon as he learns there are 
  citizens present. 
  The Rephaim, however, aren’t going to let the 
  humans escape that easily. A small force of zom-
  bies has managed to shamble up the stairwell and 
  onto the roof. As the ﬁ rst Angel takes up position, 
  they emerge from the stairwell and open ﬁ re. 
  The Angel pilot won’t depart to provide air sup-
  port—he’s focused on saving as many civilians as 
  possible. Should the Knights have let the Precep-
  tory know about the survivors, the second Angel 
  provides air support using its guns (and only its 
  guns) until the ﬁ rst one has picked up its cargo 
  and bugged out.
  At the end of each round, after all other actions 
  are taken, the GM must roll 2d6 to determine 
  how many citizens have climbed into the Angel. 
  9
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  crowded ﬂ ight. At a push, you can cram 50 into 
  the hold, but that generates weight problems and 
  makes the Angel extremely hard to handle—few 
  pilots will ﬂ y with such a load.
  The number of civilians comes to 18 children 
  (all below the age of 14), 22 women, and 20 men 
  (after any losses in the battle are accounted for), 
  or 60 in total—far too many for a single Angel, 
  even operating in emergency conditions.
  Unless the Knights head back to the radio 
  transmitter and summon a second Angel, folks 
  are going to be left behind on the ﬁ rst run. Do 
  not remind the heroes of this—the players have 
  access to the Angel stats in the Necropolis 2350 
  campaign guide, and they can always ask the 
  GM (you should tell them the cold, hard facts) if 
  unsure about the maximum load.
  FIGHTING MEN
  FIGHTING MEN
  The count of 20 male survivors takes into 
  account any slain in the previous battle. In later 
  battles, there are always 2 militiamen per hero. 
  Any casualties are replaced from the extra men, 
  but only to a maximum of 20. For instance, if 
  there are six Knights, the number of militia aiding 
  them at any one time equals 12. This leaves 8 
  spare men to replace casualties.
  LAST STAND
  LAST STAND
  The tallest buildings left standing are in the 
  inner residential district. Once the penthouses of 
  the elite, they are now shattered ruins. Many have 
  been gutted by ﬁ re or are so badly damaged they 
  are in danger of collapse, but one has remained 
  remarkably intact. By the time the Knights reach 
  the foyer, the Dropship is only minutes away.
  If you want detailed ﬂ oorplans, look no fur-
  ther than 12 to Midnight’s Modern Floorplans: 
  High-Rise Building.
  FOYER
  FOYER
  The only entrance to the tower not clogged 
  by debris is the main foyer. The Rephaim use the 
  building as a base, and there are a large number 
  of them in the building. Fortunately, there is only 
  a handful of zombies guarding the entrance.
  The foyer measures 24” by 36”. Like most foyers 
  in 21st century high-rise buildings, it contains a 
  reception desk, seating areas, snack machines 
  (all empty), stairwells, and elevators. Spread the 
  zombies out around the foyer, ensuring none 
  are closer than 15” to the entrance. The Knights 
  begin outside the main doors.
  The militia only joins the battle without being 
  ordered if Koenig was Friendly or Helpful. A 
  Neutral reaction means they are content to let 
  the Knights do the ﬁ ghting unless given a direct 
  order. Hostile or Uncooperative citizens lend 
  support only if the Knights are in serious trouble 
  or the woman and children are threatened.
  With no power, the elevators don’t work. The 
  only way to reach the roof is to climb the 30 
  ﬂ ights of stairs! Although the passage of so many 
  feet alerts the Rephaim to the humans’ presence, 
  they are too slow to react. Unless the characters 
  go looking for trouble, they can reach the rooftop 
  without further incident.
       Militia (2 per hero): See page 23.
       Zombie Grenadier: See page 26.
       Zombies (2 per hero): See page 25.
  ROOFTOP RESCUE
  ROOFTOP RESCUE
  As the heroes reach the top of the high-rise, 
  the Angel pilot contacts them to alert them to 
  his imminent arrival. There isn’t room for him 
  to land on the roof, and he can’t guarantee the 
  structure will take he weight, so he plans to drop 
  the ramp and hover just off to one side. All the 
  Knights have to do is hop onboard. If a second 
  Angel hasn’t been summoned, the pilot calls for 
  emergency support as soon as he learns there are 
  citizens present. 
  The Rephaim, however, aren’t going to let the 
  humans escape that easily. A small force of zom-
  bies has managed to shamble up the stairwell and 
  onto the roof. As the ﬁ rst Angel takes up position, 
  they emerge from the stairwell and open ﬁ re. 
  The Angel pilot won’t depart to provide air sup-
  port—he’s focused on saving as many civilians as 
  possible. Should the Knights have let the Precep-
  tory know about the survivors, the second Angel 
  provides air support using its guns (and only its 
  guns) until the ﬁ rst one has picked up its cargo 
  and bugged out.
  At the end of each round, after all other actions 
  are taken, the GM must roll 2d6 to determine 
  how many citizens have climbed into the Angel. 
  
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  Remember, there are a total of 40 women and 
  children. Once this number is reached, the pilot 
  closes the ramp and departs. The Knights and the 
  menfolk will have to hold out for another hour (if 
  only one Dropship is present) or wait 1d6 rounds 
  while the second Angel takes up position.
  Regardless of Koenig’s attitude, his men stand 
  and ﬁ ght while the women and children board 
  the Angel. However, if the headman was Hostile 
  or Uncooperative he and his men still don’t ben-
  eﬁ t from Leadership Edges—they’re not ﬁ ghting 
  with the Knights, they’re ﬁ ghting purely for their 
  families.
  The roof measures 24” by 36”. The Angel’s 
  ramp touches down in the center of the northern 
  edge of the map. Aside from a few vents and satel-
  lite dishes, there is little cover on the roof. The 
  Rephaim begin 8” from the southern edge.
       Militia (2 per hero): See page 23.
       Zombies (3 per hero): See page 25.
  AFTERMATH
  AFTERMATH
  Assuming the citizens are rescued, the Ordines 
  launch a determined effort to locate any others. 
  The GM can allow this task to fall to other Lances 
  and fall into the background, or he can create 
  an adventure (or a mini-campaign) where the 
  Knights get to go back to Olisipo, liberate more 
  survivors, and combat more Rephaim.
  Word of the survivors soon circulates to the 
  media. Friendly citizens praise the Ordines, spe-
  ciﬁ cally the Knights, for coming to their rescue, 
  and dismiss any claims that the decade long wait 
  was excessive. Hostile citizens, on the other hand, 
  use the opportunity to criticize the Ordines (but 
  not the Church) for leaving them behind. Any 
  Knight who offended the civilians gets a special 
  mention. This may lead to repercussions, and 
  possibly earn the Knight a place on a Preacher-run 
  training course on handling civilians in stressful 
  situations. Whatever the outcome, the media 
  wants to speak with the Knights about their role 
  in the affair.
  EXPERIENCE POINTS
  EXPERIENCE POINTS
  This adventure should take two sessions to 
  play out. Knights who failed to grab a live speci-
  men in the ﬁ rst session should earn no more 
  than 2 Experience Points—they’ve failed their 
  mission. If they don’t manage to capture one in 
  the second session or fail to rescue the survivors, 
  they again shouldn’t be given more than 2 XPs. 
  Should they manage to fail the primary mission 
  and screw up the rescue attempt, the GM should 
  consider rewarding them with a single XP.
  A CARDINAL ERROR
  A CARDINAL ERROR
  In this adventure, the Knights must rescue a 
  cardinal from his captors. Although the mission 
  brieﬁ ng mentions separatist guerillas, the kidnap-
  pers are in fact Rephaim, seeking to convert the 
  cardinal into a greater mummy.
  BRIEFING
  BRIEFING
  Begin by reading or paraphrasing the informa-
  tion in Handout #2 to the players. When you’re 
  done, give them a copy of the handout to use 
  during the adventure.
  WMs should ensure the Knights aren’t issued 
  with any heavy support or explosive weapons. As 
  far as the Sacri Ordines are concerned, the mis-
  sion is a rescue operation, not an assault. When 
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  Remember, there are a total of 40 women and 
  children. Once this number is reached, the pilot 
  closes the ramp and departs. The Knights and the 
  menfolk will have to hold out for another hour (if 
  only one Dropship is present) or wait 1d6 rounds 
  while the second Angel takes up position.
  Regardless of Koenig’s attitude, his men stand 
  and ﬁ ght while the women and children board 
  the Angel. However, if the headman was Hostile 
  or Uncooperative he and his men still don’t ben-
  eﬁ t from Leadership Edges—they’re not ﬁ ghting 
  with the Knights, they’re ﬁ ghting purely for their 
  families.
  The roof measures 24” by 36”. The Angel’s 
  ramp touches down in the center of the northern 
  edge of the map. Aside from a few vents and satel-
  lite dishes, there is little cover on the roof. The 
  Rephaim begin 8” from the southern edge.
       Militia (2 per hero): See page 23.
       Zombies (3 per hero): See page 25.
  AFTERMATH
  AFTERMATH
  Assuming the citizens are rescued, the Ordines 
  launch a determined effort to locate any others. 
  The GM can allow this task to fall to other Lances 
  and fall into the background, or he can create 
  an adventure (or a mini-campaign) where the 
  Knights get to go back to Olisipo, liberate more 
  survivors, and combat more Rephaim.
  Word of the survivors soon circulates to the 
  media. Friendly citizens praise the Ordines, spe-
  ciﬁ cally the Knights, for coming to their rescue, 
  and dismiss any claims that the decade long wait 
  was excessive. Hostile citizens, on the other hand, 
  use the opportunity to criticize the Ordines (but 
  not the Church) for leaving them behind. Any 
  Knight who offended the civilians gets a special 
  mention. This may lead to repercussions, and 
  possibly earn the Knight a place on a Preacher-run 
  training course on handling civilians in stressful 
  situations. Whatever the outcome, the media 
  wants to speak with the Knights about their role 
  in the affair.
  EXPERIENCE POINTS
  EXPERIENCE POINTS
  This adventure should take two sessions to 
  play out. Knights who failed to grab a live speci-
  men in the ﬁ rst session should earn no more 
  than 2 Experience Points—they’ve failed their 
  mission. If they don’t manage to capture one in 
  the second session or fail to rescue the survivors, 
  they again shouldn’t be given more than 2 XPs. 
  Should they manage to fail the primary mission 
  and screw up the rescue attempt, the GM should 
  consider rewarding them with a single XP.
  A CARDINAL ERROR
  A CARDINAL ERROR
  In this adventure, the Knights must rescue a 
  cardinal from his captors. Although the mission 
  brieﬁ ng mentions separatist guerillas, the kidnap-
  pers are in fact Rephaim, seeking to convert the 
  cardinal into a greater mummy.
  BRIEFING
  BRIEFING
  Begin by reading or paraphrasing the informa-
  tion in Handout #2 to the players. When you’re 
  done, give them a copy of the handout to use 
  during the adventure.
  WMs should ensure the Knights aren’t issued 
  with any heavy support or explosive weapons. As 
  far as the Sacri Ordines are concerned, the mis-
  sion is a rescue operation, not an assault. When 
  
  1111
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  things go badly wrong, as they will, the Knights 
  will lack heavy ﬁ repower, forcing them to use 
  whatever they have to hand to win the day.
  The second Lance accompanying the Knights 
  comprises as many members as there are player 
  characters, with one notable exception—if you 
  have more than six players, you’re likely running 
  two Lances anyway. In this instance, there is no 
  support—the mission is for two Lances only. 
  Ideally, each player has two characters—his Wild 
  Card and an Extra.
  The second Lance must include a Senior Knight, 
  who is second-in-command of the operation, and 
  a Combat Medic. Beyond that, the players should 
  decide their comrade’s specialties. In accord-
  ance with the mission brieﬁ ng, only ﬂ echette 
  SMGs and limited types of grenades are available 
  to their support crew. Hand out Ally Sheets as 
  appropriate.
  REPLACEMENT CHARACTERS
  REPLACEMENT CHARACTERS
  Should a Wild Card character be Incapacitated 
  or killed during the mission, the ﬁ rst player to 
  lose his character promotes the second Senior 
  Knight (an Extra) to Wild Card status (assuming 
  he’s alive, of course). Otherwise, a player can 
  promote any Extra Knight to replace their fallen 
  Wild Card.
  The newly promoted character doesn’t gain 
  any advances, though—he just has a Wild Die 
  and three wound levels. This means he’s much 
  weaker than the hero he is replacing.
  Once all the Extras are used up in this manner, 
  there are no more replacements or reinforce-
  ments available—the players are going have to be 
  more careful with their men in future.
  When the mission ends, the player is free to 
  generate a new character as normal. Any XPs the 
  player earns during this adventure are carried for-
  ward to his replacement character so he doesn’t 
  lose out.
  PLANS AND TACTICS
  PLANS AND TACTICS
  The Lances are carried to the forward base by 
  Angel. As the heroes disembark, they are greeted 
  by the local Preceptor Master, his Preceptor Intel-
  ligence Ofﬁ cer, and a Church bureaucrat—Nuncia 
  Petra Chang of the Ofﬁ ce of Corporate Liaison.
  The Master greets welcomes the Knights to the 
  base, introduces his two comrades, and ushers 
  the Lances straight to the rooms set aside for 
  them.
  “We’ve set aside a tactical operation center 
  and two barrack rooms for you,” the Preceptor 
  Master explains on the short journey across 
  the air strip. “Our intelligence resources are 
  at your disposal. 
  “Nuncia Chang,” he continues, blatantly 
  ignoring the woman, “has been appointed to 
  ensure you don’t stray over the border and 
  create a diplomatic incident. Apparently your 
  target is very close to Kobia, and the Union 
  has forbidden ﬂ ights over their territory. We’d 
  like you to make our lives easier by remem-
  bering that.”
  Once in the tactical center, the PIO calls up a 
  large aerial view of the monastery. The WM should 
  use the information below to create a map of the 
  monastery, which comprises six main buildings. 
  The plateau on which the compound lies should 
  measure no more than 24” long and 20” wide.
  “Sorry we didn’t have this information 
  available earlier, but the monastery has been 
  abandoned for some years and records were 
  few and far between.
  “Right, here’s the general layout,” he says, 
  pointing to the map. “Every building is con-
  structed from stone quarried on the site. All 
  doors, interior and exterior, are wooden. 
  There’s no mains electricity to the site, though 
  there’s every chance the kidnappers have 
  installed a generator.
  “The large building in the lower right corner 
  is the old church. It’s been deconsecrated, 
  so don’t worry about spilling blood inside. 
  Up from that are two linked buildings. The 
  large is the old library, and the smaller one 
  the scriptorium, where the monks copied out 
  books by hand.
  “In the far northeast is the elevator. It’s the 
  only regular way in and out of the compound. 
  Left of the library is the main accommoda-
  tion block and refectory, with a small kitchen 
  attached. This is the only two-story build-
  ing—accommodation downstairs, and the 
  refectory on the upper ﬂ oor. The last building 
  was a storehouse for provisions. The short 
  lengths of wall you can see are about three 
  feet high.”
  1111
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  things go badly wrong, as they will, the Knights 
  will lack heavy ﬁ repower, forcing them to use 
  whatever they have to hand to win the day.
  The second Lance accompanying the Knights 
  comprises as many members as there are player 
  characters, with one notable exception—if you 
  have more than six players, you’re likely running 
  two Lances anyway. In this instance, there is no 
  support—the mission is for two Lances only. 
  Ideally, each player has two characters—his Wild 
  Card and an Extra.
  The second Lance must include a Senior Knight, 
  who is second-in-command of the operation, and 
  a Combat Medic. Beyond that, the players should 
  decide their comrade’s specialties. In accord-
  ance with the mission brieﬁ ng, only ﬂ echette 
  SMGs and limited types of grenades are available 
  to their support crew. Hand out Ally Sheets as 
  appropriate.
  REPLACEMENT CHARACTERS
  REPLACEMENT CHARACTERS
  Should a Wild Card character be Incapacitated 
  or killed during the mission, the ﬁ rst player to 
  lose his character promotes the second Senior 
  Knight (an Extra) to Wild Card status (assuming 
  he’s alive, of course). Otherwise, a player can 
  promote any Extra Knight to replace their fallen 
  Wild Card.
  The newly promoted character doesn’t gain 
  any advances, though—he just has a Wild Die 
  and three wound levels. This means he’s much 
  weaker than the hero he is replacing.
  Once all the Extras are used up in this manner, 
  there are no more replacements or reinforce-
  ments available—the players are going have to be 
  more careful with their men in future.
  When the mission ends, the player is free to 
  generate a new character as normal. Any XPs the 
  player earns during this adventure are carried for-
  ward to his replacement character so he doesn’t 
  lose out.
  PLANS AND TACTICS
  PLANS AND TACTICS
  The Lances are carried to the forward base by 
  Angel. As the heroes disembark, they are greeted 
  by the local Preceptor Master, his Preceptor Intel-
  ligence Ofﬁ cer, and a Church bureaucrat—Nuncia 
  Petra Chang of the Ofﬁ ce of Corporate Liaison.
  The Master greets welcomes the Knights to the 
  base, introduces his two comrades, and ushers 
  the Lances straight to the rooms set aside for 
  them.
  “We’ve set aside a tactical operation center 
  and two barrack rooms for you,” the Preceptor 
  Master explains on the short journey across 
  the air strip. “Our intelligence resources are 
  at your disposal. 
  “Nuncia Chang,” he continues, blatantly 
  ignoring the woman, “has been appointed to 
  ensure you don’t stray over the border and 
  create a diplomatic incident. Apparently your 
  target is very close to Kobia, and the Union 
  has forbidden ﬂ ights over their territory. We’d 
  like you to make our lives easier by remem-
  bering that.”
  Once in the tactical center, the PIO calls up a 
  large aerial view of the monastery. The WM should 
  use the information below to create a map of the 
  monastery, which comprises six main buildings. 
  The plateau on which the compound lies should 
  measure no more than 24” long and 20” wide.
  “Sorry we didn’t have this information 
  available earlier, but the monastery has been 
  abandoned for some years and records were 
  few and far between.
  “Right, here’s the general layout,” he says, 
  pointing to the map. “Every building is con-
  structed from stone quarried on the site. All 
  doors, interior and exterior, are wooden. 
  There’s no mains electricity to the site, though 
  there’s every chance the kidnappers have 
  installed a generator.
  “The large building in the lower right corner 
  is the old church. It’s been deconsecrated, 
  so don’t worry about spilling blood inside. 
  Up from that are two linked buildings. The 
  large is the old library, and the smaller one 
  the scriptorium, where the monks copied out 
  books by hand.
  “In the far northeast is the elevator. It’s the 
  only regular way in and out of the compound. 
  Left of the library is the main accommoda-
  tion block and refectory, with a small kitchen 
  attached. This is the only two-story build-
  ing—accommodation downstairs, and the 
  refectory on the upper ﬂ oor. The last building 
  was a storehouse for provisions. The short 
  lengths of wall you can see are about three 
  feet high.”
  
