Part 6: Steelworks assault
After agreeing to Pradier's plan, you board the APC assigned to his squad with Telemacus. You make a last minute check-up, grab your autogun and then lieutenant Navarro gives the order to start the attack. The vehicles leave the parking and split up toward the two bridges. Inside, you take a look at those you'll fight alongside: they seem tense, some maybe afraid of what they will face after the earlier revelations, but all are ready to fight, shields at the ready and either baton or handgun in hand. Telemacus is at your side, shotgun in hand, softly psalmodying litanies of hate to prepare him to the coming fight.
In squeal of tires, the APC abruptly stop near your objective and you pile up out of the vehicle, facing a pair of cultists, with one opening fire from a concealed handgun and the other charging at you with a wordless scream. Both are gunned down in short order, without any damage to your forces, other than a few additional dents on the hull of the APC.
"Disciples of the Lord of skulls indeed. Pradier, status of the other group?" you asks, while switching from your autogun to your grenade launcher.
"They've neutralized their targets, one enforcer lightly wounded, but still combat effective. Ready to assault on your signal." he relays, hand on his com-bead.
But as you prepare to enter, you feel an unique pressure, one that crushes down on one's very mind and soul, but it dissipates just as quickly, with insane roars filling the tortured air and leaving a fool taste of blood in your mouth. Around you, the others are similarly affected, one enforcer puking his guts on the ground, shaken by what must the aftereffects of some fell ritual. But you rally them, shouting,
"The cultists knows we are here and are resorting to debased witchery, because they know they cannot face the wrath of the righteous! Gird yourself in the armor of contempt and prepare to mete out the Emperor's justice on those reprobates! Attack!"
Entering behind the shield-wielding enforcers, you burst into the former factory, with the other group entering from the opposite doors, weapons similarly at the ready. All the machinery had been removed from the factory, leaving an empty room, poorly lit by soot-stained windows, industrial debris and broken girders pushed alongside the walls. And between the two groups, stand a circle of eight cultists, crude melee weapons in hand and covered in blood splatters. A few are obviously mutants, sporting, mishappen bodies, horns or limbs with additional joints. They stand around what must be a ritual circle, eight skulls crudely flayed linked by rivulets of blood. In the middle a cloud of ethereal smoke is dissipating, but you can still see a grimacing face in the middle, frozen in a rictus of rage, before the cloud disappear.
Half of the cultists charge in your direction, intent on gutting you for interrupting their ritual. Among them an horned mutant is wielding not an improvised weapon, but rather a roaring chainsword, desecrated by unholy script, its wielder wiry, filled with a manic strength and half his face is covered by mad tattoos. The cultists shout as they charge, but their shouts of "Blood for the Blood god" are quickly drowned by weapon fire. You join the enforcers and fire your grenade launcher, but your shot ricochets on the uneven ground toward the line of enforcers, its explosion pelting them with shrapnel. Thankfully the fire from the enforcer strike true, felling three of the cultists.
The survivor is the chainsword wielder and he reaches your group, which devolved in a confused melee centered around the madman striking at anyone in range. One the enforcer is too slow and the weapon bite deeply in side, a spurt of blood adding a fresh coat of red on the arm of the cultist. But his successful strike left him unbalanced for a moment and Pradier strike with his baton, the rod of plasteel hitting true and breaking his neck.
The other cultists had charged the the combined squads of Navarro and Cordier and were gunned down before they were able to reach melee range, their bodies broken by the volume of lead fired in their direction.
As you take stock of the situation, Pradier comes toward you after ordering the enforcers take care of the wounded from his squad.
"What was that? What happened when we were outside?"
"As I said, the cultists used witchcraft against us, but failed.", you answer, eliding most of the truth. "And it is better that you don't know more. Order everyone to exit the building, such transgression against nature usually leave
something behind."
A few moments later the doors are closed again and you have regrouped with the other group. According to Pradier, two of his men won't be able to fight, but will survive. The two other squad are still fully combat-effective. You are joined by your two acolytes.
"Do you think it was?..."
"An attempted breach? To make something come from the
other side? Yes." Telemacus answers.
"Good thing we went there first place, an incarnate would have been ruinous. But now we have a ritual circle in our hands."
"I think Kyriakos will want to police the site himself?" adds Electryos "There's the enforcers who were keeping a look on the cultists, they should be able to keep it safe for a few hours. But I don't think the precinct will be able to spare more men than those already here."
"No, better destroy it. Its presence is a taint on the Materium and if someone managed to enter and learn some of that fell knowledge..." interjects Telemacus. "We could just take some promethium from the tanks of the vehicles and set the building ablaze. Not very subtle, but that would buy us some time to set up a proper clean-up."
So do you decide to
A leave the building intact and under guard of the two enforcers who were here before your arrival.
a Optionally, leave more enforcers to keep a tighter watch.
B Burn it.
But, either way, before leaving you would have the time to do a quick study of the ritual site and anything that you might have missed in the heat of the combat. If Kyriakos can take a look, why not you?
A Yes, after all, knowledge is power...
B No. This knowledge is too dangerous
AN: first time writing a fight, I hope it went well, if you have any feedback, I'm all ears.