What is Necropolis 2350?
Necropolis 2350 is a sci-fi horror setting set in the 24th century. In
these dark days, mankind, divided into two main camps, stands on the
brink of extinction.
The focus of the game is on Knights of the fictional Third Reformation
Church, who are locked in desperate battle against "undead" invaders
known as the Rephaim. While the heroes of humanity use advanced
weapons and vehicles and can call upon the power of faith, the twisted
Rephaim are masters of necromancy and wield vile technology created
from living tissue.
The Crunchy Bits
Necropolis 2350 contains...
- Over 40 new Edges and Hindrances for grunts and leaders on the battlefields of the 24th century
- A variety of new gear and vehicles utilized by the Third Reformation Church.
- An overview of the weapons and vehicles of the Union of Corporations.
- New powers for those of strong faith.
- Special rules for the Rephaim's necromantic technology, including weapon stats.
- Specific setting rules, including artillery and air support, and minefields.
- A detailed adventure generator, allowing a GM to create missions with just a few die rolls.
- Full stats for dozens of allies and opponents.
Available Now
Setting Book
The year is 2350. The place is Salus — more popularly called Necropolis — the only habitable world left
to mankind. Knights of the militant Sacri Ordines of the Third Reformation Church are locked in a bitter
crusade against the Rephaim (“the dead ones”), a race of evil beings who wield necromantic powers with
the desire to exterminate all life.
Available now in good stores and from
Studio 2 Publishing
Also available as a PDF from our store.
Players Guide
The Players section of the Necropolis 2350 setting. All the rules and crunch you need as a player with none
of the Games Master secrets.
Players Guide (PDF)
Figure Flats
Split into affordable faction packs, each set has the most
important figures you need to run your games. The figures have been
lovingly designed by Jordan Peacock and all of us here at Triple Ace
Games are amazed by the style and variation that Jordan has managed to
find across so many figure flats.
See a full list of the figure flats
We have also included a brand new feature to these figure flats and
for the first time you can decide which figs you want to print out!
Each pack has all the figures on normal sheets but we have also
included a Figure Factory. Choose the figures and fill the sheet and
print as many as you need!
Pack #1 - Vehicles & Heavy Weapons
Pack #2 - Rephaim 1
Pack #3 - Rephaim 2
Pack #4 - Corporation
Pack #5 - Church 1
Pack #6 - Church 2
Pack #7 - War Masters Set (packs 1-6 complete)
The Long Sleep
Deep in the Desert Something is stirring!
An overdue routine communication from an archaeological team operating
deep in the Ruber Desert requires investigation, and the Knights are
given the task. What might have been a technical fault caused by
recent solar storm activity turns out to be something far worse.
The archaeologists have made a discovery, perhaps the greatest
discovery in human history. But what they found wasn't dead — it was
only resting, waiting for the sign to reawaken.
Now, as a powerful storm sweeps over the archaeologists' base camp,
the heroes are about to encounter something not seen in the universe
for millions of years. There is no hope for rescue. There is only
victory or death against a foe far more deadly than the Rephaim.
The Long Sleep (PDF)
Tales from the Frontline #01
Inside this adventure pack you'll find:
-
Snatch and Grab: A full-length adventure in which the Knights are
ordered to secure unusual Rephaim specimens for scientific study.
Alone in a hostile city, the Knights need to act quickly and quietly.
-
A Cardinal Error: Cardinal Vespasian, head of the Office of
Agriculture, has been kidnapped by separatists seeking to join the
Union of Corporations. To ensure a safe rescue, and make other
kidnappers think twice about daring to use force against the Church
and its officials, the Pope has personally ordered the Sacri Ordines
to conduct a televised rescue mission. The orders for this short
adventure are brutally simple—rescue the prisoners, kill the kidnappers.
-
Three Short Adventures: When someone higher up the chain of command
makes a mistake, it's left to the Knights to appear live on the
Church's home-shopping channel to sell merchandize! Aiding another
Preceptory, the Knights are assigned to walk the beat and police the
streets. Have they got what it takes to deal with the public without
resorting to violence? In the third adventure, a rescue mission leads
to a terrifying discovery (this mission also details a new Dangerous
Secret the WM can use in his own Necropolis 2350 adventures).
-
WM Appendix: Contains a quick system for creating non-combat
missions, and additional Mission Tables to give the WM more choice in
the sorts of combat adventures he runs.
-
Bestiary: Every stat you need to run the adventures is included to
reduce book-flipping during play! Includes two new forms of Rephaim
and two variants on the zombie stat block—sniper and grenadier.
