If you need
mercenaries in western Canada, you call the Arsenault Angel Company—or the
"Double A Company" in polite circles. Those less polite call them the
Arsehole Angels. They are ruthless professionals: direct, precise, and
known for fulfilling every contract to the letter, if not always to the
spirit. They are not the cheapest mercs around, nor the most charming, but they
are the best money you can buy if you need a job done clean and fast.
They’re not beloved
across the wastelands of North America, but they’re respected,
especially around Prairie Oasis, where their influence is undeniable.
History
Founded over 30 years
ago by Agnes Norton Arsenault—ANA to most—she earned legendary status in
the Necromantic Wars and was nearly granted citizenship in the DPP. She
declined, choosing instead to carve out her destiny in the wreckage of western
Canada. With her iron will and military brilliance, she created a legacy.
Settling on a ruined
farmstead outside post-apocalyptic Calgary, ANA raised a family and trained
them as soldiers. Her offspring became the command staff of her private army,
the Arsenault Angel Company, named for their emblem: a reaper-winged
skull with a halo and combat knife.
Though officially
retired, ANA still trains promising recruits in “The Dungeon”—a subterranean
facility beneath their fortified base. Her presence alone can silence a rowdy
mess hall. Every grunt has heard the phrase: “If Granny picks you for wet
work, you’re already halfway dead—or halfway great.”
Key Members
Agnes Norton Arsenault
Better known as ANA,
is the iron spine of the Arsenault Angel Company—the founder, the matriarch,
the myth. Thirty years ago, she walked off a battlefield in the Necromantic
Wars soaked in blood and holding a broken radio and a plan. She offered
citizenship in the DPP, told them to “shove their gold-plated coffin,” and
headed west into the smoke. Outside of Prairie Atlantis, the resettled ruins of
Calgary, she built a homestead, a fortress, and a family of warriors there.
ANA doesn’t command
anymore—at least not officially. She trains. She teaches. She tests. Her
battlefield is now the Dungeon, a grueling training maze beneath Angel’s
Grave. Recruits either come out stronger... or not at all. Her face is
weathered but sharp, her gait slow but commanding. She looks like someone who’s
survived every kind of war—on battlefields, in family dinners, and in her mind.
Her voice can silence a riot.
Don’t let the “granny”
image fool you. She’s still the most dangerous person in the room. She’s
forgotten more battlefield strategy than most commanders ever learn—and she
only respects two things: grit and growth.
Her constant companion
is Maxine, a massive psychic Maine Coon with thick, ghost-haloed fur and
glowing blue eyes. Maxine exudes power the way others breathe—generating
ectoplasmic tendrils, shielding allies, and sniffing out lies. She and
ANA communicate silently, efficiently, and sometimes unsettlingly. Maxine has
been known to corner a trainee mid-lie, sitting quietly on their chest until
they confess—or pass out.
ANA’s children call
her “Ma.” Her soldiers call her “Boss.” The world calls her “Angel of the Iron
West.” And if she ever laces up her boots again, someone's gonna burn for it.
Alwyn “The Joker” Arsenault:
The youngest of the Arsenault brood, the
one most likely to turn a battlefield into a stage for slapstick genius. A
reluctant warrior with a gift for tactical mischief, Alwyn fights with the
flair of a trickster and the precision of someone who could’ve been the best—if
she wanted the job. Equal parts daredevil and jester, she’s notorious for wild
improvised gear, feints layered in feints, and combat moves that make seasoned
vets ask, “Did she just banana-peel that warlord?” Her downtime antics
are legendary, from joyriding troop transports to fake memo scams signed “Love,
Mom.” Always at her side is Alphie, a tuxedo-patterned telekinetic cat
who floats gear, disarms enemies mid-punch, and deadpans harder than most
snipers. Together, they’re the heart, humor, and occasional headache of the
Angel Company.
Belladonna Arsenault
The Arsenault Angel Company’s undisputed
queen of information warfare, morale manipulation, and glam-fueled chaos.
