TEXT: 30301
  TEMPLAR HANDBOOK
  
  by Paul “Wiggy” Wade-Williams
  line editor: Hans botHe 
  graPHic design: robin elliott 
  tyPesetting: Paul Wade-Williams 
  cover image: daniel rudnicKi
  This game references the Savage Worlds game system, available from Pinnacle Entertain-
  ment Group at wwwwwwwww.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle 
  makes no representation or warranty as to the quality, viability, or suitability for purpose of this 
  product.
  ©2017 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks 
  of Triple Ace Games. All Rights Reserved.
  WWW.triPleacegames.com
  necropolis 2350
  templar Handbook
  
  
  This supplement is designed to be used by player character Knight Templars as much as War Masters. 
  As well as providing players with additional background information, it is intended to supply all essen-
  tial game mechanics a Templar player may need during play, thus cutting down on the need to consult 
  the core rulebook. As such, some material from Necropolis 2350 and the Necropolis 2351-55 Update is 
  repeated for convenience and completeness.
  2
  Chapter One: OrdO templi nOvi................................................................. 3
     histOry...................................................................................................... 3
        mOttO..................................................................................................... 4
        Grand masters...................................................................................... 5
        seniOr OffiCers...................................................................................... 5
     reCruitment.............................................................................................. 6
     traininG..................................................................................................... 7
     KniGhtly JustiCe....................................................................................... 8
     finanCial status....................................................................................... 8
     Chapters.................................................................................................... 9
     typiCal missiOns..................................................................................... 10
     expanded GlOssary................................................................................. 12
  Chapter twO: faCilities............................................................................. 13
  Chapter three: hardware......................................................................... 15
     vehiCles................................................................................................... 15
     air suppOrt vehiCles.............................................................................. 17
     mundane Gear........................................................................................ 18
  Chapter fOur: persOnnel files................................................................. 19
     wild Cards............................................................................................. 19
     KniGht extras......................................................................................... 23
     serGeant extras..................................................................................... 24
     famOus units........................................................................................... 25
     typiCal lanCes........................................................................................ 28
  Chapter five: CharaCter KniGhts............................................................. 29
     OrdO speCial traininG............................................................................. 29
     BranChes and Gear................................................................................. 29
     edGes....................................................................................................... 30
        COmBat edGes...................................................................................... 30
        OrdO edGes........................................................................................... 31
        prOfessiOnal edGes.............................................................................. 32         
     hindranCes.............................................................................................. 32
  table of contents
  
  necropolis 2350: templar Handbook
  3
  And he said, This will be the manner of the 
  king that shall reign over you: He will take 
  your sons, and appoint them for himself, for 
  his chariots, and to be his horsemen; and 
  some shall run before his chariots.
  1 Samuel 8:11
  The Ordo Templi Novi, better known to 
  the masses governed by the Third Reformation 
  Church as the Templars, is renowned as much 
  for its reluctance to leave the battlefield as the 
  thundering might of its armored vehicles. 
  Although they operate a wide variety of 
  vehicles, their Calvary and Golgotha main 
  battle tanks (MBTs) and assorted aircraft are 
  welcomed on the field of battle by any allied 
  force, and their reputation for turning the 
  tide of battle on numerous occasions has won 
  them many papal citations.
  Some call them proud and brave. Others la-
  bel them as reckless. Whatever one’s feelings, 
  few can fault them for over 30 years of loyal 
  service to the Pope. This book is devoted to 
  the Templar war machine, with specific inter-
  est paid to their Knights Vehicle Crew.
  For clarity, the use of “he” and “his” is pure-
  ly down to tradition. Save for one Ordo, the 
  Ordines are open to men and women equally.
  History
  The Templars hold the prestigious honor 
  of being the first order of warrior-monks not 
  once, but twice.
  First incarnation
  Their first incarnation was as the Poor 
  Knights of Christ and of the Temple of Solo-
  mon. Defenders of Earth’s Holy Land during 
  a time of religious strife, they existed between 
  1118 and 1307. As well as being soldiers, the 
  early Templars were bankers, acquiring vast 
  wealth in the process. 
  Their status attracted the enmity of the 
  French king, Philip IV, who was broke and heav-
  ily indebted to the order, and the Pope. With 
  no other way to bring the Templars to their 
  knees, the king conspired with Pope Clement 
  V to falsely accuse the knights of heresy. The 
  order was disbanded in 1307. Their last grand 
  master, Jacques de Molay, was burned at the 
  stake in 1314.
  Save for medieval historians, the Templars 
  were largely forgotten until the end of the 
  20th century. As the new millennia loomed, 
  stories placing them at the center of an in-
  ternational conspiracy to control the fate of 
  Europe emerged. Despite the flimsy evidence, 
  they were linked to ancient Egyptian beliefs, 
  their continued existence attributed with 
  Freemasonry, and suspected of preserving the 
  bloodline of Jesus Christ.
  second incarnation
  By the time the order was officially resur-
  rected on 13th October 2319 (exactly 1012 
  years to the day the original order was dis-
  banded), the many conspiracies were no lon-
  ger worthy of being a footnote in history.
  3
  chapter one:
  ordo templi novi
  
  necropolis 2350: templar Handbook
  
  As far as the Templars are concerned, 
  they were the first of the Sacri Ordines. True, 
  the Lazarites had been in existence for sev-
  eral years, but they were a scientific arm of 
  the Church, not a true fighting Ordo devoted 
  to the holy cause of eradicating the Rephaim. 
  This is a matter of great pride among Knights, 
  who are never shy about reminding the other 
  Ordines of this fact.
  The initial intake was selected from military 
  personnel of strong faith. Of these first Knights, 
  the number still alive can be counted on one 
  hand. None are in any fit state to continue 
  serving on the frontlines.
  With money and materiel supplied by the 
  Church, the new Ordo immediately began 
  constructing Preceptories near the front lines. 
  Although perfected by later Ordines, the early 
  Templar design still forms the basis of all Pre-
  ceptories. It would be a year before the new 
  order of Knights and Sergeants saw battle.
  oPeration morning star
  Despite the onset of an early winter in 
  2320, a force of 15 Knights and 300 Sergeants, 
  all infantry, landed near the city of Satura (now 
  Augustus) to engage the Rephaim threatening 
  to advance on the conurbation. The aim of Op-
  eration Morning Star was to test the new Ordo 
  in battle and in doing so teach the Rephaim 
  that their profane existence would no longer 
  be tolerated.
  Keen to draw blood and prove their worth 
  to the Pope, the Templars launched their assault 
  before being briefed on the nature of their foe 
  by the Lazarites. None survived the week. 
  Though the media reported the Knights 
  battling against “an unending hoard of dark-
  ness” and “ceaseless attacks,” the Templars’ 
  eagerness had simply got the better of them—a 
  lesson they still have to learn.
  With the creation of the Incinerators (2320) 
  and Impalers (2325), the Templars sought a 
  new specialty. Taking a lesson from history, 
  they reverted to becoming cavalry, replacing 
  horses with armored vehicles. In 2326, the 
  newly restructured Ordo was quickly recog-
  nized as producing the best pilots and drivers 
  among the Sacri Ordines.
  tHe First battle oF neW budaPest
  The first attempt to retake New Budapest 
  in 2347 failed, but not from a lack of courage. 
  The Templars amassed an entire Battle of heavy 
  and medium tanks, but poor intelligence, weak 
  tactics, and a refusal to withdraw when there 
  was still a chance of regrouping and launching 
  a second assault led to heavy losses.
  The loss of so many tanks allowed the 
  Rephaim to surge out of New Budapest a year 
  later. Lacking armored support, the infantry 
  Ordines withdrew to the fortifications of the 
  Iron Belt. 
  battle oF tHe iron belt
  Their strength reinforced, the Templars ini-
  tially opted for a purely defensive role, setting 
  their tanks in hull-down positions and mowing 
  down the advancing horde. After three months 
  of continued attacks, the Templars fell back 
  on their old habits and opted to go on the of-
  fensive. Led by wiser commanders, they with-
  drew their tanks and outflanked the Rephaim, 
  smashing through their rear lines in a shock 
  and awe assault.
  This time the Templars’ refusal to retreat 
  worked in their favor. Miles by mile, they tore 
  through the enemy before joining up again 
  with the defenders of the Iron Belt. The tanks 
  promptly turned around and, this time backed 
  by infantry, broke the Rephaim siege.
  motto
  The Templar motto, non receptus non 
  concedere (no retreat no surrender), was 
  born at the moment the Ordo first engaged 
  the Rephaim. Outnumbered (though not 
  outgunned), the meager force fought to the 
  last man. For Templars the motto is a badge 
  of honor, reflecting their unswerving loyalty to 
  the great cause.
  Upon being knighted, Templars recite 
  an additional vow. This prevents them from 
  leaving the field of battle unless they are the 
  last man alive. A noble vow, but one that has 
  caused many thousands of needless deaths. 
  necropolis 2350: templar Handbook
  
  
  5
  Although an extreme example, a situation 
  arose where three Templars tanks were all that 
  remained of a larger force. Since each vehicle 
  commander was a Templar, they refused to 
  abandon the field before their comrades. The 
  stalemate was broken by the destruction of all 
  three vehicles.
  Despite the heavy losses, Templars still 
  hold true to their motto, although these days 
  they take the vow with a grain of salt, refusing 
  to leave the battlefield while any Knights other 
  than Templars remain. With that in mind, many 
  Templars have adopted a second, unofficial, 
  motto—primus in patiatur (first in, last out).
  grand masters
  Since their inception in 2319, a single 
  Grand Master, Simon Monterrey, has steered 
  the Templar war machine. Originally training 
  to be a priest, Monterrey enlisted with the pa-
  pal armored cavalry during the Third Reforma-
  tion. His valor earned him several awards and 
  promotions. He was awarded a knighthood by 
  the Pope in 2315 and immediately put to work 
  founding a new fighting force.
  A competent strategist, decades of heavy 
  losses have not tempered his devotion to the 
  Templar motto. Some say that when he is not 
  planning the next Templar offensive he flagel-
  lates himself for the countless souls he has 
  sent to the Creator.
  senior oFFicers
  Like the other Ordines, the Templars have 
  three senior dignitaries serving the Grand Mas-
  ter. The number in parentheses is the date the 
  individual achieved their current station.
  dePuty master
  Physically, Deputy Master Rudolph Kuenss-
  berg (2340) looks like a disaster zone. His right 
  arm and leg have been replaced by prosthetics, 
  and his exposed flesh is a mass of burn scars.
  A veteran warrior, he was serving as a Knight 
  Commander when his tank was hit and burst 
  into flames. Kuenssberg could have walked 
  away without injury, but he repeatedly went 
  back to rescue his comrades, enduring horrific 
  wounds as a result. On his full recovery, he was 
  promoted to Preceptor Master, partly for his 
  bravery but mostly because he could no longer 
  serve in the frontline. 
  Still unwilling to shy away from battle, he 
  demanded, and was granted, control to a front-
  line Preceptory. By the time he was selected to 
  become Marshal, he had been awarded the 
  rank of Field Master.
  senescHal
  Never a frontline soldier, Piotr Ancesu 
  (2337) served the Ordo as a vehicle technician. 
  Stricken with arthritis at a young age but too 
  valuable for his technical know-how to assign 
  to a routine desk job, Ancesu was promoted 
  to the position of Ground Technician at a rear-
  ward Preceptory, where he was in charge of the 
  base’s contingent of engineers and mechanics. 
  Due to staff shortages, he also adopted the role 
  of Quartermaster. Within a few years, he had 
  added Senior to both titles and had authority 
  over five Preceptories.
  Ancesu was fortunate in that the previous 
  Seneschal not only chose to retire his post 
  on the grounds of ill-health, but was a close 
  friend. It was he who put Ancesu’s name in the 
  hat when Grand Master Monterrey was search-
  ing for a suitable replacement.
  Deciding that a warrior would make a 
  poor financial and logistics officer, Monterrey 
  selected Ancesu for his technical knowledge as 
  much as his ability to handle logistics.
  marsHal
  Responsibility for commanding the Ordo’s 
  military forces on a daily basis falls to Martha 
  Krieger (2342). She holds the distinction of 
  being top of the first class to graduate from the 
  ADVARC Academy (see Chapter Two). Although 
  only a Preceptor Master when elevated to Mar-
  shal, she was a popular choice with the troops, 
  especially those who had served under her.
  Unlike the Grand Master, she has seen the 
  result of the Templar’s motto in action first 
  ordo templi novi
  5
  