Tales from the Frontline #01 (PDF)
The Last Word
Saints Preserve Us!
The Ordo is launching a recruitment drive at the Shrine of St.
Malachy, a famous visionary from Earth's history, and the Knights are
ordered to win over hearts and minds. In addition to the recruitment
operation, the Knights must also liaise regarding security of the
shrine with its permanent guardians, the militant nuns of the Sisters
of Bradamante.
What should be a quiet mission quickly breaks down into violence and
mayhem. The theft of a precious relic by a force more powerful than
anything the Knights have faced before leads them on a desperate
mission.But the creature they must face is nothing compared to the
horrors revealed in a prophecy. St, Malachy, dead for a millennium,
will yet speak his Last Word.
This Necropolis: 2350 adventure combines roleplaying and combat away
from the frontlines of Salus' battlefields. It also introduces the
Sisters of Bradamante as a player character option.
The Last Word (PDF)
The Broken Seal
Dark times call for dark measures!
When the Preceptor Master summons you to his office in the middle of
the night and swears you to secrecy before giving the mission
briefing, you know this isn't going to be a routine operation.
A secret order of monks, long forgotten by the leaders of the Third
Reformation Church, keeps eternal watch over a powerful force, a
creature of absolute evil. After centuries of dormancy the evil has
awakened, for a prophesized time has finally come.
The fate of humanity rests in the hands of a small band of
Knights—your characters! To save Salus, the Knights must not only act
against Mother Church, but must also ally themselves to the very evil
they seek to destroy.
Win or lose, the Knights will forever be touched by darkness.
Advice note: The adventure has an adult theme. Discretion is advised
for younger players.
The Broken Seal (PDF)
2351-55 Update
Hell Just Got Worse!
The 2351-55 Update is an expansion for the Necropolis 2350 setting and expands the Necropolis timeline beyond the core book.
Designed for both players and War Masters, each chapter covers one core aspect of the epic struggle. Much of the new material is designed to be drip-fed into your ongoing campaign, allowing players to witness the ongoing struggle to gain battlefield superiority.
The 2351-55 Update contains:
- Three new Sacri Ordines and a new form of specialist Knight.
- New Edges and Hindrances, including Ordo-specific Edges.
- New litanies.
- New Church armor, mundane gear, and weapons, including ten new types of grenade and six new forms of artillery warhead.
- Eleven new Church vehicles.
- Setting rules for impaling foes, preset artillery coordinates, a new artillery piece, the devastating Unchained Angel call sign, and more.
- Sections on the Ordines’ battle flags, an overview of the various types of Lances, a sample Preceptory, and an expanded glossary.
- Expanded Church background information.
- A Corporate update with alternate artillery and air support tables, a new Arcane Background, and new vehicles.
- A Rephaim update detailing necromantic cysts, fanes, new necromantic armor, weapons, and gizmos, new spells, and a new special ability for necromancers.
- Thirteen additional heresies and secret projects.
- An overview of the major conflicts between 2351 and 2355.
- Nine Savage Tales.
- An expanded bestiary covering Church, Union, and Rephaim forces.
- Gamma Front—a complete campaign setting.
2351-55 Update (PDF)
Tales from the Frontline #02
War is brutal and bloody, but someone has to fight for mankind’s survival.
That someone is you! Grab your sword, strap on your armor, and get ready to head out into the darkness.
Inside this adventure pack you’ll find:
• Last Train to Doomsday: A runaway train packed with dangerous explosives an under the control of an
unknown number of heretics is heading toward a heavily populated city. The Knights’ first problem is how to
board a moving train. Once onboard, things go from bad to worse as they discover heretics are the least of
their worries.
• The Strange Case of Mrs. Betts: What begins as a routine investigation into the suspicious behavior of
a sweet old lady, who just happens to be a close friend of the Pope, leads the Knights into the murky world of
prostitution and organ legging right in their own backyard.
• Ice Station Zulu: When an Asgard geological station deep inside the Arctic Circle broadcasts an open
frequency distress signal, the Knights are sent to provide medical assistance (and recover any useful technical
information) before the Corporation can send a relief team. But the emergency was not caused by any earthly force,
and the creature still haunts the frozen corridors.
Tales from the Frontline #02 (PDF)
Takeaways
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Desktop wallpaper (1024 by 768)
Desktop wallpaper (1280 by 1024)
Desktop wallpaper (1600 X 1200)
Additional Free Information
Drugs
Geographical Terms
Inquisitorial Missions
Church Notes
Demons
Sheets and Templates
World Map
Matters of Faith
Ranks and Titles
Corporate Soldiers
Mercenary Campaigns