Ever-reinventing herself—from leather-clad rockstar general to cybernetic diva
technician to the ominous “List-Keeper”—Belladonna weaponizes charisma with
surgical precision. On the field, she’s a walking psych-op campaign,
dismantling enemy cohesion with taunts, illusions, and viral disinformation
while rallying her troops with sheer star power. Her signature is theatrics:
smoke machines, misleading broadcasts, enemy troops arguing about who’s
"on the list," and morale shattering from the inside out. She’s
rarely seen without Velour, her sleek psychic Burmese cat whose empathic
sarcasm is so potent it has reportedly caused hallucinations in weak minds.
Together, they’re a two-beings propaganda storm with a soundtrack.
Beretta “The Assassin” Arsenault:
She moves like smoke and leaves art like a
signature wound. Silent, poised, and unnervingly graceful, she’s the Angel
Company’s shadow blade—slipping through defenses, finishing the job, and
leaving sprawling murals in spray paint or blood, depending on the mission. Her
graffiti isn't just art; it's a warning, a chronicle, and a taunt, often
depicting twisted saints, shattered crowns, or cryptic family inside jokes.
Beretta speaks rarely, and when she does, it lands like a bullet—cold, precise,
and impossible to ignore. Her telepathic British shorthair, Oscar, is
her voice often, broadcasting snarky comments, emotional cues, or deadpan quips
directly into the minds of nearby allies (or enemies). Together, they’re a
perfectly calibrated duet of silence and sting—turning infiltration into
performance art, and assassination into a statement.
Eden “Lady Mask” Arsenault
The quiet storm
of the family—elegant, elusive, and terrifying when the masks come down. A
multi-style melee savant trained in countless martial disciplines, Eden
switches combat modes by donning specialized masks—each one unlocking a
different stance, rhythm, and brutal philosophy of movement. One moment she’s
grappling with surgical restraint, the next she’s a whirlwind of strikes,
flowing like silk over razors. But it’s more than muscle memory—there’s
something else in the masks. Watching something with her.
Family says she
was always gifted. Others say she was always touched. Eden
insists it’s just instinct and practice. But her collection of worn,
hand-painted masks… whispers sometimes. Each one remembers a fight, a loss, or
a lesson. And lately, they’ve started remembering things she doesn’t.
Her companion,
Cheshire, is a longhaired phase-walking cat that blinks between shadows and
carries “mask memory”—a psychic resonance with the emotional imprint of each
mask Eden wears. When she changes style, Cheshire shifts, growling, grinning,
or vanishing entirely, together, they operate on a wavelength no one else in
the company understands. Eden fights like a legend, moves like a ghost, and
trains like someone trying to outrun something inside her.
Georgia “Hammer” Arsenault
Built like a blueprint
and hits like a wrecking ball wrapped in compassion. As the Angel Company’s top
demolitions expert and structural engineer, she doesn’t just blow things up—she
understands them. One long stare, and she can see exactly where to plant
charges to bring down a building, collapse a tunnel, or pop the hood off a tank
like a beer can. She walks into bunkers with a laser pointer and a tired sigh,
marking the stress points like she's sketching a family portrait.
But Georgia isn’t just
muscle—she’s quiet, methodical, and almost maternal in her intensity. She
drinks black coffee like a sacred ritual and teaches rookies how to disarm a
mine while explaining pressure plate philosophy. She doesn't raise her voice, but
people clear the room when she does.
Her bonded cat, Penny,
is a sleek Siamese with unsettling insight into people's emotional “fault
lines.” Together, they make a terrifyingly efficient pair: Georgia cracks
structures; Penny cracks psyches.
Leona “Spanner” Arsenault
The miracle
mechanic of the Angel Company—the one who looks at a smoking pile of parts and
says, “Give me ten minutes and a snack.” She’s the grease-streaked soul of the
motor pool, working miracles in coveralls three sizes too big, with a burrito
jammed in her mouth and a welding torch in the other. Equal parts genius and
chaos goblin, Spanner doesn’t believe in “can’t”—only in “hasn’t exploded yet.”
If it sparks, she can fix it. She can make it spark just for fun if it doesn't
spark.
She’s rarely seen
without Socket, a tabby cat with a natural static charge and a taste for
licking battery packs. Socket’s presence has shorted out entire supply
depots—and possibly a few enemy drones. The pair is a walking safety violation
and an unspoken reason the vehicle depot runs better than any warzone garage
has a right to.
Mittens – Arsenault Angel Company
Mascot
“If you pet her, you’d better mean it.”