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  No interior blueprints are available, so the 
  Knights have only limited tactical data.
  The PIO then asks the Knights to apprise him 
  of their plan. He’ll offer tactical advice where 
  necessary. The players should be given the oppor-
  tunity to plan the rescue to suit their characters’ 
  strengths.
  The WM should use the PIO to help the 
  Knights only if they get stuck, or they devise a 
  risky strategy—such as both Lances landing in the 
  same place (creating a kill-zone for the enemy) or 
  having the Knights search the buildings one at a 
  time, rather than performing a blanket sweep as 
  quickly as possible (thus allowing the kidnappers 
  chance to eliminate their hostages).
  THE MISSION
  THE MISSION
  The defenders comprise a number of zombies 
  and a greater mummy. Aside from the mummy, 
  who is in the church completing the ritual to 
  turn the cardinal into a greater mummy, and his 
  bodyguard of four zombies, the location of the 
  defenders is left to the WM.
  No more than four zombies should be on guard 
  duty outside the buildings—the mummy doesn’t 
  know his headquarters has been located by the 
  Ordines, and he doesn’t want to reveal his pres-
  ence by having his minions shambling around in 
  the open for too long.
  Since ﬂ echette weapons are silent and zombies 
  don’t make a great deal of noise, the Knights alert 
  the other defenders only if grenades are used or 
  they make excessive noise (such as shouting and 
  screaming). If they can keep quiet, they stand 
  a very good chance of catching the Rephaim by 
  surprise.
  Of course, that’s if they can approach the 
  monastery without being spotted. Cherubs have 
  stealth systems designed to fool sensors and visual 
  observations, but they aren’t foolproof. As the 
  Cherubs approach, have the outside guards make 
  a Group Notice roll at –4—the heat dampers on 
  the Cherubs are just as effective against Rephaim 
  thermal vision. With success, the zombies alert 
  their master, who in turn gives his troops orders. 
  The heroes are ambushed as they land. Check 
  for Surprise as normal. On a failure, the zombies 
  react to the presence of the Cherubs only once 
  the Knights disembark.
  COMPLICATIONS
  COMPLICATIONS
  Few Necropolis 2350 missions don’t have 
  some sort of complication, and this one is no 
  exception. First, Cardinal Vespasian is beyond 
  saving—he’s already dead and most of the way to 
  becoming a Rephaim. Second, unless the Knights 
  stop the greater mummy from completing his 
  ritual, the cardinal will arise as a greater mummy 
  himself (albeit one with no Stygian armor or rune 
  blade).
  The mummy requires 10 rounds to complete 
  his ritual. Place ten tokens out of sight of the 
  players. The countdown begins as soon as the 
  Knights touch down in the compound. Subtract 
  one token for each round in which the mummy 
  takes no actions beyond chanting and engraving 
  eldritch runes on the corpse. When the last token 
  is gone, the cardinal awakens at the start of the 
  next round as a greater mummy (without Stygian 
  armor or a rune blade).
  The mummy is not suicidal, though, and will 
  defend himself to the best of his ability. After all, 
  once the pesky Knights are dead, he can continue 
  his work in peace. He’ll also have new corpses to 
  replace any losses to his forces.
  The cardinal’s retinue is also deceased. The 
  mummy tortured them in front of the cardinal to 
  assist in breaking his mind ready for his transfor-
  mation. Their corpses are in the church.
       Greater Mummy: See page 24.
       Zombies (3 per Knight): See page 25.
       Zombie Grenadiers (1 per 2 Knights): 
  See page 26.
  AFTERMATH
  AFTERMATH
  The heroes had no hope of rescuing the car-
  dinal—he died a long time ago. Although the 
  populace is rightfully disgusted at the images 
  beamed into their homes, the success of the 
  Knights gives them courage, and reminds them 
  there are men and women who have dedicated 
  their lives to combating evil. 
  The Pope makes a rare televised appearance, 
  in which he exhorts the citizens of Salus to be 
  eternally vigilant against the horrors of the 
  Rephaim, and to report any suspected heretical 
  activity to the authorities immediately. Enlistment 
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  No interior blueprints are available, so the 
  Knights have only limited tactical data.
  The PIO then asks the Knights to apprise him 
  of their plan. He’ll offer tactical advice where 
  necessary. The players should be given the oppor-
  tunity to plan the rescue to suit their characters’ 
  strengths.
  The WM should use the PIO to help the 
  Knights only if they get stuck, or they devise a 
  risky strategy—such as both Lances landing in the 
  same place (creating a kill-zone for the enemy) or 
  having the Knights search the buildings one at a 
  time, rather than performing a blanket sweep as 
  quickly as possible (thus allowing the kidnappers 
  chance to eliminate their hostages).
  THE MISSION
  THE MISSION
  The defenders comprise a number of zombies 
  and a greater mummy. Aside from the mummy, 
  who is in the church completing the ritual to 
  turn the cardinal into a greater mummy, and his 
  bodyguard of four zombies, the location of the 
  defenders is left to the WM.
  No more than four zombies should be on guard 
  duty outside the buildings—the mummy doesn’t 
  know his headquarters has been located by the 
  Ordines, and he doesn’t want to reveal his pres-
  ence by having his minions shambling around in 
  the open for too long.
  Since ﬂ echette weapons are silent and zombies 
  don’t make a great deal of noise, the Knights alert 
  the other defenders only if grenades are used or 
  they make excessive noise (such as shouting and 
  screaming). If they can keep quiet, they stand 
  a very good chance of catching the Rephaim by 
  surprise.
  Of course, that’s if they can approach the 
  monastery without being spotted. Cherubs have 
  stealth systems designed to fool sensors and visual 
  observations, but they aren’t foolproof. As the 
  Cherubs approach, have the outside guards make 
  a Group Notice roll at –4—the heat dampers on 
  the Cherubs are just as effective against Rephaim 
  thermal vision. With success, the zombies alert 
  their master, who in turn gives his troops orders. 
  The heroes are ambushed as they land. Check 
  for Surprise as normal. On a failure, the zombies 
  react to the presence of the Cherubs only once 
  the Knights disembark.
  COMPLICATIONS
  COMPLICATIONS
  Few Necropolis 2350 missions don’t have 
  some sort of complication, and this one is no 
  exception. First, Cardinal Vespasian is beyond 
  saving—he’s already dead and most of the way to 
  becoming a Rephaim. Second, unless the Knights 
  stop the greater mummy from completing his 
  ritual, the cardinal will arise as a greater mummy 
  himself (albeit one with no Stygian armor or rune 
  blade).
  The mummy requires 10 rounds to complete 
  his ritual. Place ten tokens out of sight of the 
  players. The countdown begins as soon as the 
  Knights touch down in the compound. Subtract 
  one token for each round in which the mummy 
  takes no actions beyond chanting and engraving 
  eldritch runes on the corpse. When the last token 
  is gone, the cardinal awakens at the start of the 
  next round as a greater mummy (without Stygian 
  armor or a rune blade).
  The mummy is not suicidal, though, and will 
  defend himself to the best of his ability. After all, 
  once the pesky Knights are dead, he can continue 
  his work in peace. He’ll also have new corpses to 
  replace any losses to his forces.
  The cardinal’s retinue is also deceased. The 
  mummy tortured them in front of the cardinal to 
  assist in breaking his mind ready for his transfor-
  mation. Their corpses are in the church.
       Greater Mummy: See page 24.
       Zombies (3 per Knight): See page 25.
       Zombie Grenadiers (1 per 2 Knights): 
  See page 26.
  AFTERMATH
  AFTERMATH
  The heroes had no hope of rescuing the car-
  dinal—he died a long time ago. Although the 
  populace is rightfully disgusted at the images 
  beamed into their homes, the success of the 
  Knights gives them courage, and reminds them 
  there are men and women who have dedicated 
  their lives to combating evil. 
  The Pope makes a rare televised appearance, 
  in which he exhorts the citizens of Salus to be 
  eternally vigilant against the horrors of the 
  Rephaim, and to report any suspected heretical 
  activity to the authorities immediately. Enlistment 
  
  1313
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  ﬁ gures for the Sacri Ordines rise 4% over the next 
  few months, as brave citizens sign up to ﬁ ght the 
  good ﬁ ght.
  SHORT TALES
  SHORT TALES
  The following adventures are less detailed and 
  involved than those above. They could be used as 
  mini-adventures, perhaps for when the group is 
  missing a player, as additional scenes in a larger 
  scenario, or when the GM doesn’t have anything 
  planned for the session.
  HOLY ORDERS
  HOLY ORDERS
  The Knights are given a shot at TV fame—for 
  two minutes, anyway. Due to a bureaucratic error, 
  the Knights are ordered to sell memorabilia on 
  the weekly Ordo Night show. This isn’t a very 
  long adventure, and is intended as a light-hearted 
  break from the usual bloody carnage the heroes 
  must endure most missions. Given its nature, the 
  WM can reuse it over and over again.
  BRIEFING
  BRIEFING
  “Knights, some bureaucrat has boned and 
  dumped you right in it. In exactly 20 minutes, 
  the weekly Ordo Night where we get chance 
  to sell Sacer Ordo memorabilia to the masses 
  goes live. I don’t know how it happened, but 
  your Lance has been put down as the present-
  ers for part of this week’s show, which is being 
  broadcast from this Preceptory.
  “I only just found out myself, and we don’t 
  have time to correct the error. You’re each 
  going to have to go on live television for two 
  minutes and sell something to the masses.
  “While you might get the bright idea to kill 
  me and get an instant transfer to the Peni-
  tents, it won’t work—you’ll still have to go on 
  live television ﬁ rst.”
  Enemy Forces: Only a few hundred million 
  viewers whose money we want.
  Support: Sorry, but you have to handle this 
  on your own. I could try ordering an air strike 
  on the studio, but the odds of that coming off 
  are slim.
  Equipment: You’ll be issued a microphone 
  by the sound crew and given makeup, but 
  that’s your lot.
  THE MISSION
  THE MISSION
  Before you run this mission, gather as many 
  props as there are players. Yes, even Chaplains 
  have been roped into the mess.
  The Sacri Ordines sell mugs and pens bearing 
  their symbol, signed photos of heroic Knights, 
  model tanks, and such like. Just think of a modern 
  home shopping channel, only with a militant 
  bent. Your house should have plenty of props.
  Give each player an actual prop he can hold 
  and wave around, describe it in terms of how it 
  looks in the 24th century (which is pretty much as 
  today, only with the markings of the Sacer Ordo), 
  and give them some time to think about their 
  sales jargon. Remind them this is live television, 
  as well—swearing will not go down well!
  When they’re all ready, give each player exactly 
  two minutes to “sell” his item to an audience of 
  around 300 million eager shoppers. When the 
  clock gets to 10 seconds, hold up your ﬁ ngers and 
  silently count down, to give the Knight chance to 
  close his slot.
  Every player who at least makes an effort to 
  roleplay should be awarded an Experience Point. 
  Anyone who really gets into the roleplaying 
  should be awarded an extra XP. Very kind WM’s 
  may wish to increase a Knight’s Charisma by +1 
  when dealing with Church civilians for the next 
  few missions because of the momentary fame 
  they gain.
  A Knight who really gets into the swing of his 
  sales pitch may be invited back again for another 
  slot. This is a perfect excuse for him or her to take 
  the Media Star Edge, and is well suited to Knights 
  whose specialty is talking rather than killing.
  WALKING THE BEAT
  WALKING THE BEAT
  This is a hearts-and-minds mission and is 
  centered more on roleplaying than combat. It’s a 
  chance for the Knights to meet common citizens 
  and interact with them. It’s also chance for the 
  WM to be creative, and design his own encoun-
  ters.
  1313
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  ﬁ gures for the Sacri Ordines rise 4% over the next 
  few months, as brave citizens sign up to ﬁ ght the 
  good ﬁ ght.
  SHORT TALES
  SHORT TALES
  The following adventures are less detailed and 
  involved than those above. They could be used as 
  mini-adventures, perhaps for when the group is 
  missing a player, as additional scenes in a larger 
  scenario, or when the GM doesn’t have anything 
  planned for the session.
  HOLY ORDERS
  HOLY ORDERS
  The Knights are given a shot at TV fame—for 
  two minutes, anyway. Due to a bureaucratic error, 
  the Knights are ordered to sell memorabilia on 
  the weekly Ordo Night show. This isn’t a very 
  long adventure, and is intended as a light-hearted 
  break from the usual bloody carnage the heroes 
  must endure most missions. Given its nature, the 
  WM can reuse it over and over again.
  BRIEFING
  BRIEFING
  “Knights, some bureaucrat has boned and 
  dumped you right in it. In exactly 20 minutes, 
  the weekly Ordo Night where we get chance 
  to sell Sacer Ordo memorabilia to the masses 
  goes live. I don’t know how it happened, but 
  your Lance has been put down as the present-
  ers for part of this week’s show, which is being 
  broadcast from this Preceptory.
  “I only just found out myself, and we don’t 
  have time to correct the error. You’re each 
  going to have to go on live television for two 
  minutes and sell something to the masses.
  “While you might get the bright idea to kill 
  me and get an instant transfer to the Peni-
  tents, it won’t work—you’ll still have to go on 
  live television ﬁ rst.”
  Enemy Forces: Only a few hundred million 
  viewers whose money we want.
  Support: Sorry, but you have to handle this 
  on your own. I could try ordering an air strike 
  on the studio, but the odds of that coming off 
  are slim.
  Equipment: You’ll be issued a microphone 
  by the sound crew and given makeup, but 
  that’s your lot.
  THE MISSION
  THE MISSION
  Before you run this mission, gather as many 
  props as there are players. Yes, even Chaplains 
  have been roped into the mess.
  The Sacri Ordines sell mugs and pens bearing 
  their symbol, signed photos of heroic Knights, 
  model tanks, and such like. Just think of a modern 
  home shopping channel, only with a militant 
  bent. Your house should have plenty of props.
  Give each player an actual prop he can hold 
  and wave around, describe it in terms of how it 
  looks in the 24th century (which is pretty much as 
  today, only with the markings of the Sacer Ordo), 
  and give them some time to think about their 
  sales jargon. Remind them this is live television, 
  as well—swearing will not go down well!
  When they’re all ready, give each player exactly 
  two minutes to “sell” his item to an audience of 
  around 300 million eager shoppers. When the 
  clock gets to 10 seconds, hold up your ﬁ ngers and 
  silently count down, to give the Knight chance to 
  close his slot.
  Every player who at least makes an effort to 
  roleplay should be awarded an Experience Point. 
  Anyone who really gets into the roleplaying 
  should be awarded an extra XP. Very kind WM’s 
  may wish to increase a Knight’s Charisma by +1 
  when dealing with Church civilians for the next 
  few missions because of the momentary fame 
  they gain.
  A Knight who really gets into the swing of his 
  sales pitch may be invited back again for another 
  slot. This is a perfect excuse for him or her to take 
  the Media Star Edge, and is well suited to Knights 
  whose specialty is talking rather than killing.
  WALKING THE BEAT
  WALKING THE BEAT
  This is a hearts-and-minds mission and is 
  centered more on roleplaying than combat. It’s a 
  chance for the Knights to meet common citizens 
  and interact with them. It’s also chance for the 
  WM to be creative, and design his own encoun-
  ters.
  