  necropolis 2350: templar Handbook
  
  hand. In her new position, she steers away 
  from reckless and unnecessary engagements 
  and futile last stands.
  recruitment
  While replacing infantry losses is relatively 
  easy, joining any Ordo’s vehicle crew branch 
  is tough—not everybody is cut for driving or 
  piloting in combat conditions, nor do techni-
  cal skills come easily to many.
  Unfortunately, heavy losses caused by the 
  Ordo’s offensive mentality means its ranks are 
  always depleted. It has long been remarked 
  that the Templars divide their time between 
  recruiting new flesh and promptly sending 
  them to die in battle, and that they devote a lot 
  of attention to both.
  At some point in their careers, all Knights 
  end up working a recruitment drive. Their 
  role is two-fold—show-off and explain the 
  hardware, and regale civilians with tales of 
  heroism (Recruiting Sergeants from the Chap-
  ter Clerical handle the paperwork side). War 
  isn’t glorious, of course, but the average citi-
  zen tends to believe what the media portrays. 
  For that reason, Knights with obvious physical 
  impairments caused by battlefield injuries are 
  exempt from recruiting service.
  Recruitment drives may not sound like 
  a lot of fun, but they can serve as adventure 
  hooks or add an additional element to an ad-
  venture. For instance, a media crew might be 
  assigned to the Knights’ lance, with promises 
  that worthy footage will appear on the Ordo’s 
  next news slot. Not only do the Knights have to 
  perform well for the public, they have to keep 
  the media team alive.
  A public appearance at a mall may sound dull, 
  but there are plenty of heretics who see these 
  events as opportunities to strike at the Ordines. 
  A bombing followed by an attack with SMGs is 
  sure to get the Knights’ blood pumping.
  correctional Facilities
  The Church operates very few prisons. 
  Those whose crimes are too trivial for flogging 
  and not serious enough for death are sent to 
  labor camps, where they work for the good of 
  the Church.
  The Templars have taken the time to foster 
  good relationships with the police forces of 
  major urban centers. Anyone arrested for a 
  vehicular crime may find their details being 
  passed to the local Preceptory. Within a few 
  hours, the accused may receive a visit from a 
  recruiting Knight. 
  Typically they are offered two choices—face 
  the courts and take the punishment or sign up 
  to the Templars as a Sergeant and get to drive 
  offensively all day, every day. By signing up to 
  the Ordo, the accused is now immune to pros-
  ecution by the Church judicial system.
  media
  While many Ordines pad out their one 
  hour allotted time on the news channel with 
  stock footage, the Templars devote their time 
  to recruitment. Footage of tanks rolling into 
  battle and blasting enemy targets, and inter-
  views with Knights espousing the heroic life 
  led by tankers are commonplace.
  tHe museum oF armored WarFare
  The Museum is detailed in Chapter Two. 
  Among the attractions, and especially popular 
  with impressionable younger visitors, are vir-
  tual reality “battle-pods.”
  These allow visitors to experience the “thrill” 
  of commanding a tank in combat. While the 
  Ordo claims it presents a realistic experience, the 
  simulators are little more than an elaborate com-
  puter game, the odds heavily stacked in favor of 
  the good guys. Survivors, which is most anybody 
  with an ounce of common sense and moderate 
  reflexes, receive a certificate of achievement. The 
  best players get a more elaborate certificate of 
  bravery and the opportunity to have their photo-
  graph taken with a Templar Knight who has lived 
  through at least one battle.
  Needless to say, the pods have become a 
  potent recruitment tool for the Ordo’s vehicle 
  branch. With that in mind, a recruitment of-
  fice is located just a few steps away. Those 
  who score well on the simulators are carefully 
  steered toward the office.
  necropolis 2350: templar Handbook
  
  
  
  Public aPPearances
  There is something about an armored ve-
  hicle that makes children and adults alike want 
  to clamber aboard and sit inside. The Templars 
  are very aware of this, and make frequent ap-
  pearances at schools, college, fairs, and even 
  shopping malls.
  No appearance is without a cadre of recruit-
  ing Knights keen to espouse the virtues of the 
  Ordo and the great life enjoyed by tankers. Few 
  of these are battle-hardened veterans, though. 
  Rather they are smooth-talking administrators 
  who know exactly what to say to get citizens to 
  sign up as Sergeants or Squires.
  training
  Following the standard two months basic 
  training, all Squires, regardless of their desired 
  branch, undergo vehicular and mechanical 
  training. Much of their instruction is theo-
  retical—only those selected to become Field 
  Mechanics or Vehicle Crew receive any real 
  practical instruction. 
  Squires usually have the option of picking 
  whether they train on ground, air, or maritime 
  vehicles. Only when the Ordo desperately 
  needs crews of a given type is that decision 
  taken from their hands.
  Ordo training complete, those accepted as 
  Field Mechanics or Vehicle Crew go to advanced 
  studies. For the next year, this is the only train-
  ing they receive. There is crossover, however, 
  as all Vehicle Crew must know something of 
  repairing any vehicle and all Field Mechanics 
  are capable of driving ground vehicles.
  The Ordo favors specialization over general 
  competency, but Squires are not required by 
  the Ordo’s rules to stick to a single vehicle 
  type. Those who opt for multiple vehicular 
  proficiencies are accorded no special favors—
  they must simply train for longer to earn their 
  knighthood.
  Squires who fail to make the grade as Ve-
  hicle Crew are not automatically returned to 
  civilian life. Those who wish to remain with the 
  Ordo can transfer to an infantry branch, or, if 
  their grades permit, train as a Field Mechanic. 
  Conversely, a Squire undergoing training in an 
  infantry role who displays suitable vehicular 
  skills may be offered a switch to Vehicle Crew. 
  In rare cases the switch is involuntary.
  Many Squires actually opt to learn the basics 
  of practical vehicle operation as extracurricu-
  lar training. This enables them to help drive 
  vehicles from the battlefield or replace fallen 
  Vehicle Crew in an emergency. In game terms, 
  the War Master may add Boating, Driving, or 
  Piloting d4 to any NPC Knight Templar.
  tHe stereotyPical  
  temPlar
  Whether talking to Knights of the other 
  Sacri Ordines or the civilian population, 
  the two words most frequently used to 
  sum up the Templars are “brave” and 
  “crazy.”
  In reality, the average Templar is no brav-
  er than any other Knight. Much of this 
  false image comes from their adherence 
  to their motto and, if anything, is more 
  akin to foolhardiness. Sure, the sight 
  of a lone tank fighting to the bitter end 
  against the Rephaim serves the Church 
  well in stirring up hatred toward the en-
  emy and a desire to help the cause, but 
  tank crews aren’t trained overnight, and 
  every loss weakens the Ordo slightly.
  One thing the average infantry Knight can 
  count on is that no Templar will desert 
  him in battle. Whether it’s an entire Ban-
  ner or a lone Knight (or even Sergeant), 
  Templars will push forward to rescue 
  their comrade. This is actually truer if the 
  Knights are not Templars—their motto 
  denies them the luxury of abandoning 
  fellow Knights, even when attempting a 
  rescue would be suicidal.
  Despite rumors to the contrary, the 
  Templars have great respect for infantry 
  troops. Partly this is because the infantry 
  doesn’t have the luxury of heavy armor 
  plating, heavy weapon systems, and rap-
  id mobility to protect them. Partly it is be-
  cause even in 2350, tanks without infan-
  try support are easy targets for Rephaim 
  with anti-tank weapons.
  ordo templi novi
  
  
  necropolis 2350: templar Handbook
  
  KnigHtly Justice
  Given their specialized training and general 
  lack of infantry combat awareness, the Tem-
  plars are loathe to send Field Mechanics and 
  Vehicle Crew convicted of sins to serve with 
  the Penitents—the penal troops  are a purely 
  infantry Ordo. Fortunately, the Pope has seen 
  fit to grant the Templars some leeway.
  Major sins that would usually warrant a 
  tour with the Penitents can be punished with 
  an assignment to menial duties with the Tem-
  plars, such as driving supply trucks delivering 
  the mail to Preceptories or painting vehicles. 
  Although he remains with his Ordo, the Knight 
  is required to wear the gray tabard and yellow 
  cross of a Penitent and follow all their rule.
  There is little the Ordo can do to punish 
  those who commit the most serious crimes ex-
  cept send them to the Penitents and pray they 
  earn their absolution quickly.
  Financial status
  Highly trained Knights are not enough to 
  win the war alone. In order to be an effective 
  military machine, the Ordo needs a constant 
  supply of money.
  blessed items
  No Ordo may trade in holy relics or miracu-
  lous talismans, but there is no proscription 
  against selling mundane objects associated 
  with saints. All have been blessed by a priest or 
  Chaplain, hence their common name.
  Although the Ordo has two patron saints—
  Saints Eligius and George—it is strongly asso-
  ciated with two others.
  St. Christopher is the patron saint of travel-
  ers. It is not unusual to see a medal stamped 
  with his image and a short prayer of protection 
  on one side and the Templar cross on the other 
  dangling from the rearview mirror of a civilian 
  automobile. Indeed, many Vehicle Crews carry 
  wear such talismans.
  Less well known is St. Frances of Rome, pa-
  tron saint of automobile drivers. Her talismans 
  are favored by female drivers, especially wid-
  ows, the latter being another group watched 
  over by Frances.
  cHaPels
  The Templars are most associated with St. 
  Eligius, patron saint of mechanics. His shrines 
  are few and far between, but the priests, many 
  of whom are former Knights or Sergeants, 
  gladly donate to the Ordo.
  Taking their heritage from the United 
  States of America, as was, tankers within the 
  Ordo claim St. George as their patron saint. 
  Naturally, the Impalers take a dim view on 
  this. Chapels devoted to the saint usually split 
  donations between the two Ordines so as not 
  to be seen taking sides.
  mercHandising
  Merchandising is big business, and here 
  the Templars have an advantage over their 
  peers—their monopoly on model kits of ar-
  mored vehicles. Basic kits allow a child to play 
  war games with a minimum of effort.
  Recently, the Ordo has taken to selling de-
  tailed model kits for collectors. Published over 
  hundreds of issues, each of which comes with 
  a component or two and a glossy magazine 
  detailing a specific armored vehicle or battle, 
  they have proven very popular with a more 
  mature audience. 
  In a similar vein, there is now a magazine 
  devoted to heroes of the Ordo. Each issue is 
  dedicated to a single Knight’s life and exploits, 
  and comes with a collectible figurine depicting 
  the Knight in full regalia. In game terms, any 
  player character Knight who takes the Media 
  Star Edge is the subject of one of these maga-
  zines within 2d4 months (assuming he does 
  nothing to stain his reputation in the mean-
  time, of course).
  Sales of general merchandise are several 
  percentage points higher than the other Or-
  dines. Infantry may make up the bulk of the 
  Ordines, but it is the image of tanks crushing 
  Rephaim under tracks and mowing down 
  scores of enemies that truly capture the pub-
  lic’s imagination.
  necropolis 2350: templar Handbook
  
  
  
  rePair centers
  As well as drawing taxes from its many 
  estates, the Templars operate refueling and 
  repair centers for civilian use. Every last miter 
  from these enterprises is funneled into the 
  Ordo’s central coffers.
  Individual centers are operated by citizens, 
  though in large centers the chief mechanic is 
  often a Technical Sergeant nearing the end of 
  his career. On rare occasions, a Knight is sent 
  to serve as a mechanic in place of a tour with 
  the Penitents. A Knight from the Chapter Cleri-
  cal oversees all facilities within a given city or 
  rural geographical area.
  cHaPters
  No Ordo is obliged to have more than 
  the two default Chapters—the administrative 
  Chapter Clerical and fighting Chapter Militant. 
  The Templars have a third Chapter—the Chap-
  ter Technical.
  cHaPter clerical
  Military machines cannot operate without 
  funding and soldiers cannot function without 
  food. Responsible for managing the Ordo’s es-
  tates, attracting donations and collecting taxes, 
  hiring recruits, and ensuring the granaries are 
  full falls to the Chapter Clerical.
  As with most Ordines, Sergeants fill the 
  majority of positions. Knights unfit to serve 
  elsewhere due to injury or old age are also 
  assigned to the Chapter, ensuring they can 
  continue to serve the Ordo.
  Unable to hold any rank higher than Knight 
  due to their non-combatant status, senior 
  post holders are nonetheless treated with the 
  same respect as Knight Commanders. Those 
  who serve at the main Preceptory within a 
  Commanderie add “Commander” to their 
  administrative title, while those at subordinate 
  Preceptories add “Preceptor.”
  For example, a Commander Estate Man-
  ager is ultimately responsible not only for the 
  estates tied to his Preceptory, but those belong-
  ing to subordinate Preceptories. His juniors, 
  who command the relevant Preceptories on a 
  daily basis, are Preceptor Estate Managers.
  cHaPter militant
  Whereas the other Ordines have around 
  5-10% total Knight strength trained to operate 
  vehicles, among the Templars it is an impressive 
  65%. Ultimately, the Grand Master would dearly 
  love to abolish all infantry units and focus en-
  tirely on vehicular soldiering. Doing so, how-
  ever, would prevent the Templars from operat-
  ing independently of the other Ordines—even 
  the Grand Master is not stupid enough to send 
  tanks into battle without infantry support.
  Despite media portrayals of vehicle crew as 
  knights of old riding into battle in mechanized 
  steeds, it is a dangerous and far from glamor-
  ous life. When not spearheading assaults or 
  conducting bombing runs, Knights may find 
  themselves with little to do but ensure their 
  vehicles are in top condition and kill time wait-
  ing for the next call to battle.
  Driving supply trucks and piloting cargo 
  dropships is usually left to qualified Sergeants. 
  With such missions nicknamed “milk runs,” it 
  should be no surprise that the pilots are re-
  ferred to as “Milk Men.” The name is used in 
  good humor rather than as an outright insult—
  every Knight knows his life might one day rely 
  on one of these courageous Sergeants.
  The only real dangers to tanks are enemy 
  tanks and field guns. Unwillingly to entirely 
  trust the other Ordines to safeguard its ve-
  hicles and their crew, the Templars have a large 
  number of Assault Lances equipped with man-
  portable anti-armor weaponry.
  Scouts form an important part of tactical 
  operations—no Templar commander wants 
  to lead his armored vehicles into a minefield 
  or bottleneck. Templar Knights Scout are usu-
  ally qualified drivers, allowing them to make 
  us of vehicles like the Daniel quad bike and 
  stealth painted Sinai scout vehicle. Although 
  it rarely employs ground forces other than 
  scouts behind enemy lines, the Ordo operates 
  a number of Cherub Insertion Craft for scout-
  ing purposes.
  ordo templi novi
  