Mittens is more
than a mascot—she’s a legend among the Angels. A full-sized Boreal Tiger with
psychic invisibility and a mean streak for trespassers, she patrols the animal
pens like a velvet-pawed warden. To family, she’s a purring giant who naps on
warm truck hoods and tolerates being used as a footrest. She is an invisible
judgment made manifest to strangers, seen only when it’s too late.
She rarely moves
fast, but when she does, she vanishes mid-pounce and reappears behind her prey.
Officers joke that Maxine and Mittens once settled a turf dispute between
themselves without anyone ever seeing it. If the perimeter’s breached
and Mittens is loose, everyone knows: the Comeback isn't coming—because she
already did.
Morrigan “Bulldog” Arsenault
Bulldog doesn’t kick
down doors, she rips them off the hinges and sends her dogs through
first. The Arsenaults’ premier beast-handler and close-quarters specialist,
Bulldog is a relentless forward assault operative who trusts animals more than
most people—and with good reason. She’s trained everything from feral stalkers
to bio-augmented warhounds, and she treats each one like family. Her unit
doesn’t just breach—they hunt, moving as one, barking commands, and
flanking with practiced fury.
At her side is W00f,
an F1d0-class cyber-canine with titanium jaws, integrated radar, and a growl
that could shake bones loose. W00f is more than a pet—he’s a partner, built in
memory of an old dog that saved her life. They move with synchronized
aggression: leap, smash, bark, breach. Morrigan’s command barks are encoded
with microtonal psychic pulses, so when she growls “DOWN,” you hit the
floor whether you’re canine.
She’s
broad-shouldered, braided, and deadpan, built like a linebacker who never skips
arm day. Her armor is bite-scuffed, dented, and smells faintly of kibble and
oil. Off-duty, she’s all quiet warmth, endlessly polishing gear and feeding
scraps to her training squad of rescue-mutts.
In combat, she’s the
storm in a dog ’s-eye view—fast, loud, and never alone. And if you hear W00f
howl before you see them, it’s already too late.
Natalya “Spinebreaker” Arsenault
The wall you hit when you’ve pushed the
Angels too far—and she hits back harder. Towering, loud, and built like a
freight train with feelings, Natalya is the family’s frontline enforcer and
battlefield big sister. She leads from the front with zero patience for
cowardice, cruelty, or half-assed punches. Her laughter is as devastating as
her body blows, and when she yells “GET OVER HERE,” people do—whether they want
to or not.
Besides her proud pink mohawk, her defining
feature is a bionic arm scavenged from a ruined Power Armor unit. It's
oversized, overpowered, and occasionally autonomous. Sometimes it
twitches like it remembers another war, another purpose. Other times, it reacts
before she moves—shifting her aim, pulling her to cover, or slugging
someone she swears she wasn’t mad at.
Her psychic companion, Purrserker, is a
calico with a sixth sense for incoming danger. The cat sits on her shoulder
like a war totem, growling moments before a sniper’s scope glints or a mine
clicks. They share an eerie bond—part instinct, part trust, part shared battle
rage.
Rip “Graveheart” MacLaren
Undead Stuntfighter & Walking Apocalypse
There’s tough, hard to
kill, and then there’s Rip “Graveheart” MacLaren, who already died once and
returned with more attitude than ever. A former stuntfighter, pro-wrestler, and
combat showman, Rip died in a pyrotechnics accident during a militia
raid-turned-theatrical production—then got back up and finished the match.
Now a full-fledged Kamidaver, Rip serves the Arsenault Angel Company as
their rowdiest brawler, their undead hype man, and the only one who insists on
cutting promos before a fight.
He dresses like a
post-apocalyptic gladiator Highlander—kilt, boots, leather harness, and the
occasional bandolier of smoke bombs. His weapon is the Kilt-Lifter—a
massive, rune-scarred claymore with a pommel made from a chunk of his
gravestone. When he swings it, people move. Or explode—or both.
Rip channels his fury
and undead resilience into theatrical mayhem. He laughs at pain. He eats
flashbangs for breakfast. And if you kill him? He might thank you, then stand
back up and return the favor.