  1414
  NECROPOLIS 2350
  NECROPOLIS 2350
  BRIEFING
  BRIEFING
  “A neighboring Preceptory has been ordered 
  to send troops to the frontline. They’re pulling 
  out their rearguard as well, so you lot have 
  been assigned to perform policing duties in 
  their local town. This is a hearts-and-minds 
  operation, so we expect politeness and smiles 
  at all times. Don’t get yourselves on the local 
  news and don’t screw up relations with our 
  neighbors!”
  Enemy Forces: Aside from potential cult-
  ists and criminal elements, the town is safe.
  Support: You won’t need any support for 
  this mission. If an old lady attacks you, I’m 
  sure you’ll deal with her. You’ll be airlifted in 
  and then left to patrol on foot. The boss wants 
  face-to-face contact, not you lot huddled in a 
  Prophet.
  Equipment: Just your regular gear. Take 
  your shields as well, though. Apparently there 
  have been riots recently.
  THE MISSION
  THE MISSION
  Rather than tell you how to roleplay this mis-
  sion, we’ve provided a sample list of encounters. 
  After the Knights have walked the beat and chatted 
  with a few passing citizens, draw a card. Repeat 
  this as often as you want. This mission can be 
  used several times by replacing used encounters 
  with the WM’s own ideas.
  Only basic information has been given, leaving 
  the WM and players to handle the actual social 
  interaction in any way they see ﬁ t. There are a 
  number of street maps in Necropolis the WM can 
  use as needed.
  2 
  Bank Robbery: The heroes blunder across 
  a robbery in progress. There are four rob-
  bers and all begin rushing from the bank, 
  ﬁ ring as they leave. Stats are provided on 
  page 24.
  3 
  Rescue My Cat: A small child stops the 
  Knights and asks them to rescue her cat, 
  which is up a tree. The “cat” is in fact a 
  Salusian bobcat, a notoriously vicious 
  breed similar in size to a dog. It doesn’t 
  want to be rescued. Treat as a dog (see 
  Savage Worlds), but add Climbing d8 and 
  swap Bite for Claws).
  4 
  Forgetful Old Lady: An elderly lady asks 
  the Knights for help. She’s a little senile and 
  has forgotten where she lives. Investigation 
  and Streetwise rolls may be handy here. 
  She also thinks one of the Knights is her 
  grandson. When they eventually ﬁ nd her 
  apartment, she invites them in for tea and 
  cake, and then proceeds to pull out the old 
  family photo albums.
  5 
  Stop, Thief: While passing through the 
  local market, the Knights hear a hue and cry. 
  A young urchin has stolen some fruit and is 
  making a break for it. Use the Chase rules. 
  The chase begins at Medium Range. As it is 
  market day, the place is crowded and counts 
  as Thick Obstacles. The youth, a starving lad 
  with a sick mother and no father, has Agility 
  d8. Otherwise treat him as a civilian.
  6 
  Old Veteran: A one-legged, drunken man 
  clad in foul-smelling rags bumps into the 
  Knights. He immediately tells them how he 
  is a wounded veteran and wants to swap 
  war stories. Refusal leads to loud cries 
  of how the Sacri Ordines neglect their 
  wounded heroes which generates sneers 
  and foul-looks from passersby. Acceptance 
  leads to some rather dubious stories with 
  lots of obvious contradictions. The man is, 
  in fact, a fake—he’s just the town drunk.
  7 
  New Arrival: A breathless man runs up to 
  the Knights and explains his wife is having 
  a baby but something is wrong. A Healing 
  roll reveals the woman has internal bleed-
  ing and needs surgery immediately. Calling 
  for an ambulance will take too long, so the 
  man suggests the Knights commandeer 
  a car. Time for some roleplaying as both 
  parents-to-be ask if everything is going 
  to be okay and if the Knights could drive 
  a little faster. At the hospital, the baby is 
  delivered, the mother saved, and the new 
  child named after whichever character was 
  the most friendly to the couple.
  8 
  I Want to Join: A spotty-faced youth of 
  around 17 years approaches the Knights 
  and says he wants to enlist. It’s obvious 
  from a glance the kid wouldn’t last a day as 
  a Squire, but he’s ultra-keen. Can they talk 
  him out of it or will they sign up obvious 
  meat for the grinder?
  9 
  Broken Vow: The local Preceptor Estate 
  Manager contacts the squad via radio and 
  asks them to raid a suspected brothel. All 
  goes well, but when checking the id of the 
  1414
  NECROPOLIS 2350
  NECROPOLIS 2350
  BRIEFING
  BRIEFING
  “A neighboring Preceptory has been ordered 
  to send troops to the frontline. They’re pulling 
  out their rearguard as well, so you lot have 
  been assigned to perform policing duties in 
  their local town. This is a hearts-and-minds 
  operation, so we expect politeness and smiles 
  at all times. Don’t get yourselves on the local 
  news and don’t screw up relations with our 
  neighbors!”
  Enemy Forces: Aside from potential cult-
  ists and criminal elements, the town is safe.
  Support: You won’t need any support for 
  this mission. If an old lady attacks you, I’m 
  sure you’ll deal with her. You’ll be airlifted in 
  and then left to patrol on foot. The boss wants 
  face-to-face contact, not you lot huddled in a 
  Prophet.
  Equipment: Just your regular gear. Take 
  your shields as well, though. Apparently there 
  have been riots recently.
  THE MISSION
  THE MISSION
  Rather than tell you how to roleplay this mis-
  sion, we’ve provided a sample list of encounters. 
  After the Knights have walked the beat and chatted 
  with a few passing citizens, draw a card. Repeat 
  this as often as you want. This mission can be 
  used several times by replacing used encounters 
  with the WM’s own ideas.
  Only basic information has been given, leaving 
  the WM and players to handle the actual social 
  interaction in any way they see ﬁ t. There are a 
  number of street maps in Necropolis the WM can 
  use as needed.
  2 
  Bank Robbery: The heroes blunder across 
  a robbery in progress. There are four rob-
  bers and all begin rushing from the bank, 
  ﬁ ring as they leave. Stats are provided on 
  page 24.
  3 
  Rescue My Cat: A small child stops the 
  Knights and asks them to rescue her cat, 
  which is up a tree. The “cat” is in fact a 
  Salusian bobcat, a notoriously vicious 
  breed similar in size to a dog. It doesn’t 
  want to be rescued. Treat as a dog (see 
  Savage Worlds), but add Climbing d8 and 
  swap Bite for Claws).
  4 
  Forgetful Old Lady: An elderly lady asks 
  the Knights for help. She’s a little senile and 
  has forgotten where she lives. Investigation 
  and Streetwise rolls may be handy here. 
  She also thinks one of the Knights is her 
  grandson. When they eventually ﬁ nd her 
  apartment, she invites them in for tea and 
  cake, and then proceeds to pull out the old 
  family photo albums.
  5 
  Stop, Thief: While passing through the 
  local market, the Knights hear a hue and cry. 
  A young urchin has stolen some fruit and is 
  making a break for it. Use the Chase rules. 
  The chase begins at Medium Range. As it is 
  market day, the place is crowded and counts 
  as Thick Obstacles. The youth, a starving lad 
  with a sick mother and no father, has Agility 
  d8. Otherwise treat him as a civilian.
  6 
  Old Veteran: A one-legged, drunken man 
  clad in foul-smelling rags bumps into the 
  Knights. He immediately tells them how he 
  is a wounded veteran and wants to swap 
  war stories. Refusal leads to loud cries 
  of how the Sacri Ordines neglect their 
  wounded heroes which generates sneers 
  and foul-looks from passersby. Acceptance 
  leads to some rather dubious stories with 
  lots of obvious contradictions. The man is, 
  in fact, a fake—he’s just the town drunk.
  7 
  New Arrival: A breathless man runs up to 
  the Knights and explains his wife is having 
  a baby but something is wrong. A Healing 
  roll reveals the woman has internal bleed-
  ing and needs surgery immediately. Calling 
  for an ambulance will take too long, so the 
  man suggests the Knights commandeer 
  a car. Time for some roleplaying as both 
  parents-to-be ask if everything is going 
  to be okay and if the Knights could drive 
  a little faster. At the hospital, the baby is 
  delivered, the mother saved, and the new 
  child named after whichever character was 
  the most friendly to the couple.
  8 
  I Want to Join: A spotty-faced youth of 
  around 17 years approaches the Knights 
  and says he wants to enlist. It’s obvious 
  from a glance the kid wouldn’t last a day as 
  a Squire, but he’s ultra-keen. Can they talk 
  him out of it or will they sign up obvious 
  meat for the grinder?
  9 
  Broken Vow: The local Preceptor Estate 
  Manager contacts the squad via radio and 
  asks them to raid a suspected brothel. All 
  goes well, but when checking the id of the 
  
  1515
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  clients they discover a Knight Commander 
  on leave from a neighboring Preceptory. 
  Although he has broken the vow of celibacy, 
  he outranks the heroes. Will they arrest 
  him or use his predicament to earn future 
  favors?
  10 
  Car Crash: Two cars collide at a busy 
  intersection. No one is hurt, but the driv-
  ers (treat as Citizens) begin arguing over 
  who is to blame. While they stand and rant, 
  trafﬁ c backs up in all directions and the 
  drivers quickly start to honk their horns and 
  demand the blockage is cleared. This could 
  turn ugly.
  Jack I’ll Jump: A crowd has gathered at the base 
  of a tall building. A lone ﬁ gure can be seen 
  on a window ledge ten stories up. The man, 
  an accountant whose wife has left him for a 
  ﬁ tness instructor named Hans, is threaten-
  ing to jump.
  Queen Rats: Recent rains have ﬂ ooded the 
  sewers and storm drains, forcing a swarm 
  of rats into the streets. Hungry and vicious, 
  the swarm is treated as a Wild Card. 
  There are 2d10 innocent citizens in the 
  street when the rats surge forth, which 
  may hamper attempts to use grenades. 
  Of course, destruction of public property 
  (such as parked cars) or injuring citizens 
  gets very bad press.
  King Angry Mob: An angry mob is protesting at 
  recent tax increases. There are 30 citizens 
  (see Necropolis), half of whom are armed 
  with rocks (Range: 3/6/12, Str+d4) and 
  DANGEROUS SECRET: PROJECT LAZARUS
  DANGEROUS SECRET: PROJECT LAZARUS
  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.
  While the Church has not advocated forced insemination (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 discovered 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 hypothesizing. At last he reached a startling conclusion—the medical procedures the diary 
  described were not ﬁ ction.
  Using members of the Penitents deemed irredeemable and Rephaim captives, Weissman has per-
  formed his own experiments—Rephaim limbs, tissue, and organs have been surgically implanted 
  into and onto human bodies. 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 few become psychotic, and must be given, to use the Church 
  euphemism, “the ﬁ nal rest.”
  Live-ﬁ re tests using the human subjects are conducted 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.
  1515
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  clients they discover a Knight Commander 
  on leave from a neighboring Preceptory. 
  Although he has broken the vow of celibacy, 
  he outranks the heroes. Will they arrest 
  him or use his predicament to earn future 
  favors?
  10 
  Car Crash: Two cars collide at a busy 
  intersection. No one is hurt, but the driv-
  ers (treat as Citizens) begin arguing over 
  who is to blame. While they stand and rant, 
  trafﬁ c backs up in all directions and the 
  drivers quickly start to honk their horns and 
  demand the blockage is cleared. This could 
  turn ugly.
  Jack I’ll Jump: A crowd has gathered at the base 
  of a tall building. A lone ﬁ gure can be seen 
  on a window ledge ten stories up. The man, 
  an accountant whose wife has left him for a 
  ﬁ tness instructor named Hans, is threaten-
  ing to jump.
  Queen Rats: Recent rains have ﬂ ooded the 
  sewers and storm drains, forcing a swarm 
  of rats into the streets. Hungry and vicious, 
  the swarm is treated as a Wild Card. 
  There are 2d10 innocent citizens in the 
  street when the rats surge forth, which 
  may hamper attempts to use grenades. 
  Of course, destruction of public property 
  (such as parked cars) or injuring citizens 
  gets very bad press.
  King Angry Mob: An angry mob is protesting at 
  recent tax increases. There are 30 citizens 
  (see Necropolis), half of whom are armed 
  with rocks (Range: 3/6/12, Str+d4) and 
  DANGEROUS SECRET: PROJECT LAZARUS
  DANGEROUS SECRET: PROJECT LAZARUS
  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.
  While the Church has not advocated forced insemination (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 discovered 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 hypothesizing. At last he reached a startling conclusion—the medical procedures the diary 
  described were not ﬁ ction.
  Using members of the Penitents deemed irredeemable and Rephaim captives, Weissman has per-
  formed his own experiments—Rephaim limbs, tissue, and organs have been surgically implanted 
  into and onto human bodies. 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 few become psychotic, and must be given, to use the Church 
  euphemism, “the ﬁ nal rest.”
  Live-ﬁ re tests using the human subjects are conducted 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.
  
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  makeshift clubs (Str+d4). Forceful behavior 
  in breaking up the mob leads to a barrage of 
  stones followed by a clubbing. Intimidation 
  and Persuasion are useful, though getting 
  the entire mob to calm down should involve 
  a –4 penalty (better that it’s roleplayed).
  Ace Monster: A hysterical woman comes run-
  ning out of an apartment block screaming 
  blue murder. She claims, through her sobs, 
  that some sort of Rephaim beast is in her 
  apartment. Such talk quickly draws a large 
  crowd. The monster is nothing more than 
  a large, albino rat. Catching it without tear-
  ing up the apartment won’t be easy.
  Joker Double Trouble: Life is rarely kind. Two 
  encounters occur simultaneously. Draw 
  two cards. Each demands attention, pos-
  sibly forcing the Knights to divide their 
  forces.
  WHAT PRICE VICTORY?
  WHAT PRICE VICTORY?
  The heroes stumble across a secret Lazarite project 
  while on a rescue mission. Hopefully, the revelation 
  of the Lazarites’ activities will cause a crisis of faith. 
  Surely victory cannot come at any price?
  BRIEFING
  BRIEFING
  “Sorry to call you away from prayer, but we 
  have an emergency situation just developed. 
  An Angel pilot returning from a drop reported 
  seeing ﬁ re from a small facility about 50 miles 
  from here. By the will of God, he picked up a 
  radio mayday from the base. We have no idea 
  who they are or what is attacking them, but 
  these are fellow Knights in need of help. We’re 
  the closest Preceptory, so we’re going in.”
  Enemy Forces: We have no idea what you’ll 
  be facing, but we suspect a large number of 
  hostiles must be involved.
  Support: You’ll be dropped in by Angel, 
  along with a half-strength Lance of Sergeants 
  and three Preacher Knight Combat Medics. If 
  the situation is really hot, call for backup and 
  we’ll send what we can.
  Equipment: Grab your regular gear and 
  mount up—we’ve got friendlies in trouble!
  THE MISSION
  THE MISSION
  Use the map from Fliegerkopf (see Necropolis 
  2350) for this mission.
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  makeshift clubs (Str+d4). Forceful behavior 
  in breaking up the mob leads to a barrage of 
  stones followed by a clubbing. Intimidation 
  and Persuasion are useful, though getting 
  the entire mob to calm down should involve 
  a –4 penalty (better that it’s roleplayed).
  Ace Monster: A hysterical woman comes run-
  ning out of an apartment block screaming 
  blue murder. She claims, through her sobs, 
  that some sort of Rephaim beast is in her 
  apartment. Such talk quickly draws a large 
  crowd. The monster is nothing more than 
  a large, albino rat. Catching it without tear-
  ing up the apartment won’t be easy.
  Joker Double Trouble: Life is rarely kind. Two 
  encounters occur simultaneously. Draw 
  two cards. Each demands attention, pos-
  sibly forcing the Knights to divide their 
  forces.
  WHAT PRICE VICTORY?
  WHAT PRICE VICTORY?
  The heroes stumble across a secret Lazarite project 
  while on a rescue mission. Hopefully, the revelation 
  of the Lazarites’ activities will cause a crisis of faith. 
  Surely victory cannot come at any price?
  BRIEFING
  BRIEFING
  “Sorry to call you away from prayer, but we 
  have an emergency situation just developed. 
  An Angel pilot returning from a drop reported 
  seeing ﬁ re from a small facility about 50 miles 
  from here. By the will of God, he picked up a 
  radio mayday from the base. We have no idea 
  who they are or what is attacking them, but 
  these are fellow Knights in need of help. We’re 
  the closest Preceptory, so we’re going in.”
  Enemy Forces: We have no idea what you’ll 
  be facing, but we suspect a large number of 
  hostiles must be involved.
  Support: You’ll be dropped in by Angel, 
  along with a half-strength Lance of Sergeants 
  and three Preacher Knight Combat Medics. If 
  the situation is really hot, call for backup and 
  we’ll send what we can.
  Equipment: Grab your regular gear and 
  mount up—we’ve got friendlies in trouble!
  THE MISSION
  THE MISSION
  Use the map from Fliegerkopf (see Necropolis 
  2350) for this mission.
  