  
  necropolis 2350: templar Handbook
  0
  cHaPter tecHnical
  In order to ensure its vast array of vehicles 
  is kept in a combat ready state, the Templars 
  formed the Chapter Technical in 2329. Every 
  Knight Combat Engineer who specialized in 
  vehicle repair was automatically moved to the 
  new Chapter, as were all technically trained 
  Sergeants. In order to separate them from 
  conventional Combat Engineers, a new branch 
  was created—the Knight Field Mechanic.
  The Chapter is unofficially divided in twain. 
  On the one hand, there are the hard-working 
  Knights and Sergeants who work in the Pre-
  ceptories’ many garages and hangar bays.
  On the other hand, there are the brave, and 
  many say insane, field mechanics who serve 
  on the frontline, hauling badly damaged ve-
  hicles back to the Preceptory on the back of a 
  Behemoth tank transporter or charging across 
  the battlefield in an Ezekiel repair trucks to 
  conduct emergency field repairs (often while 
  under heavy fire).
  cHaPlains
  Devoted as they are to vehicular combat 
  and operations, the Templars place no re-
  quirements on Chaplains to learn vehicular 
  handling or technical skills. Many elect to learn 
  the basic, however. This not only allows them 
  to help out when the need arises, but firms a 
  stronger bond with the Knights who spiritual 
  welfare they must support.
  sergeants
  Unlike the other Ordines, the Templars em-
  ploy a comparatively small number of Sergeants 
  in an infantry role. When infantry support is 
  required, the Templars frequently call on the 
  other Ordines. Rarely is this denied—infantry-
  men are glad to have the support of armor in 
  return for what they call “babysitting duties.”
  The great majority of Sergeants serve the 
  Ordo as administrators, technicians, supply 
  drivers, and vehicle crew. In order to differenti-
  ate them from their brethren, those belonging 
  to the Chapter Technical receive the prefix 
  “Technical” to their rank.
  tabards & emblems
  For Knights who operate and service ve-
  hicles, a white tabard may seem an odd choice, 
  yet that is exactly what they sport. Despite their 
  frequently grubby appearance, Templars are 
  quick to remind other Knights that the color 
  of their tabard refers to their spiritual purity. 
  This also a not so subtle dig at the Lazarites 
  and their black tabards.
  In battle, infantrymen wear armor camou-
  flaged to match the predominant terrain. A 
  white (or black) square and cross are worn on 
  the left breast to denote their Chapter. Vehicle 
  crew rarely bother with camouflaged armor.
  Chapter Clerical: The Maltese cross sport-
  ed on the tabards of administrators is green.
  Chapter Militant: Knights of the senior 
  Chapter sport a red Maltese cross central on 
  their tabards.
  Chapter Technical: Engineers and me-
  chanics wear white tabards with a black Mal-
  tese cross.
  Sergeants: Sergeants sport a black tabard 
  (better to hide grease and oil stains) with a red 
  Maltese cross placed centrally.
  tyPical missions
  Every Ordo is expected to be able to carry 
  out a wide variety of mission types, but there 
  are some specific Ordines favor over others. 
  Similarly, while every Ordo operates its own 
  vehicles and has its own Knights Vehicle Crew, 
  infantry Knights are happiest knowing there 
  are Templars at the controls. Not only are they 
  the best tankers and pilots, but the Templars 
  don’t readily retreat from battle.
  The list below also serves as advice for the 
  War Master with regard suitable missions for 
  groups focused on or around the Templars. In 
  mixed Lances, there is a very good chance that 
  any Templars are Knight Vehicle Crew—vehicles 
  are their Ordo’s specialty, after all. To ensure 
  a player Knight has a role to play, the Lance 
  necropolis 2350: templar Handbook
  0
  
  
  should always be assigned at least a Prophet 
  APC or Angel dropship to deliver the Lance to 
  its objective and provide fire support.
  For convenience, any reference to infantry 
  Lances includes any Lance made up of ground 
  troops, such as Assault, Combat Engineer, In-
  fantry, and Infantry Support Artillery.
  armored assault
  There is nothing Templar Vehicle Crews 
  love to hear more than that they have been as-
  signed an armored assault mission. Rather than 
  having to crawl along with the ground troops, 
  armored vehicles operate on their own.
  Depending on the mission, they may be 
  required to spearhead a thrust through enemy 
  lines, clearing the path for the infantry, or 
  pound a hardened enemy position to rubble. 
  Either way, such missions present an opportu-
  nity to unleash the big guns and blow things 
  up—something Templars do very well.
  It must be noted that mass tank battles are 
  extremely rare—the Rephaim do not manu-
  facture armored vehicles, and those they have 
  captured are prized assets, not to be thrown 
  away recklessly.
  inFantry ground suPPort
  The most common mission involves Tem-
  plar tanks supporting infantry operations from 
  the ground. In most missions, this involves one 
  tank from each an Armor Lance being assigned 
  to a specific infantry Lance. Since the vehicle 
  is acting in a support role, the infantry Lance’s 
  Senior Knight has tactical authority over the 
  armored vehicle.
  The type of vehicle loaned out varies with 
  both the nature of the infantry Lance and its 
  specific objective. For instance, a Combat En-
  gineer Lance assigned to clear a minefield  un-
  der enemy fire may have a Flagellant infantry 
  support vehicle or Judea medium tank to sup-
  press enemy troops. In a more peaceful area, 
  or when speed is of the essence, a Proverb 
  minesweeper may be assigned to help remove 
  the mines.
  insertion & suPPort
  Nine times out of ten, infantry are delivered 
  to the frontlines by Prophet APCs and Angel 
  dropships. As soon as the troops are clear, 
  these vehicles beat a retreat. In the remaining 
  oPtional rule 
  cHaPlains & saints
  All Chaplains answer to a higher author-
  ity but, at the War Master’s discretion, 
  those with Arcane Background (Miracles) 
  can also call upon a saint for aid. 
  A Chaplain may only ever honor one 
  saint, who must be chosen during char-
  acter generation. Should the Chaplain 
  decide to abandon his patron saint dur-
  ing play, he cannot select another.
  Having a patron saint does not require 
  the Chaplain to use up an Edge. Instead, 
  he gains additional branch requirements.
  The two saints most favored by the Tem-
  plars are listed below.
      st. eligius
  Patron Saint of Mechanics
  Additional Requirements: Faith d8, Re-
  pair d6
  Benefit: +2 to boost/lower (Repair) 
  casting. With a raise on the miracle, the 
  recipient also halves the time the repair 
  would normally take.
  Additionally, for double the normal Pow-
  er Point cost, the Chaplain can cast heal-
  ing to repair the wounds of vehicles. The 
  “golden hour” rule still applies.
      st. george
  Patron Saint of Tank Crews
  Additional Requirements: Driving d6, 
  Faith d8
  Benefit: For double the normal Power 
  Point cost (including maintenance), the 
  armor and deflection miracles affect an 
  entire ground vehicle with Heavy Armor. 
  Only the vehicle gains the benefit—not 
  any crew or passengers, even if they ride 
  on the outside.
  ordo templi novi
  
  
  necropolis 2350: templar Handbook
  2
  10% of missions, the vehicles stick with the 
  infantry and operate as light fire support.
  Both this mission and the one above are 
  ideally suited to mixed Lances, as they allow 
  both infantry and Vehicle Crew to operate on 
  the same battlefield, albeit in different roles.
  rescue
  Rescue missions fall into two broad catego-
  ries. First, those retrieving crews and/or their 
  vehicles broken down, crashed, or otherwise 
  stranded in friendly or neutral territory. While 
  speed is of the essence, there is little danger of 
  hostile activity. Second, there are times when 
  crews need rescuing and vehicles recovering 
  in the middle of a battle.
  In the latter case, two vehicles are com-
  monly assigned— a troop carrier and a special-
  ist vehicle. Typically, ground missions involve a 
  Prophet APC accompanying a Behemoth tank 
  transporter, Ezekiel repair truck, or Samaritan 
  APC, whereas aerial missions employ an Angel 
  supporting a Gabriel, Nazareth, Pedael, or 
  Pedael II.
  After both vehicles have blasted the area 
  surrounding the landing zone with whatever 
  payload they carry, the troop carrier lands or 
  parks up, disgorging infantry to set up a pro-
  tective cordon. Once the landing zone is as 
  safe as it can be, the specialist vehicle lands, 
  allowing Combat Medics to tend to and extract 
  the wounded and Field Engineers to retrieve 
  salvage or attempt repairs.
  exPanded glossary
  The terms below are slang and code words 
  used by Templars or by other Knights to describe 
  their vehicle-loving peers. Terms used solely by 
  the Ordo Novi Templi are marked (T).
  Bone Jam (T): The end result of being 
  crushed beneath a tank. Can also be issued as 
  an instruction to perform such a maneuver. As 
  in, “Turn them into bone jam!”
  Boom Box: Judea rocket launcher. May be 
  applied to any multiple rocket launch system.
  Breaking Bad: Any mission that involves 
  destroying a fortified enemy building or em-
  placement.
  Chum Dumping (T): A mission that in-
  volves delivering infantry to the battlefield.
  Flat Tire: Used ironically by tracked vehicle 
  crew to signify they have slipped a track.
  Flesh Tank: Used to describe a person of 
  large build (usually has the Brawny Edge in 
  game terms).
  Gremlin: A malfunction to some part of a 
  vehicle. As in, “The targeting system has a grem-
  lin” or “Gremlins are affecting the steering.”
  McGuffin: An object that must be retrieved 
  from the battlefield or enemy hands.
  Milk Men (T): Slang for Sergeants who 
  drive or fly supply vehicles.
  Milk Run (T): A supply run.
  Padded Armor (T): Infantry riding on an 
  armored vehicle rather than inside. Can also 
  refer to infantry who use a tank for protection 
  against enemy fire.
  Party Poppers: Slang term for Anti-Missile 
  Counter Measures (AMCM).
  Popped (T): Slang term for a destroyed en-
  emy vehicle. As in, “The enemy has popped.”
  Tanker: Generic term for Vehicle Crew 
  who operate any vehicle with heavy armor.
  Track Cloggers (T): Derogatory term for 
  any infantryman.
  Working the Big Tank (T): Slang for dead. 
  Applies equally to Vehicle Crew and Field Me-
  chanics.
  naming veHicles
  Officially, all vehicles within a Lance are 
  assigned an identification call-sign with 
  each mission. The lead vehicle is always 
  number 1. Thus, if the call-sign is War-
  lord, the lead vehicle is Warlord One.
  Unofficially, every vehicle has a perma-
  nent nickname used mainly by its crew, 
  but sometimes by other crews in the 
  Lance. An unwritten rule is that it is bad 
  luck to rename a vehicle. Thus, com-
  manders inherit existing names. Only 
  when a vehicle is fresh from the produc-
  tion line does a commander have the lux-
  ury of assigning a name of his choosing.
  necropolis 2350: templar Handbook
  2
  
  necropolis 2350: templar Handbook
  3
  And Solomon had forty thousand stalls of 
  horses for his chariots, and twelve thousand 
  horsemen.
  1 Kings 4:26
  advanced veHicular activity & 
  rePair center
  Covering 20,000 square miles, the Ad-
  vanced Vehicular Activity and Repair Center 
  (ADVARC) is the Templars’ main testing and 
  bombing range. As well as testing potential 
  new armored vehicles, the Templars conduct 
  a variety of live-fire exercises and joint ground-
  aerial simulated warfare conditions.
  The facility is off limits to civilians due to 
  the danger of being blown to pieces, though 
  once or twice a year the Templars put on pub-
  lic displays to show off their impressive array of 
  firepower in the hope of gaining new recruits.
  Near the western end of the facility, close 
  to but separate from the Preceptory proper, 
  is the ADVARC Academy. Here, the best driv-
  ers, pilots, gunners, and vehicle engineers are 
  trained to be the elite. The Templars are not 
  especially elitist, and Sergeants who meet the 
  minimum requirements are invited to enroll.
  Only Templars are permitted to enlist at the 
  school, though. Worthy vehicle crew from oth-
  er Ordines are given the opportunity to switch 
  Ordo to allow them to attend, but must remain 
  with the Templars for five years afterward.
  Training lasts for six months, during which 
  time the vehicle crew and engineers are 
  pushed to their limits, and then a few steps 
  further. The wash-out rate is around 60%. 
  There is no disgrace associated with being re-
  turned to one’s unit before graduation—only 
  the best graduate. Sergeants who graduate are 
  automatically eligible for knighthood, if they 
  so wish. Each year, several recruits are killed 
  during live-fire exercises.
  The Templars have yet to show any interest 
  in adding nautical warfare to the syllabus. The 
  Church has never engaged in maritime conflicts 
  against the Corporations and the Rephaim have 
  yet to take to the seas. Until that situation chang-
  es, nautical Knights can only watch in envy.
  Both the testing range and academy are bet-
  ter known among Templars as the “Aardvark.”
  tHe car ParK
  Officially designated as Fort Dmitry Lavr-
  inenko, this massive facility is situated on the 
  plains of Tomaculum west of the Montes Le-
  viathan. Unlike most Preceptories, its infantry 
  Banners (known as Car Park attendants among 
  their peers) exist only to protect the site. In-
  deed, despite its impressive size and available 
  manpower, the Car Park has no true offensive 
  Banners. All of its vehicle Banners are devoted 
  to logistics and heavy transportation.
  As its name suggests, the Preceptory is an 
  armored vehicle laager, albeit one built on a 
  truly massive scale. Thousands of vehicles are 
  stored here ready to be shipped to frontline 
  chapter two: 
  Facilities
  