Tagging along is Miccheck,
a lightweight, semi-sentient utility drone shaped like a floating microphone
stand. It records his one-liners, boosts his entrance music, and sometimes
provides live commentary, often whether anyone wants it to. Rip insists it’s
just there “to keep the legend alive.” Others suspect it might be the only
thing holding what’s left of his sanity together.
Rip “Graveheart”
MacLaren isn’t just a soldier. He’s a statement: Death is optional. Hype is
mandatory.
Ruth “Chippy” Arsenault:
the eldest of the
Arsenault clan, and it shows—in the scars, in the gravel of her voice, and in
the hard-won discipline she brings to the battlefield. Gruff, pragmatic, and
razor-focused, she’s the current field commander of the Angel Company and the
one who’s had to earn every shred of her respect the hard way. She trains
squads like a storm drills stone, relentless and shaping. Her orders aren’t
flashy, but they work, and when things fall apart, Chippy’s the one
pulling people out of the fire with a curse and a backhanded compliment.
But there’s always
been a chip on her shoulder—thus the name. Being the eldest means watching the
others steal spotlights: Beretta with her art and precision, Alwyn
with her antics and charm. Ruth gets the job done, not the glory. And while
she’d never say it out loud, it eats at her. What she does say is
usually short, direct, and laced with salt.
Her bonded warcat, Matilda,
is a mountain of a Maine Coon—battle-hardened, ghost-touched, and utterly
loyal. Matilda projects psychic barriers that block bullets and fists alike,
and when needed, she manifests ectoplasmic limbs to lay down brutal
ghost-knuckle justice. Together, they’re a two-woman tank crew, smashing
through breach points, holding ground under fire, and staring down horrors
without blinking.
You don’t rise through
the Angel Company without blood, dirt, and discipline. Ruth “Chippy”
Arsenault bleeds all three. She may not be the favorite, but when the chips
are down, she’s who you want calling the shots.
Torrance “Torchy” Arsenault
Torchy isn’t your
average medic—she’s a walking contradiction of holy fire, battlefield grit, and
zero-patience triage rage. She charges through gunfire with a trauma kit in one
hand and a flamethrower in the other, screaming at people to “hold
still so I can heal you, dammit!” Born with a rare mutation that lets her
manipulate flame as a surgical tool, Torchy can cauterize wounds instantly,
sterilize entire rooms with a sweep of fire, and cook dinner without flinching.
She’s not subtle—but
she is sacred. Some say she’s a divine anomaly. Others say she’s angry
enough to set miracles on fire until they behave. She treats the wounded with
the same intensity she torches enemies—with love, violence, and an uncanny
ability to make both feel healing.
Always prowling at her
feet is Ashpaw, a soot-colored kitten with the eerie ability to “eat”
pain. The cat curls around a soldier’s wound, purring like a Geiger counter,
and somehow draws the agony out through its whiskers and vanishes it into...
something else.
Motor Pool
The Arsenault Angel Motor Pool is where desperation meets ingenuity, wrapped in a dieselpunk
aesthetic of scorched steel and improvised warfare. These aren’t factory-made
war machines; they’re refitted tractors, repurposed delivery trucks, and
salvaged relics of a lost world, reborn as instruments of defiance. Every
vehicle carries the scars of its past life and the signature of its rebirth:
patchwork armor plating, scorched Arsenault Angel insignias, and
black-and-silver paint jobs that flake like old memories. Modular compartments
bristle with drone docks, gun nests, and med bays, making each one a rolling
expression of battlefield adaptation. And true to Angel tradition, every rig
bears a name that hits like a punchline or a power cord—equal parts pro wrestler,
heavy metal album, and WWII bomber.
Dust Saint
The Arsenault Angels’ field logistics truck and mobile repair
rig are designed as resilient utility vehicles that play essential roles in long-range missions, defensive positions, or recovery
operations.
Freightmare
The Arsenault Angels’ signature troop
transport and mobile command unit. It’s the standard heavy vehicle you'll see
in big deployments—reliable, reinforced, and full of personality.
Jackknife Jess
The Arsenault Angels’ go-to fast attack
gun jeep. Designed for recon, flanking, and drive-by suppression, it’s
lean, loud, and usually operated by someone with a wild grin and something to
prove.
