Part 2: The Precinct
You quickly flag down a passing delivery vehicle, bribing the driver to take you to your destination, through the pot-holed streets of the city. The precinct is an severe, utilitarian building of leprous rockrete, pockmarked by bullet impacts and decorated by half-broken gargoyles. Enforcers cars and vans constantly come and go from the parking space in front of the imposing building, the intermittent wail of sirens drowning all other noises. To one side, a group of off-duty officers are milling, smoking and drinking cups of recaff, taking a break before going back to the grindstone of enforcing law and order. Civilians are also moving to and fro, clerks keeping the institution running, like they do in a myriad other establishments all over the Imperium, plaintiffs, courriers, informants, witness and the like, all moving swiftly as if to either leave as quickly as possible or take refuge behind the walls of the building.
"Auth-codes like the one in our possession are usually entrusted to a planetary intelligence organisation, called the prospectors, under the authority of the planetary governor and missioned with rooting out dissent to his rule. Though, from what we've heard of them, they're more acting to protect the interests of the bigger commercial cartels."
"Thanks, Electryos. That should get us enough enforcers to deal with the cultists."
Inside the precinct, it's the same flurry of activity as outside, with the din of conversation being often covered by vox lines rigging, shouted orders and protests of suspects being dragged not too gently towards interrogation rooms or holding cells. After a quick chat with the officer manning the reception desk, you are escorted to commissioner Magret, responsible for the precinct. You meet in his office, which isn't in much better state than the outside of the building. The commissioner has the look of a man who's been living on recaff and stims for too long, but still determined to see his duty to its bitter end.
"So you're
prospecting a little problem in the area? Your code had been verified, we are ready to provide assistance, within our limited means."
"Good afternoon, officer. Your cooperation has been noted. Though it's not just a little issue and we're going to need as many forces as you can spare. The target is an old mining compound outside the city, at a place named Sept Sillons. The intel we have is very time-sensitive, we need to strike before sundown."
"So quickly? It's going to be complicated, I'll see what I can scrounge, but we're already overstretched upholding the law in this wretched city. And why didn't you ask the local PDF? They're always eager to shoot things, looking at the mess they did two weeks ago at the Tolérance house."
"I couldn't trust them to do a proper job, especially to preserve evidence, the group we're after is bigger than just this compound, we'll need to rat out the rest of them and to do that, we need intel."
"Understood, I'll gather what I can. In the meantime, since you aren't heavily armed, follow officer Aymeric here, we can lend you a few weapons. We'll then meet for a briefing."
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Officer Aymeric leads you deeper into the precinct, passing reinforced doors, until you reach a destitute rockcrete room containing a mix of enforcers weapons and weapons clearly confiscated from criminals. The officer first gives you armor vests, then let you choose a pair of weapon among those stored. Telemacus grabs a shotgun and a riot baton and Electryos a wicked-looking axe and a vox-caster. As for you,
Choose two among:
[] lasrifle
[] autogun
[] shotgun
[] grenade launcher (with explosive and smoke grenades)
[] enforcer riot baton
[] cutlass
[] axe
[] mace
[] riot shield
You already have a stub revolver and a knife, which you'll keep as backup. Each gun comes with a reasonable amount of ammunition, of course.
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With your borrowed weapons, you arrive back in Magret's office, where a few more enforcers are present.
"...and Le Floch, call back the squads who just went off-duty, we're going to need them in Trou real soon. Normally it would have been Navarro's job, but he's gotten the special assignement." spotting your entrance, he turns towards you "As expected, we don't have a lot of officers available to accompany you: only one patrol of 8 officers and two riot squad, each with 6 officers."
Taking a look at the officers already present, the patrolmen are the standard beat enforcers, equipped with shotgun, pistols and clubs, whereas the riot squad have heavier equipment, including bigger handguns, riot shields and armor.
"Lieutenant Navarro will be in command" continued the commissioner, pointing toward a rough-looking officer in riot armor, half his face covered in scar tissue, twiddling a shock maul in his augmentic hand. "I've looked into the compound you told me about, it was used as part of mining operations, but it's been abandoned for decades, since the mines were exhausted. There had been a few reports of squatters, but we never had the manpower to deal with it. If you leave now, you should be ready to assault roughly one hour before nightfall."
"Good."
"But the assault team of the precinct is currently putting the smackdown on some scum with inspector Javert and should be back in 60 to 90 minutes, if you feel you can afford the delay. This assault team is much better armed and better trained at dealing with violent opposition, which looks like is going to be tonight's business. That'll delay your departure, of course."
You turn toward your acolytes, with Telemacus talking first, taking care of not being heard by the enforcers: "We've already faced those cultists, you know we can't take lightly and having a few more fighters with us might make the difference between life and death."
Electryos interjects, whispering: "Vince's intel wasn't exactly clear on the timetable of our target, not even on what they are planning. I'd counsel that we go now.
So what do you decide?
[] Go now
[] Wait for the assault squad.
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AN: The rolls were for what troops were available. Your choice will of course have an influence on how well you'll do in combat (melee weapons are better in CQC than your knife, a shotgun better at close range and so on)