  necropolis 2350: templar Handbook
  
  Preceptories along the border with Dead Zone 
  Beta as necessary to replace damaged vehicles 
  or reinforce weakened units. It also has dozens 
  of warehouses crammed full of replacement 
  vehicle parts.
  Day and night, whatever the weather, the 
  sky over the base is filled with Pedael cargo lift-
  ers and Nephilim and Pedael II tank transport-
  ers, while Behemoth tank transporters and Job 
  supply trucks run constant ground missions.
  tHe mill
  Between 2326 and 2331, The Mill (more 
  properly Fort Grelle), located in the Levant, 
  served as the Templars’ sole Knights Vehicle 
  Crew training facility. Fresh-faced Squires were 
  shipped from Preceptories across the globe to 
  complete their training under punishing con-
  ditions. In those early days of armored warfare, 
  Squires were placed in the field a part of their 
  final examination. Due to the high cost in 
  lives, this was subsequently dropped in favor 
  of simulated warfare.
  Knights old enough to have graduated 
  from the Mill are prone to consider themselves 
  better trained than later generations. To have 
  “gone through the Mill” is considered a badge 
  of honor among these veterans.
  With smaller training Preceptories now dot-
  ted around Salus, the Mill has become just an-
  other Preceptory. The only reminder of its former 
  existence is the Shrine of the Fallen. Initially a 
  memorial to the brave Templars who died during 
  the First Battle of New Budapest, the shrine has 
  since been expanded to accommodate memori-
  als to notable Templars killed in action.
  As part of the Preceptory proper, the shrine 
  is off-limits to civilians except on special days 
  (such as the foundation of the Ordo, the Pope 
  and Grand Master’s birthdays, and such like). 
  Despite the opportunity to cash in with memo-
  rabilia, the Ordo has declined to turn the 
  shrine into a tourist trap, keeping it solely as a 
  site of remembrance and contemplation. Most 
  Templars endeavor to make a pilgrimage here 
  at least once during their career to pay this re-
  spects to the heroes of old and seek blessings 
  from their spirits.
  tHe museum oF armored WarFare
  Located in the Templar’s main Preceptory 
  outside Vatican City and accessible to members 
  of the public, the Museum of Armored Warfare 
  is a popular attraction for tourists and pilgrims, 
  especially since entrance is free.
  Two vast buildings hold impressive collec-
  tions of armored fighting vehicles. The first 
  contains pristine Church-manufactured tanks. 
  Each vehicle has a touch-screen display allow-
  ing visitors to see the technical specifications 
  and history of each model.
  The second contains vehicles damaged in 
  battle or salvaged from the battlefield. The 
  displays here focus on the skill and bravery of 
  the crew of said vehicles, with interviews with 
  surviving members interspersed with battle 
  footage. Naturally, the reports are designed to 
  show the Templars absolute mastery of vehicu-
  lar warfare.
  A third building holds the battle pods (see 
  Chapter One), a restaurant, and a gift shop. 
  The latter sells everything from model kits to 
  action figures of famed Templars, taking in 
  key fobs, wind up tanks, and even pieces of 
  battlefield memorabilia in between. Perhaps 
  not surprisingly, it brings the Templars a not 
  insignificant income.
  noWHere
  So named because it appears on very few 
  maps and its location is unknown to common 
  Knights (even among the Templars), Nowhere 
  is the headquarters of the Templars’ covert op-
  eration force (TCOF). Its official designation is 
  Preceptory 52.
  Scouts make up the bulk of the operational 
  Lances. Every Scout Lance is mechanized. 
  Standard Lances employ Sinai scout vehicles 
  as standard, while Air Scouts use Cherub inser-
  tion craft. Operating deep behind enemy lines, 
  their mission is to detect Rephaim armor. 
  Convoy positions and likely destinations are 
  plotted, thus enabling the Ordines brothers to 
  arrange a surprise greeting. When a tank base 
  is located, Scouts call in air support to destroy 
  them before they can be mobilized.
  necropolis 2350: templar Handbook
  
  
  5
  For, behold, the LORD will come with fire, 
  and with his chariots like a whirlwind, to ren-
  der his anger with fury, and his rebuke with 
  flames of fire.
  Isaiah 66:15
  The Templars regularly employ every ve-
  hicle available to the Ordines. Detailed below 
  are a selection of ground vehicles favored by 
  Knight Field Mechanics and Knight HARD, as 
  well as several new vehicles. Notes on air sup-
  port vehicles finish the chapter. 
  beHemotH armored tanK transPorter
  This large 8x8 vehicle forms a key part of 
  the Church’s logistics chain. Capable of carry-
  ing up to 80 tons of equipment, it is commonly 
  seen transporting tanks, APCs, and artillery 
  guns to the battlefield, as well as pre-con-
  structed bunkers, buildings, and engineering 
  equipment.
  The crew compartment has two forward 
  facing seats for the driver and gunner with 
  two benches behind it. The turret is mounted 
  above the rear quarter. Inside are four small 
  lockers for personal equipment. A winch is 
  installed to the front of the vehicle and a small 
  crane is mounted behind the crew compart-
  ment. Additional equipment such as cutting 
  torches, shovels, and the like, is stored in an 
  armored box next to the crane.
  As a tank transporter, the Behemoth can 
  carry one MBT, two light tanks or APCs, or one 
  medium and one light tanks. Alternately, the 
  rear can be fitted with a cargo container fitted 
  out for a specific function, such as a machine 
  shop and repair center.
  Acc/Top Speed: 5/40; Toughness: 22 (8); 
  Handling: –1; Crew: 2+4
  Notes: Four Wheel Drive, Heavy Armor, Night 
  Vision
  Weapons: 2 x Flechette MGs in remote con-
  trolled turret. (2000 rounds)
  eZeKiel rePair trucK
  Vehicles are the core of the Templars’ mili-
  tary strength and keeping those vehicles going 
  in the field, especially in battle, is a priority. 
  The latter task falls to the brave Knights and 
  Sergeants who crew the Ezekiel.
  One of the many Prophet APC variants, 
  the Ezekiel is almost extensively driven and 
  operated by Templar Knights and Sergeants. In 
  place of the passenger compartment, there is a 
  full tool shop for battlefield repairs (+2 bonus 
  to Repair rolls). Although the passengers are 
  highly-trained engineers, the driver and gun-
  ner can be expected to possess good mechani-
  cal knowledge as well.
  Acc/Top Speed: 6/25; Toughness: 25/20/20 
  (15/10/10); Handling: +0; Crew: 2+2
  Notes: Heavy Armor, Improved Stabilizer, 
  Night Vision
  Weapons:
  * 30mm autocannon turret mounted (40 
  rounds)
  * 2 x Passover 6cm AT missile tubes (no re-
  loads)
  5
  chapter three:
  Hardware
  
  necropolis 2350: templar Handbook
  Hard ProPHet
  The HARD Prophet, code-named the Heze-
  kiah, is an emergency rescue vehicle. The front 
  has been modified to allow six Knights in HARD 
  armor to sit in three rows of two. The rear pas-
  senger compartment has been replaced with 
  a flatbed on which is stored a HARD shelter. A 
  small crane lifts the shelter on and off.
  The Prophet also carries a small supply 
  of chemicals which when mixed with water 
  produce foam. Decontamination fluid can be 
  carried instead of water.
  Issued: 2351; Acc/Top Speed: 5/20; 
  Toughness: 25/20/20 (15/10/10); Handling: 
  +0; Crew: 2+4
  Notes: Heavy Armor, Infrared Night Vision, 
  Night Vision
  Weapons: Water cannon (30 shots) (Treat 
  as a vehicular flamethrower. Any creature in 
  the template must make a Strength roll at –2 
  or be knocked prone and Shaken. Size acts as 
  a modifier to the roll.)
  invictus inFantry suPPort veHicle
  As with the Flagellant ISV, the Invictus is based 
  on a modified Prophet chassis. The main altera-
  tion is the addition of a second turret at the rear 
  of the vehicle. Both turrets mount Maximus Heavy 
  Grenade Launchers. Dual fire controls allow the 
  commander and gunner to fire either turret. 
  The passenger bay is much smaller—just 
  large enough to carry a single Lance. Much of 
  the interior is taken up by two armored am-
  munition compartments. When its magazine 
  is empty, an HGL can be withdrawn into the 
  interior, where it is automatically reloaded. 
  This takes three rounds in total (one round to 
  withdraw the weapon, one to reload, and one 
  to rise back into the turret).
  While its twin HGLs can lay down a fierce 
  barrage, the nature of the Maximus is the Invic-
  tus’ main drawback—the grenades in the drum 
  magazines must be pre-selected, requiring the 
  crew to second-guess the nature of the threats 
  they might face. The same is true of the spare 
  magazines—they load in a fixed order.
  Issued: 2353; Acc/Top Speed: 6/25; Tough-
  ness: 25/20/20 (15/10/10); Handling: +0; 
  Crew: 3+5
  Notes: Heavy Armor, Improved Stabilizer, 
  Night Vision
  Weapons:
  * Maximus HGL front turret (5 reloads)
  * Maximus HGL rear turret (5 reloads)
  * 2 x Passover 6cm AT missile tubes (no re-
  loads)
  nePHilim veHicle transPort
  Big brother to the ubiquitous Angel and 
  precursor to the Pedael II (see below), the 
  Nephilim is a vehicle transporter. Its cargo bay 
  can hold one Prophet APC or one light tank, 
  three Sinai, or six Daniel quad bikes. No pas-
  senger seats are installed, so crews must sit 
  inside their vehicles during the journey.
  Its weapons are described in terms of air 
  support. Nephilim rarely serve in a support 
  role, though. Instead, they unleash their weap-
  ons 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)
  
  maximus Hgl
  Introduced in 2353, the Maximus Heavy 
  Grenade Launcher holds 100 grenades. 
  It can be fitted to any ground vehicle 
  in place of an existing pintle or turret 
  mounted flechette MG and is popular 
  with Daniel and Sinai vehicle crews. Ve-
  hicles with twin MGs lose both guns and 
  gain a single Maximus.
  It is important to note the order in which 
  grenades are loaded into the drum as a 
  pull of the trigger releases the next gre-
  nade in sequence. Selecting a specific 
  type of grenade in the drum takes an ac-
  tion. The Necropolis 2351-55 Upgrade 
  introduces ten new types of grenade.
  Range: 20/40/80, Damage: as grenade, 
  Burst: as grenade, Rate of Fire: 1, Shots: 
  100
  