Killdozer
The Arsenault Angels’ brutal assault
bulldozer—a battlefield breaker built for urban breaching, area
denial, and terrifying show-of-force drives. Plated in tombstone
fragments, and with a flame-belching engine, it's less a vehicle and
more a moving threat display.
M.U.L.L.E.T.
Mechanized Utility Load Lifter &
Emergency Transport (or M.U.L.L.E.T.), the Arsenault Angels’ experimental
walker transport. It's a bipedal beast of burden, repurposed for
field rescues, cargo hauls, and stomping through the kind of terrain that would
strand a tank.
Rebuttal
The Arsenault Angels’ enforcer pickup—a
brute-force riot rig built for crowd control, smash-through assaults, and
battlefield intimidation. It’s the vehicle that doesn’t just arrive, it
announces itself with smoke, sirens, and the sound of something being
flattened.
Tap Out
The Arsenault Angels’ flatbed gun
platform/sniper nest, operated by elite sharpshooters like Beretta
or Belladonna. It's half-mobile death perch, half-battlefield
chessboard—designed to lock down lanes, deny airspace, and take the high ground
wherever it parks.
Wingclipper
The Arsenault Angels’ light scout
motorbike. This stripped-down, turbo-fused ride is made for lightning recon
runs, risky courier missions, and rookies trying to prove they’re tough enough
to hang with the legends.
Angel’s Grave
“Home is where the
guns are oiled, the mess smells of beans, and the cat might be psychic.”
Set on a lonely hill
overlooking the scorched plains near Prairie Oasis, Angel’s Grave is
equal parts fortress, homestead, and proving ground. The old red-brick
farmhouse—once someone's dream retirement property—is now the beating heart of
one of Western Canada’s most infamous mercenary companies.
A patchwork of
military engineering, scavenger genius, and psychic warding keeps the place
tight, weird, and unbreakable.
1. Main Compound (“The Keep”)
A rugged farmhouse
reinforced with armor plates, concrete patches, and occasional graffiti. It's
the core of Angel operations.
- Command Center: Housed in the attic and upper floors,
with radar dishes, encrypted comms, and strategy boards littered with pins
and notes.
- Barracks: Spartan sleeping quarters for regulars and temporary bunks for
recruits.
- Mess Hall: Giant stove. Always something bubbling.
Cards and cat hair everywhere.
- Armory: Steel-reinforced. Voiceprint + code locked. Stocked with rifles,
pistols, and the occasional antique saber.
2. Training Grounds
Directly downhill from
the Keep, the grounds are loud, muddy, and brutal.
- Obstacle Course: Mud pits, barbed wire crawls, rope
climbs, and the infamous “car chassis maze.”
- Firing Range: Targets (paper, steel, and sometimes
robotic) lined up for ranged drills.
- Simulation Arena: Open field with adjustable cover. Often
used for tactical mock battles, LARP-style melee training, or “dumb cousin
wrestling matches.”
3. The Dungeon (Training Facility)
Hidden under the main
compound in what used to be a root cellar—expanded with sweat and explosives.
- Entrance: Trapdoor hidden beneath an old fridge in the pantry. Protected by
telepathic passwords and a biometric lock.
- Rooms:
- Room 1: Combat Sim – RC Racers, Laser Gophers, automated paintball
turrets.
- Room 2: Puzzle Challenge – Bomb disarms, code tracing, teamwork
illusions.
- Room 3: Hazard Gauntlet – Pitfalls, rising water, ectoplasmic fog.
- Room 4: Boss Fight – Jetpack-clad Thunder Bat or psychic illusionary
enemies.
Use of the Dungeon is
mandatory for all rookies and any mercs who "get too cocky."
4. Vehicle Depot
A half-buried Quonset
hut and some tarped garages house the Angels’ mobility.
- Garage: Tools, welders, oil stains, and two mechanics always arguing over
torque settings.
- Storage: Fuel drums, tires, ammo crates, scavenged parts, and an old
satellite dish converted into a barbecue.
5. Animal Pens
Behind the main
building is a rough-shod collection of pens and cages.
- Boreal Tiger Enclosure: For Mittens, the company's mascot
and last-resort security system. It is giant, cuddly with family, and
murderous with strangers.
- Stables: Contain bionic snow-cats, hardy moose-mounts, and a few
"chimeric experiments" too stubborn to die.