  1717
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  The facility is, in fact, a top secret Lazarite 
  research base linked to the Crypt and Project 
  Lazarus (p. 15). A Lance of Knights stationed 
  there underwent alteration, being grafted with 
  Rephaim tissue and organs. Unfortunately, the 
  guinea pigs went insane and turned on their 
  keepers, slaughtering them and accidentally 
  starting the ﬁ re, which has, of course, destroyed 
  all of the research notes.
  As the dropship approaches the base, the 
  heroes can clearly see the main building is com-
  pletely alight. There are signs of movement on the 
  ground, but the smoke makes it difﬁ cult to deter-
  mine who or what, the ﬁ gures are. Unwilling to 
  land his bird in the smoke-ﬁ lled compound, the 
  dropship pilot touches down 30” off the eastern 
  edge of the map. The Angel remains there until 
  called.
  No sooner have the heroes touched down than 
  they come under ﬁ re from the insane Knights, who 
  are gathered around the building. The Knights 
  scream and bay continually, as the necromantic 
  energy in their grafts destroys their minds. The 
  heroes cannot communicate with them.
  There is one insane Knight per hero and all are 
  Wild Cards. Pick any from the list below, using 
  duplicates if necessary. All of the enemy Knights 
  are berserk, as per the Edge.
  If the WM wishes to be cruel, he can have one 
  of the Knights be a former comrade of at least one 
  hero. The Knight was a regular petty rule-breaker, 
  and was sentenced to a year in the Penitents to 
  straighten him out. He was listed as missing in 
  action 18 months ago. Seeing him requires a Guts 
  check to avoid the effects of Fear.
  * Insane Knight Infantryman #1: His skin is 
  covered in patches of zombie ﬂ esh, granting 
  him +2 Toughness for Toughness 13 (6).
  * Insane Knight Infantryman #2: His hands 
  end in the gnarled claws of a ghoul, giving him 
  Str+d4 and the Paralysis special ability with a 
  successful claw attack.
  * Insane Knight Infantryman #3: His internal 
  organs have been replaced with those of a 
  zombie. He has the Undead special ability.
  * Insane Knight Infantryman #4: Has the 
  wings of a winged zombie attached to him 
  (Flying Pace 6).
  * Insane 
  Knight 
  Infantryman 
  #5: 
  Has 
  vampires’ teeth, causing Str+d8 damage with 
  a successful bite attack.
  * Insane Knight Infantryman #6: Has the 
  wrappings of a mummy grafted to his ﬂ esh. 
  He has the Arcane Resistance Edge.
       Knight Combat Medics (3): See page 23.
       Sergeants (5): See page 24.
  REMOVING THE EVIDENCE
  REMOVING THE EVIDENCE
  After stopping the Knights, the heroes can 
  examine the extent of their surgical alteration—
  this requires a Guts roll to avoid Fear. None of 
  the Knights have any ID tags, nor do they wear 
  any unit insignia. A number of other bodies lying 
  outside the burning building, however, wear the 
  distinctive black armor of Lazarites.
  Suddenly, an aircraft screams overhead at just 
  a few hundred feet. The heroes recognize it as a 
  Scourge bomber, an aircraft loaded with napalm. 
  As they watch, it commences a slow turn, setting 
  itself up for an attack run. The heroes have just 
  a few rounds to ﬂ ee in whatever direction they 
  want before the Scourge delivers its deadly load. 
  Deal initiative cards as normal (including one to 
  the aircraft).
  Signaling the Scourge has no effect—the 
  Lazarite pilot has strict orders to cleanse the area, 
  regardless of who may be alive down there.
  The Knights’ dropship won’t open ﬁ re on the 
  bomber, but it is available to airlift the heroes to 
  safety. It takes one round to lift off, one round 
  to move over to the characters’ location, and can 
  begin loading on the third round (which might 
  prove rather fatal). Alternately, the Knights can 
  run to the dropship, but unless they are close to 
  it, the odds of reaching it safely within 3 rounds 
  are not good.
  On the Scourge’s third action card, it releases 
  all four napalm canisters into the base simultane-
  ously. Position the chains side by side to cover as 
  much of the base as possible. Roll for deviation 
  for each canister separately.
  Moments after the Scourge delivers its deadly 
  cargo, two Angel dropships with Lazarite mark-
  ings supported by a pair of Archangel assault 
  ships ﬂ y into view from the smoke and ﬂ ame.
  Should the heroes be hiding and the Angel 
  well out of sight, they see a Lance of Lazarites in 
  infantry battle suits climb out of the dropships 
  (once they land) and begin examining the area. 
  After about ten minutes, they withdraw to the 
  dropships hauling the corpses with them. The 
  dropships then leave. There is no evidence, other 
  than the heroes’ testimony, linking the Lazarites 
  to the site.
  1717
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  The facility is, in fact, a top secret Lazarite 
  research base linked to the Crypt and Project 
  Lazarus (p. 15). A Lance of Knights stationed 
  there underwent alteration, being grafted with 
  Rephaim tissue and organs. Unfortunately, the 
  guinea pigs went insane and turned on their 
  keepers, slaughtering them and accidentally 
  starting the ﬁ re, which has, of course, destroyed 
  all of the research notes.
  As the dropship approaches the base, the 
  heroes can clearly see the main building is com-
  pletely alight. There are signs of movement on the 
  ground, but the smoke makes it difﬁ cult to deter-
  mine who or what, the ﬁ gures are. Unwilling to 
  land his bird in the smoke-ﬁ lled compound, the 
  dropship pilot touches down 30” off the eastern 
  edge of the map. The Angel remains there until 
  called.
  No sooner have the heroes touched down than 
  they come under ﬁ re from the insane Knights, who 
  are gathered around the building. The Knights 
  scream and bay continually, as the necromantic 
  energy in their grafts destroys their minds. The 
  heroes cannot communicate with them.
  There is one insane Knight per hero and all are 
  Wild Cards. Pick any from the list below, using 
  duplicates if necessary. All of the enemy Knights 
  are berserk, as per the Edge.
  If the WM wishes to be cruel, he can have one 
  of the Knights be a former comrade of at least one 
  hero. The Knight was a regular petty rule-breaker, 
  and was sentenced to a year in the Penitents to 
  straighten him out. He was listed as missing in 
  action 18 months ago. Seeing him requires a Guts 
  check to avoid the effects of Fear.
  * Insane Knight Infantryman #1: His skin is 
  covered in patches of zombie ﬂ esh, granting 
  him +2 Toughness for Toughness 13 (6).
  * Insane Knight Infantryman #2: His hands 
  end in the gnarled claws of a ghoul, giving him 
  Str+d4 and the Paralysis special ability with a 
  successful claw attack.
  * Insane Knight Infantryman #3: His internal 
  organs have been replaced with those of a 
  zombie. He has the Undead special ability.
  * Insane Knight Infantryman #4: Has the 
  wings of a winged zombie attached to him 
  (Flying Pace 6).
  * Insane 
  Knight 
  Infantryman 
  #5: 
  Has 
  vampires’ teeth, causing Str+d8 damage with 
  a successful bite attack.
  * Insane Knight Infantryman #6: Has the 
  wrappings of a mummy grafted to his ﬂ esh. 
  He has the Arcane Resistance Edge.
       Knight Combat Medics (3): See page 23.
       Sergeants (5): See page 24.
  REMOVING THE EVIDENCE
  REMOVING THE EVIDENCE
  After stopping the Knights, the heroes can 
  examine the extent of their surgical alteration—
  this requires a Guts roll to avoid Fear. None of 
  the Knights have any ID tags, nor do they wear 
  any unit insignia. A number of other bodies lying 
  outside the burning building, however, wear the 
  distinctive black armor of Lazarites.
  Suddenly, an aircraft screams overhead at just 
  a few hundred feet. The heroes recognize it as a 
  Scourge bomber, an aircraft loaded with napalm. 
  As they watch, it commences a slow turn, setting 
  itself up for an attack run. The heroes have just 
  a few rounds to ﬂ ee in whatever direction they 
  want before the Scourge delivers its deadly load. 
  Deal initiative cards as normal (including one to 
  the aircraft).
  Signaling the Scourge has no effect—the 
  Lazarite pilot has strict orders to cleanse the area, 
  regardless of who may be alive down there.
  The Knights’ dropship won’t open ﬁ re on the 
  bomber, but it is available to airlift the heroes to 
  safety. It takes one round to lift off, one round 
  to move over to the characters’ location, and can 
  begin loading on the third round (which might 
  prove rather fatal). Alternately, the Knights can 
  run to the dropship, but unless they are close to 
  it, the odds of reaching it safely within 3 rounds 
  are not good.
  On the Scourge’s third action card, it releases 
  all four napalm canisters into the base simultane-
  ously. Position the chains side by side to cover as 
  much of the base as possible. Roll for deviation 
  for each canister separately.
  Moments after the Scourge delivers its deadly 
  cargo, two Angel dropships with Lazarite mark-
  ings supported by a pair of Archangel assault 
  ships ﬂ y into view from the smoke and ﬂ ame.
  Should the heroes be hiding and the Angel 
  well out of sight, they see a Lance of Lazarites in 
  infantry battle suits climb out of the dropships 
  (once they land) and begin examining the area. 
  After about ten minutes, they withdraw to the 
  dropships hauling the corpses with them. The 
  dropships then leave. There is no evidence, other 
  than the heroes’ testimony, linking the Lazarites 
  to the site.
  
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  If the heroes are in the open (or later reveal 
  themselves) or the Angel is nearby, the characters 
  are ordered, over their headset radios, to drop 
  their weapons and surrender or face the conse-
  quences. Having an Angel nearby is a clear sign 
  someone is in the base! The Archangels attack 
  the heroes with guns and rockets if they do not 
  comply within 3 rounds, but cease ﬁ re once the 
  Lance surrenders. They only attack the Angel if 
  the characters start running toward it.
  Assuming they value their lives and comply, 
  both Angels land, each disgorging a Lance of 
  Knights in full infantry battle suits and armed 
  with hand ﬂ amers. They take up positions sur-
  rounding the characters.
  A female Lazarite, wearing medium armor, 
  then climbs out from one of the dropships and 
  approaches the heroes. Any Lazarite heroes in 
  the party can make a Common Knowledge roll. 
  Other characters require the Knowledge (Sacri 
  Ordines) skill to recognize her, and even then 
  the roll is made at –2. With success, they recog-
  nize her as Field Master Amy Wheeler, the senior 
  Lazarite in this sector and a close friend of Grand 
  Master O’Flaherty.
  She studies the heroes carefully for a few 
  moments, memorizing their faces, before speak-
  ing.
  “Whatever you thought happened here 
  didn’t. Whatever you think you saw, you were 
  mistaken. This was an attack by Rephaim on a 
  Lazarite holding facility, nothing more. By the 
  time you got here, everyone was dead. Then 
  we arrived to take care of our dead. If you fail 
  to understand this and report otherwise, you 
  will regret your foolishness. Don’t speak, just 
  nod if you understand.”
  She waits to see nods before she continues 
  speaking.
  “Good, now get out of here while I’m still 
  feeling benevolent!”
  She then departs back into the dropship, while 
  her men check over the base as detailed above. 
  Just in case the heroes think of getting itchy trig-
  ger ﬁ ngers, the Lazarites only move away from 
  the characters once Wheeler is safely in the air.
  If they refuse to comply, they have signed 
  their own death warrants. The Assault Knights 
  open ﬁ re with their ﬂ amers! Run the combat as 
  normal. Cleaning up the aftermath if the heroes 
  win should make for interesting gaming, and 
  even if they lose the WM has an adventure hook 
  to hand—a Lance is sent out to discover how the 
  previous Knights died.
  Should the heroes decide to tell anyone the 
  truth of what happened here, they should come to 
  regret it. They may ﬁ nd themselves on the receiv-
  ing end of an artillery “miscalculation,” being 
  “accidentally” targeted by a Lazarite Lance during 
  a joint mission, or even being temporarily reas-
  signed to serve alongside Lazarites, during which 
  time they receive the most suicidal missions. No, 
  it isn’t fair, but the heroes were clearly warned to 
  keep quiet and the Lazarites aren’t all that nice, 
  really. If they want to investigate further more cov-
  ertly, the WM has a plot hook already lined up.
  * Lazarites (12): As Knight Assault (page 22).
  * Field Master Wheeler: See page 23
  FURTHER ADVENTURES
  FURTHER ADVENTURES
  This section provides a basic adventure genera-
  tor for non-military missions, two alternate tables 
  for the regular adventure generator, and a list of 
  distractions the WM can use to make the Knights’ 
  lives more interesting.
  NON-MILITARY MISSIONS
  NON-MILITARY MISSIONS
  The Sacri Ordines of the Third Reformation 
  Church are not just a military force. They own vast 
  tracts of land, on which citizens live and work, and 
  are responsible for policing their estates. All Knights 
  are required to undertake regular police duties, 
  both to give them a rest from battle and keep them 
  in touch with the folk they are sworn to defend.
  To create a non-military mission, simply roll 
  3d6 and consult the tables below. The WM assigns 
  one die to each table as he desires to form the 
  skeleton of the story. Once he knows the basics, 
  he can begin designing scenes and encounters. 
  WMs should also consider using the Complica-
  tions and Distractions Tables (p. 21) to help 
  develop the core idea.
  Note that routine and petty crimes, such as 
  burglaries, muggings, and assaults, are typically 
  handled by Sergeants. Don’t turn the game into 
  a cop drama. Murder is a foul crime, but only 
  when the victim is important or found in mys-
  terious circumstances should the heroes become 
  involved in the story.
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  If the heroes are in the open (or later reveal 
  themselves) or the Angel is nearby, the characters 
  are ordered, over their headset radios, to drop 
  their weapons and surrender or face the conse-
  quences. Having an Angel nearby is a clear sign 
  someone is in the base! The Archangels attack 
  the heroes with guns and rockets if they do not 
  comply within 3 rounds, but cease ﬁ re once the 
  Lance surrenders. They only attack the Angel if 
  the characters start running toward it.
  Assuming they value their lives and comply, 
  both Angels land, each disgorging a Lance of 
  Knights in full infantry battle suits and armed 
  with hand ﬂ amers. They take up positions sur-
  rounding the characters.
  A female Lazarite, wearing medium armor, 
  then climbs out from one of the dropships and 
  approaches the heroes. Any Lazarite heroes in 
  the party can make a Common Knowledge roll. 
  Other characters require the Knowledge (Sacri 
  Ordines) skill to recognize her, and even then 
  the roll is made at –2. With success, they recog-
  nize her as Field Master Amy Wheeler, the senior 
  Lazarite in this sector and a close friend of Grand 
  Master O’Flaherty.
  She studies the heroes carefully for a few 
  moments, memorizing their faces, before speak-
  ing.
  “Whatever you thought happened here 
  didn’t. Whatever you think you saw, you were 
  mistaken. This was an attack by Rephaim on a 
  Lazarite holding facility, nothing more. By the 
  time you got here, everyone was dead. Then 
  we arrived to take care of our dead. If you fail 
  to understand this and report otherwise, you 
  will regret your foolishness. Don’t speak, just 
  nod if you understand.”
  She waits to see nods before she continues 
  speaking.
  “Good, now get out of here while I’m still 
  feeling benevolent!”
  She then departs back into the dropship, while 
  her men check over the base as detailed above. 
  Just in case the heroes think of getting itchy trig-
  ger ﬁ ngers, the Lazarites only move away from 
  the characters once Wheeler is safely in the air.
  If they refuse to comply, they have signed 
  their own death warrants. The Assault Knights 
  open ﬁ re with their ﬂ amers! Run the combat as 
  normal. Cleaning up the aftermath if the heroes 
  win should make for interesting gaming, and 
  even if they lose the WM has an adventure hook 
  to hand—a Lance is sent out to discover how the 
  previous Knights died.
  Should the heroes decide to tell anyone the 
  truth of what happened here, they should come to 
  regret it. They may ﬁ nd themselves on the receiv-
  ing end of an artillery “miscalculation,” being 
  “accidentally” targeted by a Lazarite Lance during 
  a joint mission, or even being temporarily reas-
  signed to serve alongside Lazarites, during which 
  time they receive the most suicidal missions. No, 
  it isn’t fair, but the heroes were clearly warned to 
  keep quiet and the Lazarites aren’t all that nice, 
  really. If they want to investigate further more cov-
  ertly, the WM has a plot hook already lined up.
  * Lazarites (12): As Knight Assault (page 22).
  * Field Master Wheeler: See page 23
  FURTHER ADVENTURES
  FURTHER ADVENTURES
  This section provides a basic adventure genera-
  tor for non-military missions, two alternate tables 
  for the regular adventure generator, and a list of 
  distractions the WM can use to make the Knights’ 
  lives more interesting.
  NON-MILITARY MISSIONS
  NON-MILITARY MISSIONS
  The Sacri Ordines of the Third Reformation 
  Church are not just a military force. They own vast 
  tracts of land, on which citizens live and work, and 
  are responsible for policing their estates. All Knights 
  are required to undertake regular police duties, 
  both to give them a rest from battle and keep them 
  in touch with the folk they are sworn to defend.
  To create a non-military mission, simply roll 
  3d6 and consult the tables below. The WM assigns 
  one die to each table as he desires to form the 
  skeleton of the story. Once he knows the basics, 
  he can begin designing scenes and encounters. 
  WMs should also consider using the Complica-
  tions and Distractions Tables (p. 21) to help 
  develop the core idea.
  Note that routine and petty crimes, such as 
  burglaries, muggings, and assaults, are typically 
  handled by Sergeants. Don’t turn the game into 
  a cop drama. Murder is a foul crime, but only 
  when the victim is important or found in mys-
  terious circumstances should the heroes become 
  involved in the story.
  