  Hardware
  
  • Rockets x10 (30mm)
  • Rockets x2 (200mm)
  Pedael ii veHicle transPort
  The Behemoth is an effective vehicle if 
  armored vehicles that need shipping to or 
  from the frontline are relative close by or if 
  time is not overly pressing, but sometimes the 
  Templars need rapid reinforcements sent over 
  longer distances.
  Enter the Pedael II, more commonly known 
  among pilots as the Pedwhale for its size and 
  atrocious handling. Unlike its smaller cousin, the 
  new variant is intended to carry only supplies or 
  vehicles. Not only is it slower than the Pedael, it 
  has lighter armor and no weapons, being used 
  to ferry equipment to the edge of the battlefield 
  rather than into the combat zone proper.
  The Pedael II can transport two heavy 
  tanks, four medium tanks, eight light tanks 
  or APCs, or varying combinations thereof. A 
  heavy winch allows damaged vehicles to be 
  quickly pulled inside ready for transportation 
  to a repair center. Without vehicles, it can 
  carry around 150 tons of cargo. The crew of 
  four comprises a pilot, a navigator/co-pilot, a 
  loadmaster, and a load assistant.
  Acc/Top Speed: 20/150; Toughness: 30 (16); 
  Handling: –2; Crew: 4
  Notes: Heavy Armor, Night Vision
  Weapons: None
  seraPHiel air-cusHioned landing craFt 
  (aclc)
  The difficulties during the initial phase of 
  Operation Steel Hammer (see Necropolis 2351-
  55 Update) led to a major rethink regarding am-
  phibious landings. The solution to the problem 
  was the massive Seraphiel hovercraft (350 tons 
  unladen). Although it has a range of 300 miles, 
  the preferred deployment is to carry it aboard 
  military cargo ships and deploy it close to the 
  target. It is first deployed in anger during Opera-
  tion Sunrise (see Necropolis 2351-55 Update).
  The Seraphiel has no pinpoint offensive 
  weaponry. Instead, it mounts grenade, mortar, 
  and rocket launchers to pound enemy lines 
  as the hovercraft nears its destination, though 
  smoke warheads can be installed as an option. 
  The cargo bay can accommodate 450 troops 
  (six typical Infantry Banners), three heavy or 
  six light or medium tanks plus 150 troops (two 
  typical Infantry Banners), or ten fully-laden 
  Prophets (two Transport Logistic Lances).
  Issued: 2354; Acc/Top Speed: 4/25; Tough-
  ness: 30 (10); Handling: –2; Crew: 40+500
  Notes: AMCM x 4, Heavy Armor, Hover, Im-
  proved Stabilizer, Night Vision
  Weapons:
  * Maximus HGL turret mounted (no reloads)
  * Four Megiddo rotary mortars (no reloads)
  * Ten 300mm unguided rockets (as artillery; 
  no reloads)
  air suPPort veHicles
  As well as dropships and aerial transports, 
  the Ordines operate various fire support air-
  craft. This section provides more information 
  on these craft, which until now have existed 
  only as names and payloads. Anti-aircraft is 
  handled abstractly in Necropolis 2350 and thus 
  no statistics are provided.
  arcHangel assault craFt
  Based on the ubiquitous Angel dropship, 
  the Archangel Assault Craft is designed to 
  provide low-level air support. Initially it was 
  designed as a heavier version of the Angel, but 
  its dropship role was quickly abandoned in 
  favor of a heavier payload.
  It is the most versatile of all the air sup-
  port vehicles. In addition its flechette chain 
  gun, it carries four bombs, ten 30mm rockets, 
  four 200mm rockets, and four Passover 9cm 
  missiles. This impressive arsenal allows it to 
  take out infantry, vehicles, and fortified em-
  placements. Versatility is also the Archangel’s 
  biggest drawback. A generalist vehicle, it does 
  not carry enough of any one weapon type for 
  sustained combat activities against single tar-
  get types. This is especially true of its anti-tank 
  and bunker buster missiles.
  Perhaps the greatest strength of the Archan-
  gel is its vertical take-off and landing capability. 
  
  necropolis 2350: templar Handbook
  
  This allows the Templars to set up a forward 
  supply base in any open space, thus not requir-
  ing the aircraft to make long trips to and from 
  a Preceptory. Having a nearby landing field 
  also means less refueling. Combined, these 
  mean Archangels are quick to respond to calls 
  for assistance.
  croWn FigHter
  The Crown was developed in 2339 as a 
  result of growing tension between the Church 
  and the Corporations. War never broke out, 
  leaving the Crown largely redundant.
  Aside from intercepting stray Corporate re-
  connaissance aircraft and escorting them out of 
  Church airspace, the nearest Crown pilots get 
  to aerial warfare is chasing down and shooting 
  aircraft pilots by heretics, and that opportunity 
  rarely arises. With no dogfighting taking place, 
  the Crown has largely been reduced from an 
  air superiority role to one of ground support.
  At best it can be considered a light support 
  aircraft, packing as it does a limited payload of 
  just a flechette chain gun and six 30mm rockets 
  or two bombs or two Passover 6cm missiles. 
  Once their heavy ordnance is dropped, there 
  is nothing the aircraft can but fly low and strafe 
  the ground with flechettes. As a result, Crown 
  fighters rarely hang around once the explo-
  sions have died down.
  Although capable of supersonic flight, 
  the Ordines see no point in having Crowns 
  stationed far back from the battlefield, where 
  help is required in minutes rather than hours. 
  Efficient engines and a large fuel tank allow 
  a Crown to circle at cruising speed for around 
  four hours. Once called in, pilots open the 
  throttle to maximum in order to reach their 
  allocated targets as quickly as possible.
  deliverance bomber
  The heavy workhorse of the Ordines’ aerial 
  fire support Lances, the Deliverance is a me-
  dium long-range bomber capable of carrying 
  either ten bombs or ten canisters of napalm. 
  Packing no close support weaponry and lack-
  ing armor, it is a high altitude aircraft.
  Whenever battle commences, Deliverance 
  bombers are launched from Preceptories within 
  several hundred miles. Thanks to their large fuel 
  tanks, the bombers can remain airborne for as 
  much as ten hours before refueling. Like carrion 
  birds, they circle overhead, patiently waiting to 
  be called on to deliver hell to the Rephaim.
  scourge bomber
  Designed at the insistence of the Incinera-
  tors yet mostly operated by Templar pilots, the 
  Scourge is a pyromaniac’s wet dream.
  Notoriously slow but heavily armored, the 
  Scourge is essentially a flying tank, Armed only 
  with four canisters of napalm, it flies low and 
  slow over the battlefield before unleashing its 
  deadly cargo. Due to its ungainly flight, it has 
  fondly been renamed the Wounded Duck by 
  infantry troops.
  mundane gear
  cutter/Welder 
  First assigned to Combat Engineers and 
  Field Mechanics in 2351, the cutter/welder 
  contains enough fuel to cut or weld shut four 
  man-sized holes through a bulkhead of up to 
  Armor +20. It takes four rounds to open or 
  seal the hole (one round per side). They are 
  issued to Combat Engineers as standard gear.
  Weight: 1 lb.
  sHelter, Hard
  A lightweight, prefabricated shelter (intro-
  duced in 2351) carried on the back of a HARD 
  Prophet. The shelter has an airlock and a self-
  contained air system to prevent contamination 
  and is shielded against radiation. 
  Occupants make a Vigor roll every day in a 
  low radiation zone (at +2) or every four hours 
  in high radiation areas (also at +2). It is also 
  armored (Armor +8). There are facilities for 
  a Lance of troops in HARD armor to survive 
  up to a week, though conditions are far from 
  comfortable.
  Weight: 8,000 lbs
  
  And they helped David against the band 
  of the rovers: for they were all mighty men of 
  valour, and were captains in the host.
  1 Chronicles 12:21
  Wild cards
  The entries below are not generic Wild cards. 
  Each is a unique individual the War Master can 
  add to his campaign as a senior officer, ally, or 
  friend to the Knights. Unlike generic Wild Cards, 
  once killed, they are out of the game.
  amanda moore, KnigHt assault
  Never one to back down from a confronta-
  tion, Moore only joined the Templars because 
  she liked their motto and no-retreat mentality. 
  Rather than having any desire to crew vehicles, 
  she wanted to destroy them. Realizing that as a 
  vehicle gunner she would have to pick targets 
  designated by her commander, she opted for 
  the greater freedom offered by an infantry role.
  A Knight Assault, she has earned a string of 
  kills with her Dove AT-1 rocket launcher, which 
  she has named “Shell-breaker.” Her stubborn 
  streak has placed her in danger many times—
  once she has designated a target vehicle she 
  refuses to withdraw or switch targets until the 
  original has been destroyed.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d10, 
  Notice d8, Shooting d10, Stealth d8, Survival 
  d6
  Charisma: +0; Pace: 8; Parry: 6; Toughness: 
  14 (8)
  Hindrances: Loyal, Stubborn, Vow (Major: 
  sacred vows)
  Edges: Brawny, Combat Reflexes, Dodge, 
  Fleet-Footed, Marksman, Tank Hunter, Trade-
  mark Weapon (Dove AT-1)
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Infantry battle suit (+8), molecular sword 
  (Str+d8+2, AP 4), flechette rifle (Range 24/48/96, 
  Damage 2d8+1, ROF 3, Ap 2, Auto, 3rd) with 3 
  mags, 5 HEAP grenades (Range 20/40/80, Dam-
  age 4d8, AP 12, HW, SBT), Dove AT–1 launcher 
  with five warheads (Range 24/48/96, Damage 
  3d8, AP 60, HW, MBT), ID tag
  augustus JenKins, cHaPlain
  Despite not being a Knight, Chaplain Jen-
  kins is considered “one of the boys” by Templar 
  Knights. When at a Preceptory he likes to muck 
  in and help with repairs, and before battle he 
  blesses the armored vehicles and their crews. 
  Not that he stays in the rear once the guns start 
  firing. Far from it, in fact.
  The diminutive Chaplain drives a Prophet 
  APC known as “the Pulpit.” Loudspeakers 
  mounted on the roof allow him to preach 
  his fiery sermons and encourage his fellow 
  
  chapter Four: 
  Personnel Files
  
  Templars to victory while in the thick of the 
  action. 
  Aside from a love of strong alcohol (taken in 
  moderation and purely for medicinal reasons, of 
  course), his great vice is swearing. Many a young 
  Knight has gone red in the face at hearing the 
  padre fire off a string of colorful and inventive 
  expletives. As he often remarks to those who crit-
  icize his colorful language, “Given we’re fighting 
  for the survival of our ****ing species, I’m pretty 
  sure the good Lord has better ****ing things to 
  do than judge me for my language.”
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Driving d8, Faith d10, Fighting d8, Guts 
  d8, Healing d8, Notice d6, Persuasion d6, Re-
  pair d6, Shooting d6, Survival d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 
  9 (4)
  Hindrances: Loyal, Quirk (Prone to swearing), 
  Small, Vow (Major: sacred vows)
  Edges: Arcane Background (Miracles), Com-
  mand, Command Presence, Fervor, Trademark 
  Vehicle (Prophet APC)
  Powers: Armor, boost/lower trait (most com-
  monly Driving, Repair, and Shooting), healing; 
  20 Power Points
  Special Training: Blessed, Church Knowledge 
  (+2 Common Knowledge involving Church), 
  Healer
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), medikit, Book of Common 
  Prayer, toolkit, ID tag
  carla n’Kombe, KnigHt veHicle 
  creW
  The keeping of tallies of casualties inflicted 
  is frowned upon, the Church believing that 
  Knights should focus on completing their 
  assigned mission rather than trying to score 
  points. Among the Templars’ tank gunners, it 
  is an everyday occurrence.
  For the past five years, the top gunner 
  recognition has gone to Carla N’Kombe. Many 
  expect her to be part of a Calvary or Golgotha 
  crew, but she earned every honor with a Judea. 
  Despite frequent requests, she has refused to 
  upgrade to a heavier tank.
  A fiery individual with a short fuse, her 
  record is blemished with several charges of 
  punching superior knights. That these were 
  young commanders with little experience of 
  actual battlefield conditions and who endan-
  gered her crew with reckless orders meant 
  nothing in her defense. Were she not such an 
  asset on the battlefield she would likely have 
  been sent to the Penitents by now. Instead, 
  she accepts that promotion to Senior Knight is 
  never likely to happen.
  N’Kombe accepts her fate with quiet grace 
  and a secret smile—she is happiest when blast-
  ing enemy tanks and has absolutely no interest 
  in becoming a leader.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Driving d4, Fighting d8, Guts d6, In-
  timidation d6, Notice d8, Repair d6, Shooting 
  d12, Survival d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 
  10 (4)
  Hindrances: Loyal, Mean, Vow (Major: sacred 
  vows)
  Edges: ADVARC Graduate (Shooting), Level 
  Headed, Tank Buster, Tank Hunter
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  lucian Wells, senior KnigHt 
  veHicle creW
  Like the other Ordines, the Templars have 
  their poster boys to attract fresh recruits. One 
  of the best known is Senior Knight Lucian 
  Wells. Ruggedly handsome and well-toned, his 
  white smile and epic exploits have won many 
  a woman’s heart—not that he can reciprocate 
  their feelings, of course.
  At least half of the Templars’ media alloca-
  necropolis 2350: templar Handbook
  20
  