6. Perimeter Defenses
The hill may look like
a scrap pile—but it’s a kill zone in disguise.
- Watchtowers: Two primary and two auxiliary towers
equipped with spotlights and scoped rifles.
- Trenches & Barriers: Sandbags, tire stacks, welded steel
traps.
- Sensor Arrays: Psychic motion sensors, pressure plates,
old-school tripwire alarms. Cats monitor some.
“The Dungeon”
A simulated combat
zone designed to test recruits. It measures performance by using illusions,
robots, oozes, paintballs, and psychological stress. Successful runs get you
full recruitment. Failures mean another few weeks of KP duty and trying again.
Purpose: Test tactics, teamwork, stress resilience,
and innovation
Format: 5-Room Dungeon, modular, recycled obstacles
Training Dungeon
Layout
- Entry Hall: Graffitied walls, metal grates. An
intercom issues distorted orders. Dim light. Cats watch.
Room 1: Guardian
Hall
- Challenge: RC Racers of Doom (tiny explosive
drones), Laser Gophers (turrets that fire light beams)
- Goal: Survive waves for 3 minutes.
- Fail Penalty: 1 level of exhaustion (or bruised pride
and singed eyebrows).
Room 2: Puzzle
Chamber
- Challenge: Disarm a timed “bomb” (paint-filled
water balloon rig).
- Catch: Clues scattered in illusions. Team members outside the room must
guide the one inside.
Room 3: The Setback
- Challenge: A bridge over a pit. Crossing triggers
mud geysers, narrow balance beams.
- Optional: Shortcut that requires grappling up a wall. Fail = exhaustion.
Room 4: The Boss
Fight
- Enemy: A Thunder Bat (rubber-suited Angel in a jetpack using rubber
explosives and a sound cannon).
- Goal: Defeat or force retreat. Working together is required.
Room 5: Revelation
& Reward
- Reward: Access code to official Angel locker, gear package, name on the
board.
- Twist: A psychic illusion shows what kind of leader/failure you might
become—your "future self" taunts you.
Notable Features
- Breakroom: Half-bar, half-supply depot, where
off-duty Angels play cards, grill meat, and share scars.
- Training Zones: Includes a “paintball killhouse,” “mud
& wire” crawl zone, and a remote obstacle course on old farmland.
- “Family Hall”: Honors fallen Angels, especially kin.
Standard Operating Procedures (SOPs)
“We fight smart. We
fight sharp. We fight for family.”
The Angels number
roughly 400, with about 60% being support staff. Uniforms are black-and-silver
urban camo, customized with survival tricks and family markings. The Family
Book, a heavily redacted and handwritten military manual, is passed down
through bloodline and battlefield loyalty.
Tactics use a mix of
scavenged vehicles and surprisingly intact military-grade equipment to
emphasize electronic warfare, ambushes, and overwhelming firepower. Key to
their battlefield advantage is their use of psychic cats, bonded to
officer-grade Angels. These felines offer mental coordination, telepathic
recon, and battlefield disruption, making infiltration nearly impossible.
The Angels are a free
company that sells its services but retains autonomy. Their cohesion,
forged in blood and kinship, makes them formidable and hard to replicate.
Outsiders sometimes gripe about nepotism, but the unit's precision silences
most complaints.
The following
procedures are considered baseline for any operation run under the Arsenault
Angel Company banner. Failure to comply will result in disciplinary action,
reassignment to KP duty, or a one-on-one review with ANA herself (you won’t
like it).
Chain of Command
- Field Command falls to Ruth “Chippy”
Arsenault unless otherwise delegated.
- ANA retains override authority on
all mission-critical decisions—no exceptions.
- Squad Leaders are empowered to make
moment-to-moment battlefield decisions but must submit to after-action
reviews (AARs) within 24 hours of return.
Loadout & Gear Protocol
- Standard Kit includes trauma pack, psychic ward badge,
2-day ration bar, black/silver field fatigues.
- Cats and Drones are to be assigned before
deployment and logged with HQ via the Gear & Beings Manifest.
- No unauthorized weapon mods without Spanner's
sign-off unless actively under fire. (Yes, that includes adding more
flamethrowers.)
Operational Conduct
- Merc Work, Not Murder: We fulfill the contract to the letter,
not the grave. Civilians are non-targets unless flagged by Command.