  1919
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  TABLE 1: VILLAIN
  TABLE 1: VILLAIN
  This table determines the generic nature 
  of the main villain. Additional details must be 
  determined by the WM. Henchmen, soldiers, 
  or fanatical followers can be added as the WM 
  wishes—few villains work alone.
  d6 
  Result
  1 
  Bandits
  2 
  Corporation
  3 
  Criminals
  4 
  Heretic
  5 
  Psion
  6 
  Rephaim
  Bandits: Life on Salus is tough. Some bandits are 
  nothing more than regular citizens driven to break 
  the law to ensure their families are fed. Others 
  choose a life of “freedom,” taking what they need 
  to survive from those weaker than themselves.
  Corporation: Corporate activities in Church 
  territory may be covert military operations, 
  propaganda teams, or even media crews report-
  ing things the Church would rather keep quiet.
  Criminals: Although petty criminals are com-
  monplace, catching a mugger or burglar isn’t very 
  heroic. This entry refers to organized criminals, 
  whose activities include drug-running, smuggling, 
  prostitution, selling blackmarket goods, and so on.
  Heretics: Regardless of his heresy, the villain has 
  turned his eyes away from the Church. He may be 
  a “harmless” Pelagianist or a die-hard Necrolatrist.
  Psion: A psion may be a rogue or, more rarely, 
  a Corporate employee. For an extra twist, it may 
  even be a Corporate deserter, which perhaps 
  prompts a Corporate team to inﬁ ltrate Church 
  territory in search of him.
  Rephaim: Rephaim such mummies, vampires, 
  changelings, wights, and other types capable of sub-
  versive activities are the best villains. Most often they 
  lead a small cabal of lesser Rephaim or heretics.
  TABLE 2: CRIMINAL ACTIVITY
  TABLE 2: CRIMINAL ACTIVITY
  This table highlights the general type of crime. 
  Each category is deliberately wide in scope, so as 
  to allow the WM greater freedom in picking the 
  actual nature of the illegal activity.
  Note that heresy is not a deﬁ ned category. 
  Depending on the adventure, heresy may fall 
  into any category. For instance, an Immortalist 
  may seek to sabotage or destroy Church prop-
  erty, whereas a Pelagianist might seek to corrupt 
  others into following his creed.
  d6 
  Result
  1 
  Conquest
  2 
  Corruption
  3–4 
  Kidnapping/Theft
  5 
  Sabotage/Destruction
  6 
  Smuggling
  Conquest: While conquest can refer to mili-
  tary activities (such as bandits seeking to capture 
  a remote village), it can be used in other ways. 
  Rival gangs seeking dominance of the local 
  underworld through violence, using blackmail 
  or threats to force someone into providing assist-
  ance, and even the rigging of elections all count 
  as conquest crimes.
  Corruption: The villain may be a drug-dealer, 
  corrupting the ﬂ esh of his victims with narcotics, 
  or a heretic corrupting the spirit with dangerous 
  lies. It also covers crimes such as bribery and 
  perjury. Alternately, the corruption may refer to 
  anti-Church propaganda or attacks against a per-
  son’s social and moral standing.
  Kidnapping/Theft: 
  Kidnap 
  involves 
  the 
  capture of a person or persons, whereas theft is 
  directed against an inanimate object. Persons may 
  include sacriﬁ ces for ghastly rituals, hostages, 
  important civic ﬁ gures, or celebrities. Objects 
  might be food stores, the contents of a bank 
  vault, or top-secret plans. Tax evasion also falls 
  under theft, as does embezzlement, espionage, 
  fraud, and identity theft.
  Sabotage/Destruction: Villains who seek to 
  sabotage something want to cause a temporary 
  breakdown. While this might refer to equipment 
  or a building, such as a power station, the rail 
  network, or even a hospital, it can also refer to 
  society in general. Destruction, on the other hand, 
  involves the permanent removal of something (and 
  includes arson and murder). While a serious crime 
  in itself, sabotage is the lesser of the two evils.
  Smuggling: Almost anything can be found 
  on the blackmarket. Anti-smuggling operations 
  might involve drug-dealers, food hoarders, holy 
  relic trafﬁ ckers, gunrunners, Rephaim smug-
  glers (bringing Rephaim into Church territory), 
  or people smugglers (such as an underground 
  1919
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  TABLE 1: VILLAIN
  TABLE 1: VILLAIN
  This table determines the generic nature 
  of the main villain. Additional details must be 
  determined by the WM. Henchmen, soldiers, 
  or fanatical followers can be added as the WM 
  wishes—few villains work alone.
  d6 
  Result
  1 
  Bandits
  2 
  Corporation
  3 
  Criminals
  4 
  Heretic
  5 
  Psion
  6 
  Rephaim
  Bandits: Life on Salus is tough. Some bandits are 
  nothing more than regular citizens driven to break 
  the law to ensure their families are fed. Others 
  choose a life of “freedom,” taking what they need 
  to survive from those weaker than themselves.
  Corporation: Corporate activities in Church 
  territory may be covert military operations, 
  propaganda teams, or even media crews report-
  ing things the Church would rather keep quiet.
  Criminals: Although petty criminals are com-
  monplace, catching a mugger or burglar isn’t very 
  heroic. This entry refers to organized criminals, 
  whose activities include drug-running, smuggling, 
  prostitution, selling blackmarket goods, and so on.
  Heretics: Regardless of his heresy, the villain has 
  turned his eyes away from the Church. He may be 
  a “harmless” Pelagianist or a die-hard Necrolatrist.
  Psion: A psion may be a rogue or, more rarely, 
  a Corporate employee. For an extra twist, it may 
  even be a Corporate deserter, which perhaps 
  prompts a Corporate team to inﬁ ltrate Church 
  territory in search of him.
  Rephaim: Rephaim such mummies, vampires, 
  changelings, wights, and other types capable of sub-
  versive activities are the best villains. Most often they 
  lead a small cabal of lesser Rephaim or heretics.
  TABLE 2: CRIMINAL ACTIVITY
  TABLE 2: CRIMINAL ACTIVITY
  This table highlights the general type of crime. 
  Each category is deliberately wide in scope, so as 
  to allow the WM greater freedom in picking the 
  actual nature of the illegal activity.
  Note that heresy is not a deﬁ ned category. 
  Depending on the adventure, heresy may fall 
  into any category. For instance, an Immortalist 
  may seek to sabotage or destroy Church prop-
  erty, whereas a Pelagianist might seek to corrupt 
  others into following his creed.
  d6 
  Result
  1 
  Conquest
  2 
  Corruption
  3–4 
  Kidnapping/Theft
  5 
  Sabotage/Destruction
  6 
  Smuggling
  Conquest: While conquest can refer to mili-
  tary activities (such as bandits seeking to capture 
  a remote village), it can be used in other ways. 
  Rival gangs seeking dominance of the local 
  underworld through violence, using blackmail 
  or threats to force someone into providing assist-
  ance, and even the rigging of elections all count 
  as conquest crimes.
  Corruption: The villain may be a drug-dealer, 
  corrupting the ﬂ esh of his victims with narcotics, 
  or a heretic corrupting the spirit with dangerous 
  lies. It also covers crimes such as bribery and 
  perjury. Alternately, the corruption may refer to 
  anti-Church propaganda or attacks against a per-
  son’s social and moral standing.
  Kidnapping/Theft: 
  Kidnap 
  involves 
  the 
  capture of a person or persons, whereas theft is 
  directed against an inanimate object. Persons may 
  include sacriﬁ ces for ghastly rituals, hostages, 
  important civic ﬁ gures, or celebrities. Objects 
  might be food stores, the contents of a bank 
  vault, or top-secret plans. Tax evasion also falls 
  under theft, as does embezzlement, espionage, 
  fraud, and identity theft.
  Sabotage/Destruction: Villains who seek to 
  sabotage something want to cause a temporary 
  breakdown. While this might refer to equipment 
  or a building, such as a power station, the rail 
  network, or even a hospital, it can also refer to 
  society in general. Destruction, on the other hand, 
  involves the permanent removal of something (and 
  includes arson and murder). While a serious crime 
  in itself, sabotage is the lesser of the two evils.
  Smuggling: Almost anything can be found 
  on the blackmarket. Anti-smuggling operations 
  might involve drug-dealers, food hoarders, holy 
  relic trafﬁ ckers, gunrunners, Rephaim smug-
  glers (bringing Rephaim into Church territory), 
  or people smugglers (such as an underground 
  
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  railroad for Faithful who don’t want to serve the 
  Church or moving rogue psions or citizens who 
  want to defect to the Union).
  TABLE 3: LOCATION
  TABLE 3: LOCATION
  This determines the general focus of activities in 
  the mission. The WM may use the result as the entire 
  setting, or perhaps just as the scene of the climax.
  d6 
  Result
  1 
  Building
  2 
  Business
  3 
  Church
  4 
  Residential
  5 
  Underground
  6 
  Wilderness
  Building: This covers important or interest-
  ing buildings, such as power stations, libraries, 
  hospitals, media studios, broadcasting towers, 
  museums, docks/transport hubs, schools, and 
  storehouses.
  Business: This generic category covers shops, 
  ofﬁ ce blocks, malls, factories, and the like. Some 
  business may be a front for the villain, whereas 
  others are the target of his nefarious plans.
  Church: A catch-all category covering actual 
  shrines, monasteries, churches, and cathe-
  drals, as well as Curia ofﬁ ces and Preceptories. 
  Typically, these structures are located in an urban 
  environment, though some can be found in the 
  Wilderness.
  Residential: Includes towns and districts 
  within cities. The exact type of area can range 
  from the luxurious estates of the rich and pow-
  erful down to crowded slums and tenements. 
  Villages typically come under Wilderness results, 
  though larger or important villages may fall under 
  the Residential category.
  Wilderness: Although the wilderness might 
  refer to a forest, swamp, or desert, it can also 
  refer to rural farming communities or a small 
  Preceptory ofﬁ ce, as well as a remote outpost 
  (such as a meteorological station, observatory, or 
  monastery).
  Underground: This locale might be a subway 
  station or train, the sewers, a basement, a cyst, 
  or even a cave system. All that matters is that it 
  is located beneath the surface, away from prying 
  eyes.
  EXAMPLES
  EXAMPLES
  Example 1: The dice come up 5, 5, and 5! The 
  Wm doesn’t have any choice in assigning these. 
  The results are Corporation, Sabotage/Destruc-
  tion, and Wilderness. The WM decides a team 
  of Corporate engineers and a few soldiers have 
  captured and sabotaged a remote media relay 
  station. Now, whenever the Church news comes 
  on, the Corporates cut the feed and broadcast 
  their own fake news stories.
  Example 2: The dice are kinder this time 
  and give us a 1, 2, and 4. The WM picks Psion 
  (2), Corruption (1), and Church (4). The plot 
  involves a rogue psion who uses puppet to domi-
  nate a local priest into giving heretical sermons. 
  Although the priest appears initially to be the 
  villain, the Knights must discover the true source 
  of his corruption.
  Example 3: Our ﬁ nal rolls are 2, 3, and 6. The 
  WM selects Bandits (3), Smuggling (6), and Build-
  ing (2). The WM decides to make this a moral 
  issue for the Knights. The bandits, actually peas-
  ants, are workers at a Church granary complex, 
  where they are involved smuggling much-needed 
  food reserves to remote communities. They may 
  be Robin Hood types, but they are still criminals 
  in the eyes of Mother Church.
  ADVENTURE GENERATOR 
  ADVENTURE GENERATOR 
  ADDITIONS
  ADDITIONS
  Below are optional tables. They are numbered 
  in accordance with the Necropolis 2350 tables they 
  replace. Likewise, any references to other tables 
  refer to those in the core setting book. You can use 
  either these tables or the originals from Necropolis 
  2350 to throw obstacles at the heroes.
  TABLE 1: MISSION
  TABLE 1: MISSION
  This alternate table gives a quick overview of 
  the heroes’ mission, leaving the GM to ﬁ ll in the 
  details as he wishes.
  d20 Result
  1 
  Battle! The Knights engage or are 
  engaged by an enemy force.
  2 
  Capture enemy fortification or settle-
  ment.
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  railroad for Faithful who don’t want to serve the 
  Church or moving rogue psions or citizens who 
  want to defect to the Union).
  TABLE 3: LOCATION
  TABLE 3: LOCATION
  This determines the general focus of activities in 
  the mission. The WM may use the result as the entire 
  setting, or perhaps just as the scene of the climax.
  d6 
  Result
  1 
  Building
  2 
  Business
  3 
  Church
  4 
  Residential
  5 
  Underground
  6 
  Wilderness
  Building: This covers important or interest-
  ing buildings, such as power stations, libraries, 
  hospitals, media studios, broadcasting towers, 
  museums, docks/transport hubs, schools, and 
  storehouses.
  Business: This generic category covers shops, 
  ofﬁ ce blocks, malls, factories, and the like. Some 
  business may be a front for the villain, whereas 
  others are the target of his nefarious plans.
  Church: A catch-all category covering actual 
  shrines, monasteries, churches, and cathe-
  drals, as well as Curia ofﬁ ces and Preceptories. 
  Typically, these structures are located in an urban 
  environment, though some can be found in the 
  Wilderness.
  Residential: Includes towns and districts 
  within cities. The exact type of area can range 
  from the luxurious estates of the rich and pow-
  erful down to crowded slums and tenements. 
  Villages typically come under Wilderness results, 
  though larger or important villages may fall under 
  the Residential category.
  Wilderness: Although the wilderness might 
  refer to a forest, swamp, or desert, it can also 
  refer to rural farming communities or a small 
  Preceptory ofﬁ ce, as well as a remote outpost 
  (such as a meteorological station, observatory, or 
  monastery).
  Underground: This locale might be a subway 
  station or train, the sewers, a basement, a cyst, 
  or even a cave system. All that matters is that it 
  is located beneath the surface, away from prying 
  eyes.
  EXAMPLES
  EXAMPLES
  Example 1: The dice come up 5, 5, and 5! The 
  Wm doesn’t have any choice in assigning these. 
  The results are Corporation, Sabotage/Destruc-
  tion, and Wilderness. The WM decides a team 
  of Corporate engineers and a few soldiers have 
  captured and sabotaged a remote media relay 
  station. Now, whenever the Church news comes 
  on, the Corporates cut the feed and broadcast 
  their own fake news stories.
  Example 2: The dice are kinder this time 
  and give us a 1, 2, and 4. The WM picks Psion 
  (2), Corruption (1), and Church (4). The plot 
  involves a rogue psion who uses puppet to domi-
  nate a local priest into giving heretical sermons. 
  Although the priest appears initially to be the 
  villain, the Knights must discover the true source 
  of his corruption.
  Example 3: Our ﬁ nal rolls are 2, 3, and 6. The 
  WM selects Bandits (3), Smuggling (6), and Build-
  ing (2). The WM decides to make this a moral 
  issue for the Knights. The bandits, actually peas-
  ants, are workers at a Church granary complex, 
  where they are involved smuggling much-needed 
  food reserves to remote communities. They may 
  be Robin Hood types, but they are still criminals 
  in the eyes of Mother Church.
  ADVENTURE GENERATOR 
  ADVENTURE GENERATOR 
  ADDITIONS
  ADDITIONS
  Below are optional tables. They are numbered 
  in accordance with the Necropolis 2350 tables they 
  replace. Likewise, any references to other tables 
  refer to those in the core setting book. You can use 
  either these tables or the originals from Necropolis 
  2350 to throw obstacles at the heroes.
  TABLE 1: MISSION
  TABLE 1: MISSION
  This alternate table gives a quick overview of 
  the heroes’ mission, leaving the GM to ﬁ ll in the 
  details as he wishes.
  d20 Result
  1 
  Battle! The Knights engage or are 
  engaged by an enemy force.
  2 
  Capture enemy fortification or settle-
  ment.
  