  Personnel Files
  2
  tion features Wells in either combat footage or 
  interviews. Sales of Templar merchandise are 
  always high whenever he appears as a guest on 
  the shopping channel.
  Outside of his Ordo, Wells is generally 
  considered to be a fraud, a media darling with 
  no true combat experience. Footage of him in 
  action is often considered to be staged.
  In truth, he is a hero of the Church. A bril-
  liant driver and tactically aware commander, 
  he has survived over 15 engagements against 
  the Rephaim and inflicted an untold number of 
  casualties on them. Any other Knight with his 
  talents would have made Knight Commander 
  by now. Wells has turned down several chances 
  at promotion, claiming that his media work is 
  as vital to the Ordo as his military record, and 
  that being a Senior Knight keeps him closer to 
  the people he is trying to recruit.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Driving d12, Fighting d8, Guts d8, 
  Knowledge (Battle) d8, Notice d8, Persuasion 
  d8, Repair d8, Shooting d8, Streetwise d6
  Charisma: +4; Pace: 6; Parry: 6; Toughness: 
  10 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Attractive, Command, Improved 
  Defensive Driver, Media Star, Papal Blessing
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  natHaniel goode, KnigHt veHicle 
  creW
  Currently on secondment to the Preachers, 
  Goode drives a Samaritan APC. Fearless and 
  loyal, he is not afraid to drive his vehicle deep 
  into the heart of the battlefield in order to de-
  liver the Knight Combat Medics to those who 
  desperately need their attention.
  Goode is an excellent driver, and is fre-
  quently seen weaving his vehicle back and forth 
  to avoid enemy fire. More than once he has 
  somehow steered a badly damaged Samaritan 
  across a debris-strewn field of battle to safely 
  deliver wounded soldiers to a field hospital.
  His vehicle has become known as the 
  “Goode Samaritan,” a play on the old parable.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Driving d10, Fighting d6, Healing d6, 
  Notice d8, Repair d6, Shooting d6, Survival d6
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 
  10 (4)
  Hindrances: Heroic, Loyal, Vow (Major: sa-
  cred vows)
  Edges: Ace, Adaptable Driver, Charismatic, 
  Improved Defensive Driver
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  obediaH osgood, tecHnical 
  sergeant commander
  Stranded tankers are grateful to any field 
  mechanic who can get their damaged vehicle 
  back in action, but few are as popular, or as 
  welcome a sight in the midst of battle, as the 
  portly Obediah Osgood.
  A frontline mechanic with a fondness for 
  sugary cakes, Osgood has a reputation for be-
  ing able to fix anything, anywhere. Although 
  stories of him fixing armored vehicles with 
  nothing but a piece of gum, some string, and a 
  can opener are exaggerations, he has a knack 
  for making do with whatever tools are available 
  to him in the most trying of circumstances.
  Osgood actually started his career as a 
  Prophet APC driver. Having lost his left eye 
  to shrapnel he was reassigned to the Chapter 
  Technical, where his natural ability with ma-
  chinery soon became evident.
  Whether Osgood is extremely brave or clin-
  
  necropolis 2350: templar Handbook
  22
  ically insane is debatable. Numerous reports 
  state how he refused to take shelter when 
  under fire, the mechanic preferring to fix the 
  tank he was working on and rounds ricochet-
  ted around his position.
  A devout man, Osgood claims his me-
  chanical aptitude and survival are down to 
  the protection of St. Eligius, the patron saint 
  of mechanics. With regard to his survival he is 
  absolutely right—St. Eligius has blessed him. 
  Often heard muttering prayers, Osgood is un-
  knowingly invoking a protective saintly litany.
  Despite his strong faith, he is content to 
  remain a Sergeant, repeatedly claiming he is 
  unworthy to be knighted.
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d8, Vigor d6
  Skills: Climbing d8, Deflection d10, Driving 
  d6, Fighting d4, Guts d8, Repair d10, Shooting 
  d4, Stealth d4, Streetwise d8, Survival d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  11 (6)
  Hindrances: Loyal, One Eye, Vow (Major: 
  sacred vows)
  Edges: Courageous, Mechanical Aptitude, Mc-
  Gyver, Power Points, Saintly Litany (Deflection; 
  10 PP), Technically Inclined
  Gear: Medium armor (+6), flechette SMG, 
  2 magazines (Ranged: 12/24/48, Damage: 
  2d6+1, ROF 3, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2), medpac, toolkit, ID tag
  ruPert noble, KnigHt veHicle 
  creW
  On paper, Noble is an above-average Knight 
  Vehicle Crew. He is cool under fire, doesn’t 
  let minor injuries get in the way of doing his 
  job, and has a spotless service record. Despite 
  these strengths, he is a social pariah among his 
  militant brothers and sisters.
  Every vehicle in which Noble has served as 
  a crew member has suffered some sort of un-
  explained, and often near-disastrous, malfunc-
  tion that left even the mechanics baffled as to 
  the cause. It took a while for his peers to piece 
  together the evidence, but eventually they de-
  cided he was a Jonah, a figure of bad luck.
  Being enclosed in a small space for hours on 
  end usually leads to a strong bond between crew 
  members. In Noble’s case, his comrades speak to 
  him only when absolutely necessary, preferring 
  to keep away from him whenever duties allow.
  As a result, Noble is desperate to prove his 
  worth to his peers and cast aside the supposed 
  bad luck that follows him like a bad smell. This 
  has led to him taking unnecessary risks on the 
  battlefield.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Guts d6, Notice 
  d6, Repair d6, Shooting d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 
  9 (4)
  Hindrances: Bad Reputation (gives –2 Cha-
  risma), Gremlin Magnet, Loyal, Overconfident, 
  Vow (Major: sacred vows)
  Edges: Combat Reflexes, Nerves of Steel
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  ZacHary Watson, KnigHt 
  commander
  Formerly a tank commander, he was retired 
  from frontline service when his left leg, dam-
  aged when his tank was destroyed, healed 
  badly. Although he missed being in a vehicle, 
  his talents for armored warfare tactics were put 
  to good use. Now aged 75, the white-haired 
  Knight Commander would normally be quietly 
  brushed aside. The Ordo has no intention of 
  putting him out to pasture, though. 
  A brilliant armored warfare tactician, Wat-
  son is now a senior tactics and strategy officer. 
  Such is his skill that he advises the Marshal 
  during the planning of major engagements. 
  Seeing as how it is they who will be carrying 
  out his plans, Watson has no reluctance about 
  asking advise from his subordinates.
  
  Personnel Files
  23
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d8, Vigor d6
  Skills: Driving d8, Fighting d6, Guts d8, 
  Knowledge (Battle) d12, Notice d10, Repair 
  d6, Shooting d6
  Charisma: –2; Pace: 3; Parry: 5; Toughness: 
  9 (4)
  Hindrances: Elderly, Lame, Loyal, Vow (Major: 
  sacred vows)
  Edges: Command, Art of War, Tactician
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  KnigHt extras
  The following statistics are for generic 
  Knight Vehicle Crew and Knight Field Mechan-
  ics. Given the focus of this supplement, all the 
  Extras below are members of the Templars. All 
  have their special training modifiers listed as a 
  separate entry in the stat block as a reminder.
  KnigHt Field mecHanic
  Combat engineers are expected to perform 
  a variety of roles on the battlefield and are usu-
  ally generalists. Among the Templars, though, 
  there are Knight Combat Engineers whose sole 
  function is to repair vehicles. When found on 
  the battlefield, they are usually operating with 
  an Ezekiel APC. Within the Ordo, these special-
  ists are referred to as Knight Field Mechanics.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (En-
  gineering) d6, Notice d6, Repair d8, Shooting 
  d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  11 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Dodge, Technically Inclined
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Medium armor (+6), flechette SMG with 
  3 mags (Range: 12/24/48, Damage: 2d6+1, 
  RoF 3, Shots 60, AP 2, Auto), molecular sword 
  (Str+d8+2, AP 4), toolkit, four mines, med-
  pac, ID tag
  KnigHt Field mecHanic, veteran
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Knowledge (Engi-
  neering) d8, Notice d6, Repair d10, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  12 (6)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Improved Dodge, Mechanical aptitude, 
  Technically Inclined
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Medium armor (+6), flechette SMG with 
  3 mags (Range: 12/24/48, Damage: 2d6+1, 
  RoF 3, Shots 60, AP 2, Auto), molecular sword 
  (Str+d8+2, AP 4), toolkit, medpac, ID tag
  KnigHt veHicle creW
  Whether driving armored vehicles into the 
  thick of battle, flying an aircraft to extricate 
  Knights, drop supplies, or deliver a deadly pay-
  load, or blasting away at the Church’s enemies, 
  vehicle crew and their vehicle are a welcome 
  sight on the battlefield of Necropolis.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d8, Fight-
  ing d4, Guts d4, Notice d6, Repair d6, Shoot-
  ing d8
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reflexes
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  
  necropolis 2350: templar Handbook
  2
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  KnigHt veHicle creW, veteran
  Tank armor might be thick, but armored ve-
  hicles are a prime target on the battlefield. As a 
  result, few vehicle crew survive long enough to 
  be branded true veterans by their peers.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d10 Fight-
  ing d6, Guts d6, Notice d6, Repair d8, Shoot-
  ing d10
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Ace, Combat Reflexes, Defensive Driver 
  or Tank Buster, Level Headed
  Special Training: +1 Boating, Driving, or Pi-
  loting (pick one), +1 Shooting with vehicular 
  weapons on the same vehicle type, +1 Repair 
  with the same caveat.
  Gear: Light armor (+4), flechette pistol, 3 
  magazines (Ranged: 12/24/48, Damage: 2d6, 
  AP 2, Semi-auto), molecular sword (Str+d8+2, 
  AP 4), medpac, ID tag
  sergeant extras
  Despite having fewer infantrymen, Ser-
  geants still make up the bulk of the Ordo. Most 
  serve with the Chapter Mechanical, though 
  the Ordo sees nothing wrong with training 
  some as Vehicle Crew. In order that they might 
  switch roles in emergencies, all Sergeants are 
  required to have basic competency in vehicle 
  handling.
  inFantry sergeant, temPlar
  Unusually among the Ordines, the Tem-
  plars have no qualms about Sergeants serving 
  as vehicle crew. True, most drive only supply 
  trucks or Ezekiel APCs, or fly cargo lifters, but 
  a growing number now serve as tank, aircraft, 
  and ship gunners. Those who drive tanks pri-
  marily man light machines. Rarely is a Sergeant 
  a vehicle commander or a pilot of a fire sup-
  port aircraft, though.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d4, Fight-
  ing d6, Guts d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), flechette SMG, 
  2 magazines (Ranged: 12/24/48, Damage: 
  2d6+1, ROF 3, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2), medpac, ID tag
  tecHnical sergeant, temPlar
  Unusually among the Ordines, the Tem-
  plars have no qualms about Sergeants serving 
  as vehicle crew. True, most drive only supply 
  trucks or Ezekiel APCs, or fly cargo lifters, but 
  a growing number now serve as tank, aircraft, 
  and ship gunners. Those who drive tanks pri-
  marily man light machines. Rarely is a Sergeant 
  a vehicle commander or a pilot of a fire sup-
  port aircraft, though. Those responsibilities 
  rest firmly in the hands of Knights.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d4, Fight-
  ing d4, Guts d4, Notice d6, Repair d6, Shoot-
  ing d4
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), flechette SMG, 
  2 magazines (Ranged: 12/24/48, Damage: 
  2d6+1, ROF 3, AP 2, Auto), molecular dagger 
  (Str+d4+2, AP 2), medpac, toolkit, ID tag
  veHicle creW sergeant, temPlar
  Unusually among the Ordines, the Tem-
  plars have no qualms about Sergeants serving 
  as vehicle crew. True, most drive only supply 
  trucks or Ezekiel APCs, or fly cargo lifters, but 
  a growing number now serve as tank, aircraft, 
  and ship gunners. Those who drive armored 
  vehicles primarily man light tanks and APCs. 
  
  Personnel Files
  25
  Rarely is a Sergeant a vehicle commander or a 
  pilot of a fire support aircraft, though.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating, Driving, or Piloting d6, Fighting 
  d4, Guts d4, Notice d6, Repair d4, Shooting d6
  Charisma: +0; Pace: 6; Parry: 4; Toughness: 
  9 (4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: —
  Gear: Light armor (+4), flechette pistol, 3 mag-
  azines (Ranged: 12/24/48, Damage: 2d6, AP 2, 
  Semi-auto), molecular dagger (Str+d4+2, AP 
  2), medpac, ID tag
  Famous units
  Heavy air and ground support is available to 
  virtually every Lance, no matter its Ordo or type. 
  Similarly, Knight Lances likely need ferrying to 
  and from their objectives. Thus, these famous 
  units can make appearance no matter what type 
  of campaign the War Master is running.
  tHe assassins
  Commanding Officer: Senior Knight Elias 
  Duvalle
  Official Designation: Lance 1, Banner A, 
  Black Watch Squadron
  Lances: One Heavy Armor
  Special Rule: All drivers have the Hull Down 
  Edge (see Chapter Five). Every gunner has the 
  Tank Buster Edge.
  Notes: Displaying remarkable patience for 
  Templars, the Assassins eschew the typical frontal 
  assault favored by their peers. Working in close 
  harmony, the drivers park their Golgotha heavy 
  tanks in cover, allowing the gunners to take their 
  time aiming when sniping at enemy tanks.
  They frequently work in tandem with Light 
  Armor Lances, with the lighter tanks drawing 
  out enemy vehicles. Exposing their position in 
  the belief they face only weak armor, opposing 
  tanks are quickly despatched.
  Using the Unit: One way of introducing 
  the Assassins to have the player’s Knights sud-
  denly confronted with a Rephaim tank. This 
  works best if the Lance has no anti-tank weap-
  ons. Before panic sets in, the enemy vehicle is 
  destroyed by an unseen friendly tank.
  tHe bone-breaKers
  Commanding Officer: Knight Commander 
  Elizabeth Danvers
  Official Designation: Banner D, Fort Dix 
  Squadron
  Lances: Eight Heavy Armor, three Medium 
  Armor
  Special Rule: None.
  Notes: The Bone-Breakers’ Banner is made 
  up entirely of Golgotha and Judea (Judea II af-
  ter 2353) Armor Lances. Their nickname stems 
  from a bizarre incident during the Battle of the 
  Iron Belt (2348).
  The spearhead unit of the Templar out-
  flanking maneuver, their overly keen gunners 
  expended their entire ammunition stocks early 
  on in the battle. While they virtually destroyed 
  the Rephaim tanks without support, they were 
  now exposed to anti-tank emplacements. With 
  resupply impossible due to the need to maintain 
  speed, and with no other option available save for 
  retreat (a thought that never crossed his mind), 
  the then Knight Commander had no choice but 
  to order his crews to drive flat out and crush as 
  many Rephaim infantry as possible.
  Although more conservative in their am-
  munition expenditure since the battle, they 
  still take great pleasure in crushing Rephaim 
  beneath their tracks. For every ten confirmed 
  Rephaim crushed beneath its tracks, a tank is 
  emblazoned with a broken skull and cracked 
  crossbones motif.
  Using the Unit: Aside from watching an 
  enemy tank plow through the Rephaim’s 
  ranks, player Knights are unlikely to interact 
  much with the Bone-Breakers.
  tHe crater maKers
  Commanding Officer: Senior Knight Wil-
  liam “Big Bird” Hamilton
  Official Designation: Lance 1, Banner E, 
  Miramar Squadron
  