- Disinformation Is a Tool: If you are not certified by Belladonna,
do not attempt psychological operations in the field.
- No Solo Glory Runs: We win or lose as a squad. Violators
will be dropped into the Dungeon on hard mode.
Field Command Assets
- Combat Cats must always remain within the telepathic
line of their bond-partner unless acting as recon.
- Auto-Turrets should be deployed only under fire or
during siege conditions.
- Miccheck and other support drones are exempt from "no chatter"
rules due to their morale function.
Recovery & Extraction
- If wounded, signal your cat or drone via
synced pulse.
- If captured, initiate Protocol Cold
Halo: transmit kill-code if under duress to prevent intel leakage.
- Extraction priority follows mission asset
> bonded feline > Arsenault bloodline > standard personnel.
Base Discipline
- Angel’s Grave is both home and proving ground. Treat it
as both.
- No tagging over Beretta’s murals unless
you want to duel a shadow in your sleep.
- Maxine has final say in barracks disputes. Do not argue with the cat.
Promotion Protocol
- No one makes officer without Dungeon
clearance, 3+ successful contracts, and a nod from at least two
siblings.
- ANA may waive any requirement on a whim.
She rarely does.
Code Black (Company-Wide Emergency)
If Angel's Grave is
under siege:
- Activate the Comeback
- Secure the Dungeon entrance
- Release Mittens
- Initiate Black Book Protocol if
compromised
The Comeback
Codename: Operation Halo Echo
Classification: Company-Wide Asset / Last-Resort Countermeasure
Status: Buried, sealed, and completely denied by official channels
“If you hear the
phrase ‘we’re bringing the Comeback,’ you’d better be praying or running.”
—Ruth “Chippy” Arsenault
Beneath Angel’s Grave,
deeper even than the Dungeon, lies something ancient, armored, and profoundly
modified. The Comeback isn’t a vehicle. It’s a weaponized legacy. It is
the Company's ace in the apocalypse, constructed in secret during the final
years of the Necromantic Wars by ANA herself. Half-forgotten tech, half-cursed
relic, and all Angel-grade stubbornness, The Comeback exists for one
purpose:
To remind the world
that you never attack the Arsenaults at home.
What It Might Be (Rumors Abound)
- A buried mech grown into the hill,
psychically tuned to ANA’s bloodline, waiting to awaken.
- A mobile base-on-tracks that
unfolds like a fortress on spider legs, armed with turret arrays and sonic
denial fields.
- A long-range teleportation bomb
that warp returning veteran Angels into strategic combat positions across
the perimeter.
- A hollowed-out nuclear train car,
now a living weapons platform powered by something psionic and wrong.
Operational Effects
When deployed:
- Psychic cats throughout the company become
agitated or eerily silent.
- Radio static in the region syncs into
strange harmonics, broadcasting old Angel chants or funeral rites.
- All remaining defenses at Angel’s Grave
reroute power and defensive protocol to “Hold Pattern: Iron Halo.”
Deployment Conditions
- Authorized only by ANA or unanimous
sibling command vote.
- Requires coded bloodprint from three
family officers to activate.
- Last used: never officially. But
veterans whisper about a night in Moose Jaw that was erased from maps.
Tagline
on the internal door:
“Welcome to the
Comeback. If you’re reading this, we’re out of patience.”
Hiring the Arsenault Angel Company
“We don’t do
‘cheap.’ We do ‘done.’”
—Beretta Arsenault
The Arsenault
Angels don't take just any job. Contracting them requires more than money—it
requires trust, leverage, or family ties. Here’s how outsiders typically secure
their services:
How to Initiate a
Contract
- Step 1: Send a representative to Angel’s Grave in person. No
contracts over the radio.
- Step 2: Offer terms:
- Cash (or equivalent trade goods)
- Favors (military intel, sabotage, transport rights)
- Reputation Exchange (evident a bounty, avenge a fallen
Angel, etc.)
- Step 3: Undergo “the Interview” — a psychic background check performed by
one of the Cats.
- Step 4: Contract is approved or denied by:
- ANA (for personal favors)
- Chippy (for battlefield ops)
- Belladonna (for psywar/espionage)
If the Angels decline
your job, that decision is final—unless something changes the stakes.