  2121
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  3 
  Capture 
  important 
  person 
  (enemy 
  leader) or information (battle plans).
  4 
  Capture important terrain (ford, bridge, 
  pass, hill).
  5 
  Capture sentient prisoners for interro-
  gation.
  6 
  Construct bridge or fortification (or 
  guard engineers on such a project).
  7 
  Defend allied commanders or important 
  information.
  8 
  Defend allied camp.
  9 
  Defend allied fortification or settle-
  ment.
  10 
  Defend important terrain (ford, bridge, 
  pass, hill).
  11 
  Deliver orders to allied unit.
  12 
  Deliver supplies to allied unit.
  13 
  Destroy enemy supplies.
  14 
  Intercept enemy messengers.
  15 
  Liberate prisoners/allied force (or indi-
  vidual) in trouble.
  16 
  Patrol duty.
  17 
  Reconnoiter enemy fortification or set-
  tlement.
  18 
  Recruit and train militia.
  19 
  Track down deserters or enemy spies.
  20 
  Double duty. Roll twice on this table 
  (ignoring further results of 20).
  TABLE 5: COMPLICATIONS
  TABLE 5: COMPLICATIONS
  d20 Result
  1 
  Allied troops retreat (to engage enemy 
  or because of enemy numbers) without 
  telling the heroes.
  2 
  Allied support or other NPC is a traitor.
  3 
  Allied unit nearby asks for aid in their 
  own mission.
  4 
  Ambushed by enemy force (Roll on 
  Table 4A or 4B as appropriate).
  5 
  Bad intelligence (the objective is not 
  where it should be, is heavily guarded, 
  doesn’t exist).
  6 
  Bad weather (–1 to all physical trait 
  rolls due to weather).
  7 
  Communication failure leads to errone-
  ous orders.
  8 
  Mistaken identity (heroes misidentify 
  objective, or allied troops attack them 
  in error).
  9 
  Natural obstacle (impassable terrain, 
  river) causes heroes to detour through 
  hostile territory.
  10 
  New orders received during mission.
  11 
  NPC commander, guide, or other sup-
  port is incompetent.
  12 
  Objective is in bad terrain (dense forest, 
  mountains, swamp)
  13 
  Rival allies on the same mission want 
  the glory.
  14 
  Support troops fail to materialize.
  15 
  Support 
  units 
  desert 
  at 
  crucial 
  moment.
  16 
  The heroes become lost and end up 
  deep in enemy territory.
  17 
  Trapped behind enemy lines by enemy 
  troop movements.
  18 
  Very bad weather (–1 to all trait rolls 
  and half Pace due to weather).
  19 
  None. Everything goes according to 
  plan for a change.
  20 
  Disaster! Roll twice on this table (reroll 
  further results of 20).
  DISTRACTIONS
  DISTRACTIONS
  Not every event in the heroes’ lives revolves 
  around warfare. This section lists a number 
  of distractions you can use to add something 
  unusual to your game sessions. You can 
  either pick one, or roll a d20. If you roll a 
  distraction you have already used, take the 
  next unused entry.
  1)  
  Another Lance develops an intense 
  rivalry with the characters’. Each is 
  always trying to outdo the other.
  2) 
  One of the characters meets a girl in a 
  local village or town. Whether a relation-
  ship develops, she pursues him against 
  his wishes, or the pair form a Platonic 
  friendship, the girl’s family strongly 
  disapproves, as does the hero’s Knight 
  Commander.
  2121
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  3 
  Capture 
  important 
  person 
  (enemy 
  leader) or information (battle plans).
  4 
  Capture important terrain (ford, bridge, 
  pass, hill).
  5 
  Capture sentient prisoners for interro-
  gation.
  6 
  Construct bridge or fortification (or 
  guard engineers on such a project).
  7 
  Defend allied commanders or important 
  information.
  8 
  Defend allied camp.
  9 
  Defend allied fortification or settle-
  ment.
  10 
  Defend important terrain (ford, bridge, 
  pass, hill).
  11 
  Deliver orders to allied unit.
  12 
  Deliver supplies to allied unit.
  13 
  Destroy enemy supplies.
  14 
  Intercept enemy messengers.
  15 
  Liberate prisoners/allied force (or indi-
  vidual) in trouble.
  16 
  Patrol duty.
  17 
  Reconnoiter enemy fortification or set-
  tlement.
  18 
  Recruit and train militia.
  19 
  Track down deserters or enemy spies.
  20 
  Double duty. Roll twice on this table 
  (ignoring further results of 20).
  TABLE 5: COMPLICATIONS
  TABLE 5: COMPLICATIONS
  d20 Result
  1 
  Allied troops retreat (to engage enemy 
  or because of enemy numbers) without 
  telling the heroes.
  2 
  Allied support or other NPC is a traitor.
  3 
  Allied unit nearby asks for aid in their 
  own mission.
  4 
  Ambushed by enemy force (Roll on 
  Table 4A or 4B as appropriate).
  5 
  Bad intelligence (the objective is not 
  where it should be, is heavily guarded, 
  doesn’t exist).
  6 
  Bad weather (–1 to all physical trait 
  rolls due to weather).
  7 
  Communication failure leads to errone-
  ous orders.
  8 
  Mistaken identity (heroes misidentify 
  objective, or allied troops attack them 
  in error).
  9 
  Natural obstacle (impassable terrain, 
  river) causes heroes to detour through 
  hostile territory.
  10 
  New orders received during mission.
  11 
  NPC commander, guide, or other sup-
  port is incompetent.
  12 
  Objective is in bad terrain (dense forest, 
  mountains, swamp)
  13 
  Rival allies on the same mission want 
  the glory.
  14 
  Support troops fail to materialize.
  15 
  Support 
  units 
  desert 
  at 
  crucial 
  moment.
  16 
  The heroes become lost and end up 
  deep in enemy territory.
  17 
  Trapped behind enemy lines by enemy 
  troop movements.
  18 
  Very bad weather (–1 to all trait rolls 
  and half Pace due to weather).
  19 
  None. Everything goes according to 
  plan for a change.
  20 
  Disaster! Roll twice on this table (reroll 
  further results of 20).
  DISTRACTIONS
  DISTRACTIONS
  Not every event in the heroes’ lives revolves 
  around warfare. This section lists a number 
  of distractions you can use to add something 
  unusual to your game sessions. You can 
  either pick one, or roll a d20. If you roll a 
  distraction you have already used, take the 
  next unused entry.
  1)  
  Another Lance develops an intense 
  rivalry with the characters’. Each is 
  always trying to outdo the other.
  2) 
  One of the characters meets a girl in a 
  local village or town. Whether a relation-
  ship develops, she pursues him against 
  his wishes, or the pair form a Platonic 
  friendship, the girl’s family strongly 
  disapproves, as does the hero’s Knight 
  Commander.
  
  2222
  NECROPOLIS 2350
  NECROPOLIS 2350
  3)  
  Somehow the characters make an enemy 
  in their Ordo. The enemy outranks the 
  characters and decides to make their life 
  a misery. This may have a detrimental 
  effect on the Lance’s morale.
  4)  
  One or more of the characters makes a 
  very close friend in their Banner or an 
  allied unit. If this friend is killed, the 
  character(s) suffer –1 to Spirit rolls for 
  the next mission.
  5)  
  The hero with the lowest Vigor catches 
  a cold, leaving the character Fatigued 
  for 1d4 days.
  6) 
  The characters hear rumors of some 
  type of hideous creature inhabiting the 
  local wilderness. The rumors are false 
  and any investigation leads nowhere.
  7)  
  The Banner has taken heavy losses 
  recently. Until the heroes secure a major 
  victory over the Rephaim, they suffer –1 
  to all Spirit rolls.
  8)  
  The heroes’ immediate superior is 
  replaced with a political appointee who 
  has no battlefield experience. Treat him 
  as a Citizen with Knowledge (Battle) 
  d4.
  9)  
  Disease sweeps the region. This not 
  only affects the civilian population, but 
  also the Preceptory’s combat strength.
  10)  The local archbishop visits the Precep-
  tory on a goodwill mission. If the heroes 
  can impress him, he blesses them, grant-
  ing each hero +1 to Spirit rolls for the 
  next month.
  11)  A Penitent assigned to the unit is some-
  one the heroes know (perhaps a former 
  comrade). He wants their help in regain-
  ing his honor as quickly as possible.
  12)  One of the characters’ comrades wants 
  a Papal blessing and keeps on talking 
  about it. He starts to take unnecessary 
  risks.
  13)  Cutbacks because of the fight for New 
  Budapest mean the Grand Master plans 
  to close the heroes’ Preceptory unless 
  they achieve a major military victory in 
  the near future.
  14)  A heat wave or cold snap strikes the 
  region. Temperatures rise to over 110 
  (43° C) or drop to 12 (-11° C) or lower, 
  whichever suits the region. This lasts 
  for the next mission.
  15)  An important member of the unit suf-
  fers a crisis of faith. Until it is regained, 
  he cannot use bennies and has his Spirit 
  lowered one die step (min d4). If it is 
  a leader, he loses his Leadership Edges 
  as well.
  16)  A close friend of the heroes deserts. 
  Can they find him before his absence is 
  noticed by their Knight Commander?
  17)  The Preceptory has an ammo crisis. For 
  the next mission, the Knights are issued 
  just half the usual ammo load and have 
  no artillery or air support. This can be 
  reused in an alternate way, with fuel 
  shortages grounding all vehicles.
  18)  A well-liked Sergeant is getting married 
  and invites the Knights to attend. This 
  may be an opportunity for social role-
  playing or a chance for heretics to take 
  out the Knights while they are unarmed 
  (except for swords).
  19)  The 
  Lance 
  receives 
  letters 
  from 
  friends and loved ones, a rare but not 
  unknown event. Recipients’ Spirit rolls 
  are boosted by +1 for the next month. 
  Each character has a letter on a d6 roll 
  of 1–3.
  20)  The Preceptory is having one of those 
  days when everything seems to be going 
  wrong. Roll for two Distractions.
  THE CAST
  THE CAST
  All the stats used in the adventures are grouped 
  here for convenience. Stat blocks are listed alpha-
  betically, ﬁ rst by Church forces or allies, and then 
  by Rephaim or other adversaries.
  KNIGHT ASSAULT (LAZARITE)
  KNIGHT ASSAULT (LAZARITE)
  Although the Lazarites refer to these soldiers 
  as Assault Knights, they actually serve to clean up 
  any “mistakes” involving Lazarite research into the 
  Rephaim. They don’t serve in the regular army, 
  but work solely in the Lazarites’ secret facilities.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d6, Shoot-
  ing d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 15(8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  2222
  NECROPOLIS 2350
  NECROPOLIS 2350
  3)  
  Somehow the characters make an enemy 
  in their Ordo. The enemy outranks the 
  characters and decides to make their life 
  a misery. This may have a detrimental 
  effect on the Lance’s morale.
  4)  
  One or more of the characters makes a 
  very close friend in their Banner or an 
  allied unit. If this friend is killed, the 
  character(s) suffer –1 to Spirit rolls for 
  the next mission.
  5)  
  The hero with the lowest Vigor catches 
  a cold, leaving the character Fatigued 
  for 1d4 days.
  6) 
  The characters hear rumors of some 
  type of hideous creature inhabiting the 
  local wilderness. The rumors are false 
  and any investigation leads nowhere.
  7)  
  The Banner has taken heavy losses 
  recently. Until the heroes secure a major 
  victory over the Rephaim, they suffer –1 
  to all Spirit rolls.
  8)  
  The heroes’ immediate superior is 
  replaced with a political appointee who 
  has no battlefield experience. Treat him 
  as a Citizen with Knowledge (Battle) 
  d4.
  9)  
  Disease sweeps the region. This not 
  only affects the civilian population, but 
  also the Preceptory’s combat strength.
  10)  The local archbishop visits the Precep-
  tory on a goodwill mission. If the heroes 
  can impress him, he blesses them, grant-
  ing each hero +1 to Spirit rolls for the 
  next month.
  11)  A Penitent assigned to the unit is some-
  one the heroes know (perhaps a former 
  comrade). He wants their help in regain-
  ing his honor as quickly as possible.
  12)  One of the characters’ comrades wants 
  a Papal blessing and keeps on talking 
  about it. He starts to take unnecessary 
  risks.
  13)  Cutbacks because of the fight for New 
  Budapest mean the Grand Master plans 
  to close the heroes’ Preceptory unless 
  they achieve a major military victory in 
  the near future.
  14)  A heat wave or cold snap strikes the 
  region. Temperatures rise to over 110 
  (43° C) or drop to 12 (-11° C) or lower, 
  whichever suits the region. This lasts 
  for the next mission.
  15)  An important member of the unit suf-
  fers a crisis of faith. Until it is regained, 
  he cannot use bennies and has his Spirit 
  lowered one die step (min d4). If it is 
  a leader, he loses his Leadership Edges 
  as well.
  16)  A close friend of the heroes deserts. 
  Can they find him before his absence is 
  noticed by their Knight Commander?
  17)  The Preceptory has an ammo crisis. For 
  the next mission, the Knights are issued 
  just half the usual ammo load and have 
  no artillery or air support. This can be 
  reused in an alternate way, with fuel 
  shortages grounding all vehicles.
  18)  A well-liked Sergeant is getting married 
  and invites the Knights to attend. This 
  may be an opportunity for social role-
  playing or a chance for heretics to take 
  out the Knights while they are unarmed 
  (except for swords).
  19)  The 
  Lance 
  receives 
  letters 
  from 
  friends and loved ones, a rare but not 
  unknown event. Recipients’ Spirit rolls 
  are boosted by +1 for the next month. 
  Each character has a letter on a d6 roll 
  of 1–3.
  20)  The Preceptory is having one of those 
  days when everything seems to be going 
  wrong. Roll for two Distractions.
  THE CAST
  THE CAST
  All the stats used in the adventures are grouped 
  here for convenience. Stat blocks are listed alpha-
  betically, ﬁ rst by Church forces or allies, and then 
  by Rephaim or other adversaries.
  KNIGHT ASSAULT (LAZARITE)
  KNIGHT ASSAULT (LAZARITE)
  Although the Lazarites refer to these soldiers 
  as Assault Knights, they actually serve to clean up 
  any “mistakes” involving Lazarite research into the 
  Rephaim. They don’t serve in the regular army, 
  but work solely in the Lazarites’ secret facilities.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d6, Shoot-
  ing d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 15(8)
  Hindrances: Loyal, Vow (Major: sacred vows)
  