  necropolis 2350: templar Handbook
  2
  Lances: One Air Support (Bomber)
  Special Rule: Bombs dropped by the Crater 
  Makers deviate just 1d6-1 x 2” from their intend-
  ed target, rather than the usual 1d10-1 x 3”.
  Notes: Whenever an infantry Knight is 
  forced to call for air support he always utters a 
  silent prayer of thanks when he hears a Crater 
  Maker call-sign response.
  The Crater Makers fly Deliverance Bombers. 
  Unusually, their nickname has become their de 
  facto call-sign and unit identifier. While the 
  pilots are distinctly average (the aircraft fly too 
  high for most Rephaim weapons), every bom-
  bardier is a graduate of the ADVARC Academy.
  They have an unnerving knack of dropping 
  their ordnance directly on target, thus allowing 
  them to saturation bomb enemy concentra-
  tions close to allied troops. Mistakes happen, 
  of course, but their record for accuracy is sec-
  ond to none.
  Using the Unit: At your discretion, the Cra-
  ter Makers answer a call for air support when 
  the table results in Deliverance Bombers.
  tHe delivery men
  Commanding Officer: Senior Knight Steve 
  Honeydew
  Official Designation: Lance 9, Banner G, 
  Luxor Squadron 
  Lances: One Ground Logistics (altered)
  Special Rule: Every cargo handler has the 
  Dodge Edge.
  Notes: The Delivery Men are part of a 
  major repair and supply facility located a short 
  distance back from the active war zone. Over 
  the years, the Lance has saved numerous al-
  lies from running out of essential supplies 
  by fighting their way to the front. Unlike a 
  normal Ground Logistics Lance, their Job sup-
  ply trucks are equipped with two jump seats 
  for cargo handlers. This has raised their total 
  manpower to 20.
  Lightly armed and armored, the Knights 
  scurry across the battlefield carrying ammuni-
  tion boxes, ration packs, and medical supplies 
  to those in need while receiving covering fire 
  from their vehicles.
  Using the Unit: Every Lance needs resup-
  plying at times. Surrounded by enemies and 
  running low on ammunition, the Delivery 
  Men can make a welcome call on the player 
  Knights’ Lance.
  tHe Final Word
  Commanding Officer: Knight Commander 
  Tomas Kovács
  Official Designation: Banner C, Red Hill 
  Squadron
  Lances: Four Artillerist, six Assault, two 
  Combat Engineer, six Infantry Support
  Special Rules: The Knight Commander 
  and all Senior Knights have the Command and 
  Hold the Line Edges. Knights have minimum 
  Spirit and Guts d8.
  Notes: The Templars are extremely reticent 
  to retreat from the field of battle, but some-
  times circumstances demand it. Similarly, even 
  the best plans go awry, leaving vehicles ex-
  posed to enemy fire without infantry support. 
  With their reliance on armored vehicles, the 
  Templars can ill-afford to sacrifice them when 
  there is a chance of salvation. When the fan 
  turns brown, the Final Word are summoned.
  Made up of volunteer Knight Artillerists, 
  Assault, Combat Engineers, and Infantry Sup-
  port, the Banner packs formidable firepower. 
  Dropped into battle between retreating or over-
  whelmed vehicles and the enemy, they form a 
  defensive cordon and lay down a withering bar-
  rage of flechettes, mortars, and missiles. Only 
  when the last operational vehicle has cleared 
  the battlefield does the Final Word call for ex-
  traction or attempt to fight its way clear.
  Given that they may face overwhelming 
  odds or have to remain in the field for longer 
  periods without much hope of resupply, the Fi-
  nal Word has a high casualty rate. As a matter of 
  course, members receive the Last Rites before 
  heading out into the field.
  Using the Unit: Best suited for campaigns 
  in which the player Knights are Vehicle Crew, 
  the Final Word may provide support while the 
  Knights are forced to withdraw. Alternately, 
  non-Vehicle Crew player Knights may be tem-
  porarily seconded to the unit to aid in a mass 
  withdrawal of allied tanks. They will not be 
  
  Personnel Files
  2
  expected to remain on the battlefield until the 
  bitter end, though they may volunteer to do 
  so. Survivors who achieve great success against 
  the Rephaim will likely earn respect and make 
  friends with members of the Banner. They may 
  even be offered a chance to transfer.
  tHe HammerHeads
  Commanding Officer: Senior Knight Ber-
  tram Chamberlain
  Official Designation: Lance 3, Banner E, 
  Little Britain Squadron
  Lances: 12 Medium Armor
  Special Rule: Rockets fired by the Hammer-
  heads deviate just 1d4-1” from their intended 
  target, rather than the usual 1d10-1”.
  Notes: The inception of the Golgotha 
  caused a flurry of excitement within the Tem-
  plars, with many tankers immediately volun-
  teering for training. A small few stuck with the 
  old main battle tank, the Judea, though.
  The key feature that keeps the Hammer-
  heads loyal to the Judea is its ability to deliver a 
  salvo of rockets. Indeed, such is their devotion 
  that they have modified their vehicles. Each of 
  their tanks carries a dozen 30mm rockets, the 
  extra weight negated by removing 10 points of 
  armor from each location.
  The Hammerheads signal their approach by 
  unleashing all 12 rockets in rapid succession, 
  saturating an area before switching to railgun 
  and flechette MG.
  Using the Unit: The Hammerheads don’t 
  tend to broadcast their position on the battle-
  field in advance. As massed ranks of Rephaim 
  threaten to overrun the player Knights’ posi-
  tion, a barrage of rockets smashes into them. A 
  few minutes later, the Judea’s pull up next to 
  the heroes to provide close range fire support 
  before moving on to fresh targets.
  tHe Hellcats
  Commanding Officer: Knight Command-
  er Mercy Mwangi
  Official Designation: Banner F, Azimov 
  Squadron.
  Lances: Ten Air Support (Transport)
  Special Rule: Every pilot has the Defensive 
  Driver Ordo Edge.
  Notes: No Knight wants to expend energy 
  by having to the battlefield, nor does he want 
  to be left hanging around when the time comes 
  to bug out. Those want to hit the ground 
  where the action is hottest or who need rescu-
  ing from a heavy fire zone, can only pray that 
  they are assigned the Hellcats.
  They earned their reputation for hero-
  ics during the First Battle of New Budapest, 
  where they flew for 24 hours straight picking 
  up survivors.
  Displaying a total lack of regard for their 
  own safety, the Knight Vehicle Crews come in 
  hot and hard, unleashing a salvo of missiles 
  to rid the immediate location of enemy troop 
  concentrations before hosing survivors with 
  their flechette chain guns. They take a per-
  verse pleasure in never returning to base with 
  excess ammunition, much to the annoyance of 
  the Sergeants responsible for rearming them 
  before the next mission.
  As of 2353, the Hellcats upgrade to the new 
  Angel II dropship, greatly increasing their fire-
  power and augmenting their ability to conduct 
  night operations.
  Using the Unit: Whenever the player 
  Knights’ are required to deploy in a hot land-
  ing zone, or when they need extraction under 
  fire, the Hellcats may be their transports.
  tHe street rats
  Commanding Officer: Knight Commander 
  Chris Barron-Hilton
  Official Designation: Banner G, Carpathia 
  Prime Squadron
  Lances: Ten Light Armor (Nazareth)
  Special Rule: In an urban environment, 
  drivers treat each inch of difficult terrain as 1”, 
  instead of the usual 1.5” for tracked vehicles.
  Notes: Forced to navigate debris-strewn 
  streets, stymied by rubble, and at the mercy 
  for concealed troops armed with anti-tank 
  weapons, most tankers dread urban warfare. 
  Not so the Street Rats.
  Equipped with Nazareth light tanks,  ideal 
  
  necropolis 2350: templar Handbook
  2
  for urban environments due to their compara-
  tively small size, the entire Banner serves as 
  infantry support. When a building is suspected 
  of housing enemies, the gunners unleash their 
  Passover missiles, allowing the infantry to 
  move in while the dust settles. As of 2354, the 
  Street Rats adopt the new Nazareth III Heavy 
  APC as their vehicle of choice.
  Formed from survivors of the First Battle of 
  New Budapest, the Banner served with distinc-
  tion during the Second Battle (2350).
  Using the Unit: The Street Rats are ideal 
  vehicle support for an Infantry Lance engaged 
  in urban operations. Likely the characters are 
  assigned just a single Nazareth.
  tyPical lances
  The structure of various Lances was intro-
  duced in the Necropolis 2351-55 Update. The 
  Templars operate every type of Lance, but 
  there are a few in which they specialize. Not 
  every Lance type is intended for player charac-
  ters, and only those best suited to Knights are 
  detailed below.
  air suPPort
  Air Support Lances are used to destroy or 
  suppress enemy air and ground units, or to ferry 
  troops into and out of battle. Air Support Lances 
  never contain mixed aircraft on paper, though 
  battlefield requirements mean that this is actu-
  ally the most common type of Lance. Thus, in 
  theory at least, there are five distinct types of Air 
  Support Lance available to the Ordines.
  Partly in a bid to keep crew numbers down, 
  and partly due to budgetary constraints during 
  the design phase, all Church combat aircraft 
  require a crew of two, a pilot and gunner (or 
  bombardier in bombers).
  Personnel: 10 (all Vehicle Crew, one of 
  whom is a Senior Knight)
  Vehicles: 5 aircraft (Archangel, Angel, 
  Crown, Deliverance, or Scourge)
  armor
  Despite possessing devastating firepower, 
  Armor Lances are rarely sent into action without 
  infantry troops in support. Even the mightiest 
  main battle tank can be destroyed or disabled 
  by a well-placed demolition charge, and mines 
  are a constant problem along the front line.
   Armor Lances are designated as heavy, me-
  dium, or light, depending on the vehicles used. 
  Armor Banners rarely comprise more than ten 
  Lances in total, even in frontline Preceptories. 
  Only the Templars regularly maintain Armor 
  Banners of 20 Lances, but they have far fewer 
  Infantry Lances at their disposal.
  While Armor Lances often work together, 
  all vehicles with a given organizational Lance 
  are of the same exact type. Thus, while the Cal-
  vary and Golgotha are both heavy tanks, they 
  are never found in the same paper Lance.
  Personnel: 15 (Vehicle Crew, one of whom 
  is a Senior Knight)
  Vehicles: 5 ground vehicles
  tecHnical, air
  Having created a new branch, the Templars 
  saw fit to arrange two new types of Lance—the 
  Technical Lance. The Technical Air Lance is re-
  sponsible for delivering vehicles and to and re-
  covering them from the battlefield. The Pedael 
  II is too large and inviting a target to remain 
  grounded for long, and thus Air Lances focus 
  on vehicle recovery rather than repair.
  Personnel: 20 (ten Vehicle Crew, one of 
  whom is a Senior Knight, and 10 Field Mechan-
  ics)
  Vehicles: 5 Pedael II vehicle transports
  tecHnical, ground
  While Ground Logistics Lances resupply 
  armored vehicles and infantry on the battle-
  field, Ground Technical Lances focus entirely 
  on salvaging and repairing vehicles. As a result 
  of this, Templar Ground Logistics Lances have 
  dropped the one Ezekiel repair truck usually 
  found operating with them in favor of an ad-
  ditional Job supply truck.
  Personnel: 22 (ten Vehicle Crew, one of whom 
  is a Senior Knight, and 12 Field Mechanics)
  Vehicles: 5 (four Ezekiel repair trucks and 
  one Behemoth tank transporter)
  