Pricing Tiers
(As priced in
barter, supplies, or equivalent treasure.)
Tier |
Services |
Cost (GB) |
Tier 1 |
1–3 Mercs (Rookie or
Veteran) |
500–2,000 |
Tier 2 |
Squad (5–8 + support
cat or drone) |
5,000+ or trade of
equal value |
Tier 3 |
Full Strike Force
(15+ with vehicle or elite siblings) |
Requires favor from
ANA or a major factional alliance |
“Family Rate” |
If you save an
Arsenault, complete a contract for them, or marry into the clan. |
Discounted rate,
better gear, shared loyalty, or backup in a crisis |
Perks of Hiring the
Angels
Perk |
Description |
Reliable |
Mission gets done.
No whining, no shortcuts. |
Psychic Intel |
Cats may detect
ambushes, lies, or magical interference. |
Family Network |
Gain access to black
market arms, modded vehicles, and repair bays. |
Morale Boost |
Allies get +1 to WIS
saving throws and intimidation when fighting with the Angels. |
Iconic Arrival |
When they arrive,
they arrive hard. Wasteside legends travel fast. |
Risks of Breaking a
Contract
- Immediate retaliation by strike team
- Blacklisting in Prairie Oasis and related regions
- Rumor War: Belladonna starts the whisper campaign
- “Family Visit”: ANA shows up at your base. No one
speaks. She leaves with something.
Arsenault Mercenary Contract Hooks
1. Operation Smokestack Siren (Urban Extraction)
A rogue Cat has gone into hiding inside a flooded karaoke bar in the ruins
of Prairie Atlantis—the problem is, they’ve hacked into half the city’s old
alert systems. Extract the target alive
before rival bounty teams or Cybercult reclaim them first.
2. Fire Line at Foxtrot Gulch (Borderland Escort)
A refugee caravan is carrying an unstable ley crystal across disputed
territory. The Angels must escort the caravan through Ember Court warbands,
irradiated thunderstorms, and a gang of ex-mercenaries with a grudge.
3. Dead Drop in the Pale Gut (Retrieval Mission)
An encrypted drive buried in the Pale Gut has started broadcasting strange
signals. It belonged to a fallen Arsenault officer. Is it salvageable data...
or a psychic trap?
4. Ashcoil’s Tongue (Sabotage
Mission - Ember Court)
The Ember Court has begun channeling geothermal heat into a living siege
engine called the Scorch Maw.
The Angels are hired to disable the construct—or better yet, steal it and walk it out through
fire and fury.
5. Ritual Run: Broken Circle (Field Ritual Defense)
A village north of Moose Jaw is attempting a resurrection ritual to bring
back their fallen Stewart. The ritual site is protected by runes, but also
drawing predators, ghosts, and fey attention. Protect the circle—or stop it if
it goes wrong.
6. Tomb Raid on Red Hill (Wetwork & Moral Dilemma)
The Angels are asked to secure a haunted pre-Revelations bunker believed to
house a powerful psi-tech prototype. Problem: it’s protected by sentient AI
drones and children’s voices on the comms. Is it abandoned… or bait?
7. Shadows Over Mudtown (Counterinsurgency)
A frontier settlement claims to be under siege by “whispering shapes” from
the treeline. The Angels are hired to investigate—but the attackers are shapeshifted Feylin rebels
acting out an ancient play that may rewrite local reality.
8. Black Book Op: No Witnesses (Gray Morality, High Stakes)
A former Arsenault associate has defected to a foreign warlord and is
leaking field secrets. ANA herself quietly greenlights a no-questions-asked
team to “clean the board.” Success means honor. Failure means deniability.
9. Drop Zone: Dustveil Ridge (High-Altitude Assault)
A derailed sky-train is trapped on an elevated rail above Dustveil Ridge
with tech too valuable to fall into enemy hands. The Angels must para-drop,
clear the wreck, and evac survivors before raiders swarm.
10. Showdown at Devil’s Culvert (Rival Merc vs. Merc)
A rival mercenary outfit called the Iron Gospel has seized a key refueling point and is
charging extortionate tolls. The Angels are paid to negotiate terms... or
remind the world why the Rebuttal has a cowcatcher.
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