  2323
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  Edges: Brawny, Combat Reﬂ exes, Dodge
  Training: Rephaim Knowledge, Specimen Col-
  lection
  Gear: Infantry battle suit (+8), ﬂ amethrower 
  (Range: Cone, Damage 2d10, ignores armor), 
  molecular sword (Str+d8+2, AP 4), ID tag
  KNIGHT COMBAT MEDIC (PREACHER)
  KNIGHT COMBAT MEDIC (PREACHER)
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Guts d6, Healing d8, Notice 
  d6, Shooting d4, Stealth d6
  Charisma: +2; Pace: 6; Parry: 4; Toughness: 10(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Healer, Improved Dodge, Medic
  Training: Hearts & Minds, Training Cadre
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), me-
  dikit, ID tag
  KNIGHT INFANTRYMAN (NO ORDO)
  KNIGHT INFANTRYMAN (NO ORDO)
  Knight Infantryman can be used to bring the 
  group up to ﬁ ve or six characters (the typical 
  strength for a Lance). The special abilities are 
  used only in the adventure What Price Victory?
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  11(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Medium armor (+6), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 grenades (Range: 3/6/12, Damage: 
  3d8, AP 4, MBT), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  Special Abilities:
  * Paralysis: Victims must make a Vigor roll or be 
  paralyzed and incapable of any action—even 
  speech—for 2d6 rounds.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. 
  Ignores wound penalties.
  KNIGHT VEHICLE CREW (TEMPLAR)
  KNIGHT VEHICLE CREW (TEMPLAR)
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8, Fighting d4, Guts d4, Notice 
  d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reﬂ exes
  Training: Vehicle Expertise (Driving)
  Gear: Light armor (+4), ﬂ echette SMG, 3 maga-
  zines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), med-
  pac, ID tag
  LAZARITE FIELD MASTER WHEELER
  LAZARITE FIELD MASTER WHEELER
  A close friend of Lazarite Grand Master 
  O’Flaherty, Field Master Wheeler is privy to many 
  of the Lazarites’ darkest secrets. For this reason, 
  she is always accompanied by at least one Lance 
  of Assault Knights equipped with ﬂ amethrowers 
  (with orders to prevent her capture using lethal 
  force). She isn’t the head of Project Lazarus, but 
  she’s fully aware of what the project entails. A 
  true Lazarite, she can see no wrong in her work—
  mankind must win the war, and that means using 
  “unconventional tactics.”
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d10, Knowledge (Bat-
  tle) d10, Knowledge (Rephaim) d10, Notice d6, 
  Shooting d8, Stealth d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 
  11(6)
  Hindrances: Arrogant, Cautious, Loyal, Vow (Ma-
  jor: sacred vows)
  Edges: Attractive, Combat Reﬂ exes, Command, 
  Command Presence, Fervor, Hard to Kill, Hold 
  the Line, Improved Dodge, Tactician
  Training: Rephaim Knowledge, Specimen Col-
  lection
  Gear: Medium armor (+6), ﬂ echette pistol 
  (Range: 12/24/48, Damage: 2d6, Shots 30, AP 2, 
  Semi-auto), molecular sword (Str+d8+2, AP 4), 
  ID scanner, ID tag.
  MILITIA
  MILITIA
  These citizens aren’t an organized militia—
  they’re survivors who’ve learned to use guns and 
  stay alive. Their weapons were scavenged from 
  a sporting goods store. Despite ten years of pre-
  serving ammo and avoiding ﬁ ghts, they’re down 
  to their last few shells apiece.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  2323
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  Edges: Brawny, Combat Reﬂ exes, Dodge
  Training: Rephaim Knowledge, Specimen Col-
  lection
  Gear: Infantry battle suit (+8), ﬂ amethrower 
  (Range: Cone, Damage 2d10, ignores armor), 
  molecular sword (Str+d8+2, AP 4), ID tag
  KNIGHT COMBAT MEDIC (PREACHER)
  KNIGHT COMBAT MEDIC (PREACHER)
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Guts d6, Healing d8, Notice 
  d6, Shooting d4, Stealth d6
  Charisma: +2; Pace: 6; Parry: 4; Toughness: 10(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Healer, Improved Dodge, Medic
  Training: Hearts & Minds, Training Cadre
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), me-
  dikit, ID tag
  KNIGHT INFANTRYMAN (NO ORDO)
  KNIGHT INFANTRYMAN (NO ORDO)
  Knight Infantryman can be used to bring the 
  group up to ﬁ ve or six characters (the typical 
  strength for a Lance). The special abilities are 
  used only in the adventure What Price Victory?
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  11(6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge
  Gear: Medium armor (+6), ﬂ echette riﬂ e with 
  3 mags (Range: 24/48/96, Damage: 2d8+1, AP2, 
  Auto, 3RB), 5 grenades (Range: 3/6/12, Damage: 
  3d8, AP 4, MBT), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  Special Abilities:
  * Paralysis: Victims must make a Vigor roll or be 
  paralyzed and incapable of any action—even 
  speech—for 2d6 rounds.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. 
  Ignores wound penalties.
  KNIGHT VEHICLE CREW (TEMPLAR)
  KNIGHT VEHICLE CREW (TEMPLAR)
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d8, Fighting d4, Guts d4, Notice 
  d6, Repair d6, Shooting d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reﬂ exes
  Training: Vehicle Expertise (Driving)
  Gear: Light armor (+4), ﬂ echette SMG, 3 maga-
  zines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular sword (Str+d8+2, AP 4), med-
  pac, ID tag
  LAZARITE FIELD MASTER WHEELER
  LAZARITE FIELD MASTER WHEELER
  A close friend of Lazarite Grand Master 
  O’Flaherty, Field Master Wheeler is privy to many 
  of the Lazarites’ darkest secrets. For this reason, 
  she is always accompanied by at least one Lance 
  of Assault Knights equipped with ﬂ amethrowers 
  (with orders to prevent her capture using lethal 
  force). She isn’t the head of Project Lazarus, but 
  she’s fully aware of what the project entails. A 
  true Lazarite, she can see no wrong in her work—
  mankind must win the war, and that means using 
  “unconventional tactics.”
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d10, Knowledge (Bat-
  tle) d10, Knowledge (Rephaim) d10, Notice d6, 
  Shooting d8, Stealth d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 
  11(6)
  Hindrances: Arrogant, Cautious, Loyal, Vow (Ma-
  jor: sacred vows)
  Edges: Attractive, Combat Reﬂ exes, Command, 
  Command Presence, Fervor, Hard to Kill, Hold 
  the Line, Improved Dodge, Tactician
  Training: Rephaim Knowledge, Specimen Col-
  lection
  Gear: Medium armor (+6), ﬂ echette pistol 
  (Range: 12/24/48, Damage: 2d6, Shots 30, AP 2, 
  Semi-auto), molecular sword (Str+d8+2, AP 4), 
  ID scanner, ID tag.
  MILITIA
  MILITIA
  These citizens aren’t an organized militia—
  they’re survivors who’ve learned to use guns and 
  stay alive. Their weapons were scavenged from 
  a sporting goods store. Despite ten years of pre-
  serving ammo and avoiding ﬁ ghts, they’re down 
  to their last few shells apiece.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  
  2424
  NECROPOLIS 2350
  NECROPOLIS 2350
  Skills: Fighting d6, Guts d6, Shooting d6, 
  Stealth
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Shotgun (Range: 12/24/48, Damage: 1–
  3d6, +2 Shooting), no reloads, molecular dagger 
  (Str+d4+2, AP 2)
  SERGEANT
  SERGEANT
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d4, Notice 
  d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), ﬂ echette SMG with 2 mag-
  azines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular dagger (Str+d4+2, AP 2), medpac
  BANK ROBBER
  BANK ROBBER
  These criminals are ex-Corporate soldiers 
  who’ve decided to supplement their regular 
  income by robbing banks. They’re trained, disci-
  plined, and more importantly, well-armed.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, Shooting d8
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 10 (4)
  Hindrances: Loyal, Mean
  Edges: Combat Reﬂ exes, Rock and Roll
  Gear: Light armor (+4), 6mm SMG with 2 mag-
  azines (Range: 12/24/48, Damage: 2d6, ROF 3), 
  molecular dagger (Str+d4+2, AP 2), headset 
  comms, medpac, ID tag
  EXPLODING CORPSE
  EXPLODING CORPSE
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Notice d8, Stealth d8
  Pace: 5; Parry: 5; Toughness: 9
  Special Abilities:
  * Bite or Claws: Str+d4.
  * Explode: When an exploding corpse is wounded 
  it explodes for 4d10 damage in a Medium Burst 
  Template. This may cause a chain reaction 
  if other exploding corpses are caught in the 
  template. This counts as a Heavy Weapon.
  * Firearm Absorption: Exploding corpses 
  ignore all piercing weapon damage. Heavy 
  Weapons, other melee weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Stench: Characters who make a successful 
  Notice check may detect the smell up to 6” 
  away (12” downwind). The putrid stench 
  permeates everything except airtight vessels 
  (most armored vehicles).
  * Thermal Vision: Exploding corpses halve 
  penalties for darkness against living targets 
  (round down).
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots.
  * Weakness (Fire): Fire is especially dangerous 
  to exploding corpses. They automatically 
  catch ﬁ re. After that they suffer 2d10 damage 
  per round until they explode.
  MUMMY, GREATER
  MUMMY, GREATER
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d10, 
  Necromancy d10, Notice d8
  Pace: 4 (d4 running die); Parry: 7; Toughness: 
  15(5)
  Gear: Stygian armor (+5), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): A mummy 
  typically knows barrier (creates a wall of 
  darkness), bolt (swarm of tiny skulls), deﬂ ection 
  (shield of swirling skulls), fear (unearthly cry), 
  obscure (area of darkness), and zombie (ritual 
  preparation) (35 Power Points).
  * Crushing Grasp: Str+d6. On a raise, the 
  mummy automatically grapples its opponent.
  * 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.
  * Improved Arcane Resistance: +4 Armor 
  versus magic, and +4 to rolls made to resist 
  magic effects.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make a 
  Vigor roll. Failure means the character has 
  “mummy rot” and suffers an immediate wound. 
  Victims who die as result of “mummy rot” may 
  be brought back as guardian mummies.
  * Thermal Vision: Rephaim halve all penalties 
  2424
  NECROPOLIS 2350
  NECROPOLIS 2350
  Skills: Fighting d6, Guts d6, Shooting d6, 
  Stealth
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Shotgun (Range: 12/24/48, Damage: 1–
  3d6, +2 Shooting), no reloads, molecular dagger 
  (Str+d4+2, AP 2)
  SERGEANT
  SERGEANT
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d4, Notice 
  d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), ﬂ echette SMG with 2 mag-
  azines (Ranged: 12/24/48, Damage: 2d6+1, AP 2, 
  Auto), molecular dagger (Str+d4+2, AP 2), medpac
  BANK ROBBER
  BANK ROBBER
  These criminals are ex-Corporate soldiers 
  who’ve decided to supplement their regular 
  income by robbing banks. They’re trained, disci-
  plined, and more importantly, well-armed.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, Shooting d8
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 10 (4)
  Hindrances: Loyal, Mean
  Edges: Combat Reﬂ exes, Rock and Roll
  Gear: Light armor (+4), 6mm SMG with 2 mag-
  azines (Range: 12/24/48, Damage: 2d6, ROF 3), 
  molecular dagger (Str+d4+2, AP 2), headset 
  comms, medpac, ID tag
  EXPLODING CORPSE
  EXPLODING CORPSE
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d10
  Skills: Fighting d6, Notice d8, Stealth d8
  Pace: 5; Parry: 5; Toughness: 9
  Special Abilities:
  * Bite or Claws: Str+d4.
  * Explode: When an exploding corpse is wounded 
  it explodes for 4d10 damage in a Medium Burst 
  Template. This may cause a chain reaction 
  if other exploding corpses are caught in the 
  template. This counts as a Heavy Weapon.
  * Firearm Absorption: Exploding corpses 
  ignore all piercing weapon damage. Heavy 
  Weapons, other melee weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Stench: Characters who make a successful 
  Notice check may detect the smell up to 6” 
  away (12” downwind). The putrid stench 
  permeates everything except airtight vessels 
  (most armored vehicles).
  * Thermal Vision: Exploding corpses halve 
  penalties for darkness against living targets 
  (round down).
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots.
  * Weakness (Fire): Fire is especially dangerous 
  to exploding corpses. They automatically 
  catch ﬁ re. After that they suffer 2d10 damage 
  per round until they explode.
  MUMMY, GREATER
  MUMMY, GREATER
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation d10, 
  Necromancy d10, Notice d8
  Pace: 4 (d4 running die); Parry: 7; Toughness: 
  15(5)
  Gear: Stygian armor (+5), rune sword (Str+d8+4, 
  AP 4)
  Special Abilities:
  * Arcane Background (Magic): A mummy 
  typically knows barrier (creates a wall of 
  darkness), bolt (swarm of tiny skulls), deﬂ ection 
  (shield of swirling skulls), fear (unearthly cry), 
  obscure (area of darkness), and zombie (ritual 
  preparation) (35 Power Points).
  * Crushing Grasp: Str+d6. On a raise, the 
  mummy automatically grapples its opponent.
  * 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.
  * Improved Arcane Resistance: +4 Armor 
  versus magic, and +4 to rolls made to resist 
  magic effects.
  * Mummy Rot: Anyone touched by a mummy, 
  whether he is damaged or not, must make a 
  Vigor roll. Failure means the character has 
  “mummy rot” and suffers an immediate wound. 
  Victims who die as result of “mummy rot” may 
  be brought back as guardian mummies.
  * Thermal Vision: Rephaim halve all penalties 
  
  2525
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Weakness (Fire): Mummies take +4 damage 
  from ﬁ re.
  NECROSCOPE
  NECROSCOPE
  Necroscopes are Rephaim bloodhounds, capa-
  ble of sensing living creatures through even the 
  thickest armor or shielding. Gray-skinned and 
  hunched, with huge, bulging, 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 with-
  ered arms.
  Though they undoubtedly have superior eye-
  sight, 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 appar-
  ently “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: 6
  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.
  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 capable workers.
  Lacking much in the way of mobile infantry 
  support, the Dark Conclave came up with the 
  idea of strapping captured 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.
  Attributes: Agility d4, Smarts d4, Spirit d8, 
  Strength d12+4, Vigor d10
  Skills: Fighting d4, Guts d8, Intimidation d8, No-
  tice 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.
  * 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.
  SKELETON
  SKELETON
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 7; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette riﬂ e with 3 magazines 
  (Range: 24/48/96, Damage: 2d8+1, AP 2, Auto, 
  3RB), 1d3 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT); 50% have light armor (+4)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are 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.
  ZOMBIE
  ZOMBIE
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  2525
  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Weakness (Fire): Mummies take +4 damage 
  from ﬁ re.
  NECROSCOPE
  NECROSCOPE
  Necroscopes are Rephaim bloodhounds, capa-
  ble of sensing living creatures through even the 
  thickest armor or shielding. Gray-skinned and 
  hunched, with huge, bulging, 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 with-
  ered arms.
  Though they undoubtedly have superior eye-
  sight, 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 appar-
  ently “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: 6
  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.
  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 capable workers.
  Lacking much in the way of mobile infantry 
  support, the Dark Conclave came up with the 
  idea of strapping captured 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.
  Attributes: Agility d4, Smarts d4, Spirit d8, 
  Strength d12+4, Vigor d10
  Skills: Fighting d4, Guts d8, Intimidation d8, No-
  tice 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.
  * 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.
  SKELETON
  SKELETON
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 7; Parry: 5; Toughness: 7/11(4)
  Gear: Typically a ﬂ echette riﬂ e with 3 magazines 
  (Range: 24/48/96, Damage: 2d8+1, AP 2, Auto, 
  3RB), 1d3 grenades (Range: 20/40/80, Damage: 
  3d8, AP 4, MBT); 50% have light armor (+4)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Skeletons are 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.
  ZOMBIE
  ZOMBIE
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  
  2626
  NECROPOLIS 2350
  NECROPOLIS 2350
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7
  Gear: Flechette SMG with 2 magazines (Range: 
  12/24/48, Damage: 2d6+1AP 2, Auto)
  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.
  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 commanders are far less 
  worried about friendly ﬁ re incidents than their 
  human counterparts. GMs who want to use skel-
  eton grenadiers need simply add the gear and 
  Grenades special ability to the base skeleton stat 
  block.
  The italicized stat entries below allow for 
  more experienced grenadiers. All entries are 
  cumulative (so an elite grenadier gains the ben-
  eﬁ ts of all three entries). From 2352 onward, 
  zombie grenadiers begin making use of captured 
  Maximus rotary grenade launchers (see 2351-55 
  Update). 
  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, see below, no re-
  loads); 50% have light armor (+4).
  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 d10 to determine the type of 
  grenade launched: 1–6 monoﬁ lament; 7–9 
  incendiary, 10 starshell.
  * 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 SNIPER
  ZOMBIE SNIPER
  Even with ﬂ echette weapons, which produce 
  minimal noise and no muzzle ﬂ ash, human 
  snipers are trained to ﬁ re and move—staying 
  stationary is a sure way to get yourself killed. 
  Zombies don’t have the same survival instincts 
  as humans, nor do they possess cognitive 
  abilities of any note. As such, once they ﬁ nd a 
  good position they stay there and keep ﬁ ring. 
  This mentality only changes when a zombie has 
  survived long enough to develop rudimentary 
  tactics.
  The italicized stat entries below allow for more 
  experienced snipers. All entries are cumulative 
  (so an elite sniper gains the beneﬁ ts of all three 
  entries).
  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
  Gear: Flechette sniper riﬂ e with 2 magazines 
  (Range: 30/60/120, Damage: 2d8+1, AP 2, inte-
  gral scope)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Marksman: +2 to Shooting rolls if it remains 
  stationary.
  * 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: Shooting d8
  Experienced: Dig In, Steady Hands
  Elite: Move and Fire
  2626
  NECROPOLIS 2350
  NECROPOLIS 2350
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7
  Gear: Flechette SMG with 2 magazines (Range: 
  12/24/48, Damage: 2d6+1AP 2, Auto)
  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.
  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 commanders are far less 
  worried about friendly ﬁ re incidents than their 
  human counterparts. GMs who want to use skel-
  eton grenadiers need simply add the gear and 
  Grenades special ability to the base skeleton stat 
  block.
  The italicized stat entries below allow for 
  more experienced grenadiers. All entries are 
  cumulative (so an elite grenadier gains the ben-
  eﬁ ts of all three entries). From 2352 onward, 
  zombie grenadiers begin making use of captured 
  Maximus rotary grenade launchers (see 2351-55 
  Update). 
  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, see below, no re-
  loads); 50% have light armor (+4).
  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 d10 to determine the type of 
  grenade launched: 1–6 monoﬁ lament; 7–9 
  incendiary, 10 starshell.
  * 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 SNIPER
  ZOMBIE SNIPER
  Even with ﬂ echette weapons, which produce 
  minimal noise and no muzzle ﬂ ash, human 
  snipers are trained to ﬁ re and move—staying 
  stationary is a sure way to get yourself killed. 
  Zombies don’t have the same survival instincts 
  as humans, nor do they possess cognitive 
  abilities of any note. As such, once they ﬁ nd a 
  good position they stay there and keep ﬁ ring. 
  This mentality only changes when a zombie has 
  survived long enough to develop rudimentary 
  tactics.
  The italicized stat entries below allow for more 
  experienced snipers. All entries are cumulative 
  (so an elite sniper gains the beneﬁ ts of all three 
  entries).
  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
  Gear: Flechette sniper riﬂ e with 2 magazines 
  (Range: 30/60/120, Damage: 2d8+1, AP 2, inte-
  gral scope)
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Marksman: +2 to Shooting rolls if it remains 
  stationary.
  * 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: Shooting d8
  Experienced: Dig In, Steady Hands
  Elite: Move and Fire
  
