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Deathcap Hellcats


Jay

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After the the fall out at Deathcap junction the Matriarch of Hive Secundas sent Kira Calder and her sisters to re-establish control of the Deathcap trade. The Hellcats arrived to find that the previous power struggle had destabilized the junction and led to the rise of dark cults and mad prophets.

After recovering as much of the House assets as they could the gangers decided it was time to pull up stakes and return to Secundus. However many new roadblocks stood in their path, the first and foremost, the disappearance of Kiras beloved Gyrinx, Setra. This rare cat was a gift from the gang leaders Aeldari smuggler allies.

The goal of the Hellcats is to find their leaders beloved pet and use their alien contacts to get out of dodge before all Hell breaks loose.  17D5D428-04D8-4E3B-A93E-BC2005308941.thumb.jpeg.a5839a0194df4889702aba58b7a0a42c.jpeg

 

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Love the story, Jay.  Here’s what it inspires me to think and suggest.  Feel free to incorporate, adapt or ignore at will.  


it seems like gathering information and investigating rumors is the first thing your gang had to do.  Cold Traders could be acting to oppose you,  one of the guilds could be acting on behalf of some uphive noble, and psi-syndica or witch hunters seem equally likely to be involved.  
 

after getting some info, either getting the tools to affect a recovery operation, or coming into some type of psy influence for tracking purposes could be necessary.  
 

if you can get what you need while your foes are still in the hive you should be able to infiltrate or ambush them.  If you end up on the back foot, it’s possible your quarry will leave the hive or even the planet, and your recovery would be that much harder.  

 

For an intel mission:

We could allow your opponent a free bonus hired scum, and give you the chance to either shake them down (as the collect a debt 7 of diamonds intrigue in book of judgement) or recover intel off their body.  (Instead of rolling to capture as normal, they have relevant info on a 4+ if they were seriously injured or ooa at the end of a battle

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alternately 

take a look at the Ace-6 Subplots for the Xenos Cards  (pg 158 of the Main rulebook)

I’d be down to have you draw/roll before any game, and instead of the rewards listed, success would grant you either a fate point or some other marker of success on your journey.

failure could put either smugglers or imperials on your trail, if not both.

 

After some success, we could make a customized mission for your gang as the campaign draws to an end.

some missions to look at for a basis: 

 

Caravan heist, archeo-hunters, escort mission or fighter down.  

 

Ghast hunters could also be a fruitful way to get some psi knowledge, or dabbling with genestealer or chaos cult influences could give you psychic influences, but at what cost.  


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