  The shield of his mighty men is made red, 
  the valiant men are in scarlet: the chariots 
  shall be with flaming torches in the day of his 
  preparation, and the fir trees shall be terribly 
  shaken.
  Nahum 2:3
  Templar player characters are not restricted 
  in their choice of branch, though given their 
  Ordo’s special training many likely gravitate 
  toward Knight Vehicle Crew. This chapter is 
  designed for Knights who want to drive, repair, 
  or operate the guns of armored vehicles.
  In order to help players quickly design Tem-
  plar characters, we have duplicated the require-
  ments for Knight Vehicle Crew and Knight HARD 
  (introduced in the Necropolis 2351-55 Update) 
  and basic gear, as well as the Ordo’s special train-
  ing. A new branch—Knight Field Mechanic—is 
  also covered. Players who want to create Templar 
  infantrymen will have to consult Necropolis 2350 
  for the branch and gear information.
  There is also a selection of Edges best suit-
  ed to vehicle crew and mechanics, and a  new 
  Hindrances guaranteed to terrify Templars.
  ordo sPecial training
  veHicle exPertise
  Templars receive +1 to Boating, Driving, 
  or Piloting (pick one). They also gain +1 to 
  Shooting when using the vehicle mounted 
  weapons of the same vehicle type and +1 to 
  Repair such vehicles. These bonuses stack with 
  similar bonuses from Professional Edges.
  For example, a Templar choosing +1 
  Driving would receive the bonus for any land 
  vehicle, from a sports car to a grav tank. He 
  also gains a +1 to Shooting when using weap-
  ons mounted on these vehicles and a +1 to 
  Repair such vehicles. He gains no bonuses for 
  watercraft or aircraft, even if they have weapon 
  systems similar to those on land vehicles.
  brancHes and gear
  KnigHt Field mecHanic
  Requirements: Smarts d6, Vigor d6, Driv-
  ing d4, Fighting d6, Guts d4, Repair d6, Shoot-
  ing d4
  Basic Gear: Medium armor (+6), molecu-
  lar sword (Str+d8+2, AP 4), flechette SMG 
  (Range 12/24/48, Damage 2d6+1, ROF 3, AP 2, 
  Auto) with 3 magazines, toolkit, ID tag.
  KnigHt Hard
  The year 2351 sees the introduction of the 
  first truly new Knight branch since the Sacri 
  Ordines were founded—the Knight Hazardous 
  Atmosphere, Radiation, and Disease (or HARD 
  for short).
  These specialists are sent in when environ-
  mental conditions prevent the deployment of 
  chapter Five:
  character Knights
  2
  
  regular troops. Mostly they serve to contain 
  chemical spills, plug radiation leaks, and quar-
  antine infectious areas.
  Given that being a qualified driver is a require-
  ment and engineering skills one of two essential 
  specialties, the Templars were quick to adopt 
  the new branch with eagerness. More often than 
  not Templar HARD drivers and mechanics work 
  alongside HARD medics from the Preachers.
  Requirements: Smarts d6, Spirit d6, Vigor 
  d6, Driving d6, Fighting d4, Guts d6, Healing 
  d4*, Repair d4*, Shooting d4.
  * Either Healing or Repair must be at a d6 
  or higher, representing a specialty.
  Basic Gear: HARD armor (+8; see below), 
  medium armor (+6; when not in HARD armor), 
  molecular sword (Str+d8+2, AP 4), flechette 
  SMG (Range 12/24/48, Damage 2d6+1, ROF 3, 
  AP 2, Auto) with 3 magazines, toolkit or me-
  dikit (as appropriate to specialty), ID tag.
  KnigHt veHicle creW
  Requirements: Agility d6, Vigor d6, Boat-
  ing, Driving or Piloting d6, Fighting d4, Guts 
  d4, Repair d4, Shooting d6
  Basic Gear: Light armor (+4), molecular 
  sword (Str+d8+2, AP 4), flechette pistol 
  (Range 12/24/48, Damage 2d6, ROF 1, AP 2, 
  Semi-auto) with 3 magazines, ID tag.
  edges
  The Edges listed below are either brand 
  new (marked “*”) or reprinted from various 
  Necropolis 2350 products. Both types are very 
  much vehicle or repair oriented, and are col-
  lected here to make them easier to locate for 
  players. The War Master should consider how 
  often the characters will have access to vehicles 
  before adding them to his game.
  In addition to these, the following core Edg-
  es should be considered as preferred—Com-
  mand (for commanders), Dead Shot (gunners), 
  Inspire, Level Headed (any), and Marksman 
  (gunners). The Ace Edge is a must for a Templar 
  Knight Vehicle Crew. Any Knight Vehicle Crew 
  should acquire the Edge as soon as possible, 
  preferably during character generation.
  combat edges
  deFensive driver
  Requirements: Seasoned, Boating, Driv-
  ing or Piloting d8+, Notice d6+
  A sudden turn or a quick dive behind cover 
  can save a vehicle from destruction.
  Unless caught by a surprise attack and 
  taken completely unawares, attackers must 
  subtract 1 from any attack roll against a vehicle 
  driven by a character with this Edge. Drivers 
  may make a Boating, Driving, or Piloting roll 
  (as appropriate to the vehicle) at +1 to evade 
  area effect attacks when allowed.
      imProved deFensive driver
  Requirements: Veteran, Defensive Driver
  As above but attackers subtract 2 from their 
  attack rolls, and the character adds +2 to evade 
  area effect weapons when allowed.
  *Hull doWn
  Requirements: Novice, Smarts d6+, Driv-
  ing d6+
  Aside from only affecting the ground ve-
  hicle the Knight is driving, this Edge functions 
  as per the Dig In! Edge from Necropolis 2350.
  tanK buster
  Requirements: Seasoned, Shooting d10+
  Being able to disable a tank quickly by hit-
  ting its weak spot takes a steady hand and keen 
  eye, not to mention a fair amount of courage.
  A hero with this Edge who scores a Criti-
  cal Hit on a vehicle may alter the result on the 
  Critical Hit Table by one point (up or down) if 
  he so wishes. He modifies the result after the 
  dice are rolled.
  tanK Hunter
  Requirements: Novice, Guts d6+, Notice 
  d6+, Shooting d6+
  The best weapon to use against a tank is 
  another tank. Without one, soldiers have to do 
  necropolis 2350: templar Handbook
  30
  
  Personnel Files
  3
  the job themselves. To an infantryman, a tank 
  is an invincible armored monster. To a hero 
  with this Edge, a tank is just a large target.
  When attacking armored vehicles, your 
  character knows how to hit the weaker points 
  of the vehicle and adds +4 to the AP value of 
  his weapon. This bonus applies to attacks with 
  ranged anti-tank weapons or close-up weap-
  ons like mines, as well as vehicular weapons. 
  The weapon the hero uses must still be able to 
  affect armored vehicles.
  ordo edges
  *adaPtable driver
  Requirements: Veteran, Templar, Smarts 
  d8+, Boating, Driving, or Piloting d8+
  Whether it’s a loss of stability in an aircraft 
  or damaged control in a tank, damaged ve-
  hicles are harder to steer.
  The Knight has learned how to respond to 
  the nuances of a damaged vehicle. He ignores 
  one point of vehicle wound penalties when 
  making Boating, Driving, or Piloting rolls.
      imProved adaPtable driver
  Requirements: Heroic, Adaptable Driver
  As above, except the driver or pilot ignores 
  two points of wound penalties.
  *advarc graduate
  Requirements: Veteran, Templar, Driving, 
  Piloting, Repair, or Shooting d10+
  The Knight is a graduate of the prestigious 
  Advanced Vehicular Activity and Repair Center 
  (see p. 13) and ranks among the Ordo’s elite.
  The character must select one skill from 
  Driving, Piloting, Repair, or Shooting which he 
  has at d10+. His Wild Dice for his chosen skill 
  increases to a d8. He also gains +1 benny. This 
  can only be spent to reroll skills made while 
  operating a vehicle, firing a vehicular weapon, 
  or repairing a vehicle.
  This Edge can be taken multiple times. 
  Each time it is taken, the Knight must select 
  a different skill. An additional benny is gained 
  each time, as well.
  trademarK veHicle
  Requirements: Seasoned, Templar, Driv-
  ing d8+, Repair d8+, Shooting d8+
  The Templars may be the elite tankers of 
  the Sacri Ordines, but within their ranks are 
  a small few who can work miracles when in a 
  specific vehicle.
  The hero must pick one specific vehicle, 
  Hard armor (235)
  Hazardous Atmosphere, Radiation, and 
  Disease armor is an enclosed, full-body, 
  servo-assisted suit. Air for 24 hours al-
  lows the wearer to operate in dangerous 
  environments in near-total safety. The 
  thick gloves make delicate work tricky, 
  giving a –1 penalty to all skills involving 
  touch (Fighting, Healing, Repair, Shoot-
  ing, and so on).
  Body waste is stripped of moisture and 
  stored in small chemical bottles, which 
  hold 24 hours worth of material. Modi-
  fied MRE rations, with tubes of nutrients, 
  can be inserted into a special slot in the 
  helmet, whereupon the seal on the tube 
  is broken in a clean environment, thus 
  preventing contamination.
  Wearers make a Vigor roll every day 
  when in low radiation zones or every 
  four hours if the radiation levels are high. 
  Vigor rolls to resist the effects of radia-
  tion are made at +2, and rolls to resist 
  heat and cold are at +4. The armor pro-
  vides total protection against airborne 
  diseases or poisons so long as suit integ-
  rity is maintained.
  The bulky helmet has an emergency 1-
  hour air tank, a headset communicator, 
  camera, flashlight, and both low light 
  and thermal imaging visor filters (as per 
  the Low Light and Infravision monstrous 
  abilities). The suit weighs 200 pounds 
  when carried and the equivalent of 30 
  pounds when in use thanks to the ser-
  vos.
  Armor Rating: +8; Protect full body
  
  necropolis 2350: templar Handbook
  32
  not a general type. When he commands the 
  vehicle, it gains 2 bennies of its own. Having 
  multiple characters with this Edge in the same 
  vehicle provides no additional effect since only 
  the commander provides the benefit.
  Any crew member in the vehicle may use 
  these bennies to make Soak rolls for the vehicle 
  (the driver makes a Driving roll at –2, just like 
  the Ace Edge), reroll any Driving or Shooting 
  roll made using the vehicle or its armaments, 
  or reroll Repair rolls to fix the vehicle. If the 
  driver has the Ace Edge, he can use his own 
  bennies as normal or the vehicle’s bennies to 
  Soak damage. He still gains the +2 bonus from 
  that Edge when using the vehicle’s bennies.
  Should the vehicle be destroyed, the Knight 
  can transfer the Edge to a new vehicle after two 
  weeks (16 days) adjusting to the new machine.
  ProFessional edges
  mecHanical aPtitude
  Requirements: Novice, Driving d6+, Re-
  pair d8+
  Armored vehicles are a fundamental part 
  of the Sacri Ordines’ war machine. This hero 
  has the knack for keeping vehicles in the field 
  despite serious damage to vital systems.
  The hero can repair engine, locomotion, 
  controls, and weapon Critical Hits. For a suc-
  cessful repair job, the mechanic must make a 
  Repair roll, modified by the vehicle’s wounds, 
  and spend 1d20 x 20 minutes. Success removes 
  one Critical Hit, while a raise removes two 
  Critical Hits. Wounds are not removed through 
  this Edge, just the effect of the Critical Hit. The 
  repairs hold for just a short while—a number 
  of hours equal to the final die roll.
  The repairs and subsequent use of dam-
  aged systems wear down the vehicle, making 
  the repaired system completely useless at the 
  end of this extended operation. For instance, 
  a repaired locomotion Critical results in the 
  vehicle losing all speed when the repair fails. 
  It is not possible to use this ability on the same 
  vehicle system twice before the vehicle has 
  been fully restored in the meantime.
  tecHnically inclined
  This Edge has been updated from the core 
  rules and replaces the original version.
  Requirements: Novice, Smarts d6+, Agility 
  d6+, Repair d8+
  Modern warfare relies on technology. The 
  side that can get the most out of their equip-
  ment may have a decisive advantage in battle. 
  You intend to see to it that the winning side is 
  your side.
  Your character is good with mechanical and 
  electronic devices, and can more easily figure 
  out how to use and repair them. He gets a +2 
  bonus to Knowledge or Repair rolls required 
  to use, design, troubleshoot, or repair such de-
  vices, including vehicles. Additionally, a raise 
  on a Repair roll means he halves the time it 
  would normally take to fix that object.
  Hindrances
  gremlin magnet (minor/maJor)
  His colleagues blame the mechanical mis-
  fortunes that follow the character on his sins, 
  but the Knight knows the true culprits are 
  gremlins, unseen mechanical-hating demons.
  Whenever the character draws a deuce as 
  his first action card in a round, the vehicle he is 
  riding in or on suffers the effects of a random 
  Critical Hit. If the character is not in a vehicle, the 
  nearest vehicle to his position on the battlefield 
  is struck by gremlins instead. No wounds are 
  caused—just the effects of a major malfunction. 
  A Crew result means a piece of equipment 
  essential to the crew members role is damaged. 
  Roll randomly to see which crew member is af-
  fected. A driver suffers –1 to Driving or Piloting 
  (as applicable), a gunner has –1 Shooting, while 
  the commander loses their radio, denying those 
  outside the vehicle use of any Leadership Edges.
  Whether the Hindrance is Minor or Major 
  depends on how often the character will be 
  around vehicles, as determined by the indi-
  vidual War Master. War Masters running a cam-
  paign in which vehicles play no significant role 
  should not introduce this Hindrance.
  
  The Ordo Templi Novi, better known to the masses governed by the 
  Third Reformation Church as the Templars, is renowned as much for its 
  reluctance to leave the battlefield as the thundering might of its armored 
  vehicles.
  Designed for players and War Masters alike, this handbook explores the 
  Templars in detail. 
  Inside you’ll find an expanded history, information on how the Ordo recruits 
  new members and finances its mobile army, details on the various Chapters, 
  a tour of noted facilities, a range of hardware, sample Wild Card and Extra 
  characters, background details on famous units, and plenty of new options for 
  creating player character Templars.
  30301
  $9.99
  Batten down the hatches, fire up the engines, 
  and let’s get ready to kick some ass!
  www.tripleacegames.com
  © 2017 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games.
  Necropolis 2350™ is a dark futuristic setting for the award-winning Savage Worlds RPG™
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/TAG30301 - Templar Handbook.pdf