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  Date: 32.VI.2050; 2030 Zulu.
  Ten years ago, the Rephaim captured the city of Olisipo, south of what is now the border between Dead 
  Zone Beta and Tomaculum. You’ll be handed a small data ﬁ le on the city after the brieﬁ ng.
  Much of the city was destroyed and we managed to evacuate the vast majority of citizens, so we have 
  no immediate interest in recapturing it. The Rephaim seem to know this, because they haven’t bothered 
  fortifying it. What they have been doing is ﬁ eld testing new species, though. It seems they use the city as 
  a sort of training ground, which has played right into our hands.
  Over the last few years, the Ordines have conducted a number of covert missions into Olisipo for the 
  purposes of grabbing specimens. We don’t take many and we don’t do it often—as far as we know, the 
  Rephaim are none the wiser, and attribute any losses to their live-ﬁ re combat exercises. Your mission is to 
  follow on from other missions and snatch living specimens for our Lazarite comrades to play with.
  Technicians have modiﬁ ed a Job supply truck by adding a number of sturdy holding tanks and ﬁ tting 
  seats for your Lance. It won’t be a smooth ride, but she’s perfect for the task. The tanks are rated 12D, 
  which should sufﬁ ce most regular Rephaim. If you get anything stronger, we can’t guarantee how long 
  they’ll be contained.
  A Nephilim Dropship will drop the APC in the docklands district just before dawn. We don’t want the 
  Rephaim alerted to your presence, so the Nephilim won’t be available for air support. The pilot will circle 
  around in the wastes between the city and the border, dropping into headset communication range every 30 
  minutes or so. Signal as soon as you’ve got a specimen and she’ll land and pick you up. We want to minimize 
  her presence, so work fast.
  Enemy Forces: The bulk of the enemy forces are known to comprise skeletons and zombies. We’re not 
  interested in these, though, or in vampires or mummies. The Lazarites want new specimens. In essence, if 
  you encounter something you’ve never seen before, grab it! Avoid engagements with regular Rephaim forces 
  at all costs.
  Support: Because this is a covert mission, you’ll be going in alone. Sergeants just don’t have the train-
  ing for this sort of work. This is another reason for you to avoid contact where possible.
  Equipment: This is a snatch-and-grab mission. Aside from your regular gear, the Lance will be issued 
  with two tangle guns, each with two rounds. Everyone is to take a mancatcher as well.
  *****
  OLISIPO
  OLISIPO
  (CENSUS RECORD 2340)
  (CENSUS RECORD 2340)
  Population: 1.32 million (currently abandoned).
  Location: 75 miles south of current Tomaculum border and 22 miles inland. The city sits on the 
  southern bank of the Tamesis River.
  Purpose: Heavy industry and shipbuilding hub (nonfunctional).
  Olisipo was divided into two distinct areas.
  Located on the river banks were the docks, shipyards, and heavy industry plants. During the Rephaim 
  invasion, the docks served as the stronghold for the Ordines. Almost the entire population was evacuated 
  from here on heavily armed ships, or via convoys of Job supply trucks and Pedael cargo lifters. Before the 
  ﬁ nal withdraw, the Ordines ordered an intense artillery and aerial bombardment to deny the Rephaim 
  use of any facilities.
  The residential and administrative districts were constructed ﬁ ve miles south of the city, along Highway 
  19R, in a series of four concentric circles. The outermost zone contained housing for the general populace. 
  Next were light industrial and administrative businesses. Inside of this sat the housing of the elite, and 
  well as an urban Preceptory. The core district served the Curia, and contained two notable buildings—the 
  Cathedral of St. Thomas, and the Basilica of the Rose-Cross.
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  Date: 32.VI.2050; 2030 Zulu.
  Ten years ago, the Rephaim captured the city of Olisipo, south of what is now the border between Dead 
  Zone Beta and Tomaculum. You’ll be handed a small data ﬁ le on the city after the brieﬁ ng.
  Much of the city was destroyed and we managed to evacuate the vast majority of citizens, so we have 
  no immediate interest in recapturing it. The Rephaim seem to know this, because they haven’t bothered 
  fortifying it. What they have been doing is ﬁ eld testing new species, though. It seems they use the city as 
  a sort of training ground, which has played right into our hands.
  Over the last few years, the Ordines have conducted a number of covert missions into Olisipo for the 
  purposes of grabbing specimens. We don’t take many and we don’t do it often—as far as we know, the 
  Rephaim are none the wiser, and attribute any losses to their live-ﬁ re combat exercises. Your mission is to 
  follow on from other missions and snatch living specimens for our Lazarite comrades to play with.
  Technicians have modiﬁ ed a Job supply truck by adding a number of sturdy holding tanks and ﬁ tting 
  seats for your Lance. It won’t be a smooth ride, but she’s perfect for the task. The tanks are rated 12D, 
  which should sufﬁ ce most regular Rephaim. If you get anything stronger, we can’t guarantee how long 
  they’ll be contained.
  A Nephilim Dropship will drop the APC in the docklands district just before dawn. We don’t want the 
  Rephaim alerted to your presence, so the Nephilim won’t be available for air support. The pilot will circle 
  around in the wastes between the city and the border, dropping into headset communication range every 30 
  minutes or so. Signal as soon as you’ve got a specimen and she’ll land and pick you up. We want to minimize 
  her presence, so work fast.
  Enemy Forces: The bulk of the enemy forces are known to comprise skeletons and zombies. We’re not 
  interested in these, though, or in vampires or mummies. The Lazarites want new specimens. In essence, if 
  you encounter something you’ve never seen before, grab it! Avoid engagements with regular Rephaim forces 
  at all costs.
  Support: Because this is a covert mission, you’ll be going in alone. Sergeants just don’t have the train-
  ing for this sort of work. This is another reason for you to avoid contact where possible.
  Equipment: This is a snatch-and-grab mission. Aside from your regular gear, the Lance will be issued 
  with two tangle guns, each with two rounds. Everyone is to take a mancatcher as well.
  *****
  OLISIPO
  OLISIPO
  (CENSUS RECORD 2340)
  (CENSUS RECORD 2340)
  Population: 1.32 million (currently abandoned).
  Location: 75 miles south of current Tomaculum border and 22 miles inland. The city sits on the 
  southern bank of the Tamesis River.
  Purpose: Heavy industry and shipbuilding hub (nonfunctional).
  Olisipo was divided into two distinct areas.
  Located on the river banks were the docks, shipyards, and heavy industry plants. During the Rephaim 
  invasion, the docks served as the stronghold for the Ordines. Almost the entire population was evacuated 
  from here on heavily armed ships, or via convoys of Job supply trucks and Pedael cargo lifters. Before the 
  ﬁ nal withdraw, the Ordines ordered an intense artillery and aerial bombardment to deny the Rephaim 
  use of any facilities.
  The residential and administrative districts were constructed ﬁ ve miles south of the city, along Highway 
  19R, in a series of four concentric circles. The outermost zone contained housing for the general populace. 
  Next were light industrial and administrative businesses. Inside of this sat the housing of the elite, and 
  well as an urban Preceptory. The core district served the Curia, and contained two notable buildings—the 
  Cathedral of St. Thomas, and the Basilica of the Rose-Cross.
  
  PLAYER HANDOUT #2: TACTICAL BRIEFING
  PLAYER HANDOUT #2: TACTICAL BRIEFING
  Date: 05.VIII.2050; 0730 Zulu.
  Sit down and shut up—this one is serious, and I want your full attention.
  Two months ago, Cardinal David Vespasian of the Ofﬁ ce of Agriculture was kidnapped along with his 
  entourage. The kidnappers are members of the Independence Movement. Intelligence reports they’re 
  farmers living near the Kobia border who want to secede from the Church and join the Union. Until now 
  they’ve been very low key and more a nuisance than a threat, but now they’ve crossed the line.
  It’s taken a while, but we’ve ﬁ nally deduced the kidnappers have taken up refuge in the old monastery 
  of St. Maximillian. It’s not well-fortiﬁ ed, but its location makes it a bitch to reach without being seen. The 
  monks lived a hermit lifestyle, and constructed their home on a rocky ledge high in the mountains.
  The Grand Master received instructions a short while later from His Holiness to rescue the cardinal 
  and his entourage through military force. Apparently the Curia wanted the Praetorians and Teutonics to 
  handle the rescue, but the Pope felt we were better equipped.
  The compound, you’ll get a map soon so stow any questions about the layout right now, is inaccessible 
  from the ground except by a treacherous climb or a winch lowed from the monastery. We doubt the 
  kidnappers will be so kind as to invite you in, though. For that reason, we’re going to rely on stealth to 
  get you into the compound. You’ll be dropped right into the monastery via Cherubs.
  Once you’re down, they’ll take up holding positions nearby, along with a third Cherub for hostage 
  extraction. Once you have secured the prisoners and are in the open, the Cherub will land to collect the 
  hostages while the others provide ﬁ re support. Only when the hostages are safely in the air will you be 
  permitted to leave.
  The wind shear in the mountains can be lethal. For that reason, the senior Cherub pilot has the ﬁ nal 
  go/no go decision on whether the insertion is possible. If he says he can’t land safely you’ll be climbing 
  several hundred feet of vertical cliff, so make sure you take suitable equipment!
  To ensure other enemies of the Church know kidnapping will not be tolerated, Papa John has ordered 
  your camera feeds and audio signals to be broadcast live once the operation commences. The monastery 
  has no communication equipment—it doesn’t even have electricity—and it’s too far from the transmitters 
  to pick up stray signals on portable units. The Cherubs will forward your signals to the nearest relay 
  station.
  We rescue Vespasian successfully, and we get a major public relations boon. Screw up, and this will 
  make us look very bad in front of millions of citizens. It’ll also give separatists across Salus a major boost 
  to their cause.
  Okay, aside from Vespasian, the entourage includes First Secretary Pietr Damocles of the Ofﬁ ce of 
  Agriculture New Territories Province, Archpriest Maria Valence, the local priest, and three Knights from 
  the Praetorians—Johnson, Irobi, and Zelwigger. Two other Knights were slain in the kidnapping.
  Once you’re tooled up, you’ll be ﬂ own to a forward camp nearer the mountains to plan your operation. 
  His Holiness wants this to be hard and fast, so don’t dally making detailed plans.
  Enemy Forces: A Cherub performed a ﬂ yby during the night, but the enemy wasn’t playing ball. As 
  best as we can tell, you’ll be facing maybe a dozen or so citizens armed with shotguns and ﬂ echette SMGs. 
  Chances are the militants are Preacher-trained, so they do know how to use their guns. They might have 
  a few grenades at their disposal if the Cardinal’s entourage were dumb enough to carry any.
  Support: A second Lance of Knights, Lance XI Banner B, will be accompanying you on this one. You’re 
  the senior Lance, and your Senior Knight is the mission commander.
  Equipment: The Curia has sanctioned extreme force for this mission, but they don’t want the cardinal 
  wasted by trigger-happy Knights. For that reason, you’ll be restricted to smoke grenades only.
  Since this is a rescue mission and not a raid, you’ll all be issued with SMGs instead of your usual 
  primary weapons. They’re far more compact than riﬂ es, and much better in a tight environment. No 
  support weapons of any sort will be issued. Any Infantry Support Knights had better get used to being a 
  grunt for a while.
  PLAYER HANDOUT #2: TACTICAL BRIEFING
  PLAYER HANDOUT #2: TACTICAL BRIEFING
  Date: 05.VIII.2050; 0730 Zulu.
  Sit down and shut up—this one is serious, and I want your full attention.
  Two months ago, Cardinal David Vespasian of the Ofﬁ ce of Agriculture was kidnapped along with his 
  entourage. The kidnappers are members of the Independence Movement. Intelligence reports they’re 
  farmers living near the Kobia border who want to secede from the Church and join the Union. Until now 
  they’ve been very low key and more a nuisance than a threat, but now they’ve crossed the line.
  It’s taken a while, but we’ve ﬁ nally deduced the kidnappers have taken up refuge in the old monastery 
  of St. Maximillian. It’s not well-fortiﬁ ed, but its location makes it a bitch to reach without being seen. The 
  monks lived a hermit lifestyle, and constructed their home on a rocky ledge high in the mountains.
  The Grand Master received instructions a short while later from His Holiness to rescue the cardinal 
  and his entourage through military force. Apparently the Curia wanted the Praetorians and Teutonics to 
  handle the rescue, but the Pope felt we were better equipped.
  The compound, you’ll get a map soon so stow any questions about the layout right now, is inaccessible 
  from the ground except by a treacherous climb or a winch lowed from the monastery. We doubt the 
  kidnappers will be so kind as to invite you in, though. For that reason, we’re going to rely on stealth to 
  get you into the compound. You’ll be dropped right into the monastery via Cherubs.
  Once you’re down, they’ll take up holding positions nearby, along with a third Cherub for hostage 
  extraction. Once you have secured the prisoners and are in the open, the Cherub will land to collect the 
  hostages while the others provide ﬁ re support. Only when the hostages are safely in the air will you be 
  permitted to leave.
  The wind shear in the mountains can be lethal. For that reason, the senior Cherub pilot has the ﬁ nal 
  go/no go decision on whether the insertion is possible. If he says he can’t land safely you’ll be climbing 
  several hundred feet of vertical cliff, so make sure you take suitable equipment!
  To ensure other enemies of the Church know kidnapping will not be tolerated, Papa John has ordered 
  your camera feeds and audio signals to be broadcast live once the operation commences. The monastery 
  has no communication equipment—it doesn’t even have electricity—and it’s too far from the transmitters 
  to pick up stray signals on portable units. The Cherubs will forward your signals to the nearest relay 
  station.
  We rescue Vespasian successfully, and we get a major public relations boon. Screw up, and this will 
  make us look very bad in front of millions of citizens. It’ll also give separatists across Salus a major boost 
  to their cause.
  Okay, aside from Vespasian, the entourage includes First Secretary Pietr Damocles of the Ofﬁ ce of 
  Agriculture New Territories Province, Archpriest Maria Valence, the local priest, and three Knights from 
  the Praetorians—Johnson, Irobi, and Zelwigger. Two other Knights were slain in the kidnapping.
  Once you’re tooled up, you’ll be ﬂ own to a forward camp nearer the mountains to plan your operation. 
  His Holiness wants this to be hard and fast, so don’t dally making detailed plans.
  Enemy Forces: A Cherub performed a ﬂ yby during the night, but the enemy wasn’t playing ball. As 
  best as we can tell, you’ll be facing maybe a dozen or so citizens armed with shotguns and ﬂ echette SMGs. 
  Chances are the militants are Preacher-trained, so they do know how to use their guns. They might have 
  a few grenades at their disposal if the Cardinal’s entourage were dumb enough to carry any.
  Support: A second Lance of Knights, Lance XI Banner B, will be accompanying you on this one. You’re 
  the senior Lance, and your Senior Knight is the mission commander.
  Equipment: The Curia has sanctioned extreme force for this mission, but they don’t want the cardinal 
  wasted by trigger-happy Knights. For that reason, you’ll be restricted to smoke grenades only.
  Since this is a rescue mission and not a raid, you’ll all be issued with SMGs instead of your usual 
  primary weapons. They’re far more compact than riﬂ es, and much better in a tight environment. No 
  support weapons of any sort will be issued. Any Infantry Support Knights had better get used to being a 
  grunt for a while.
  
  © 2008 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  © 2008 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.  © 2008. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31107
  $7.50
  Inside this adventure pack you’ll ﬁ nd:
  • Snatch and Grab: A full-length adventure in which the Knights are ordered to secure 
  unusual Rephaim specimens for scientiﬁ c study. Alone in a hostile city, the Knights need 
  to act quickly and quietly.
  • A Cardinal Error: Cardinal Vespasian, head of the Ofﬁ ce of Agriculture, has been 
  kidnapped by separatists seeking to join the Union of Corporations. To ensure a safe 
  rescue, and make other kidnappers think twice about daring to use force against the 
  Church and its ofﬁ cials, the Pope has personally ordered the Sacri Ordines to conduct 
  a televised rescue mission. The orders for this short adventure are brutally simple—
  rescue the prisoners, kill the kidnappers.
  • Three Short Adventures: When someone higher up the chain of command makes a 
  mistake, it’s left to the Knights to appear live on the Church’s home-shopping channel 
  to sell merchandize! Aiding another Preceptory, the Knights are assigned to walk the 
  beat and police the streets. Have they got what it takes to deal with the public without 
  resorting to violence? In the third adventure, a rescue mission leads to a terrifying 
  discovery (this mission also details a new Dangerous Secret the WM can use in his own 
  Necropolis 2350 adventures).
  • WM Appendix: Contains a quick system for creating non-combat missions, and additional 
  Mission Tables to give the WM more choice in the sorts of combat adventures he runs.
  • Bestiary: Every stat you need to run the adventures is included to reduce book-
  ﬂ ipping during play! Includes two new forms of Rephaim and two variants on the 
  zombie stat block—sniper and grenadier.
  YOU’VE JOINED THE SACRI ORDINES, YOU’VE EARNED YOUR SWORD, 
  YOU’VE JOINED THE SACRI ORDINES, YOU’VE EARNED YOUR SWORD, 
  AND NOW YOU’RE WAITING EAGERLY FOR THE CALL TO BATTLE? 
  AND NOW YOU’RE WAITING EAGERLY FOR THE CALL TO BATTLE? 
  WAIT NO LONGER, BRAVE KNIGHTS!
  WAIT NO LONGER, BRAVE KNIGHTS!
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/TAG31107 - Tales From the Frontline #01.pdf