by HarleyLocal605 » Fri May 03, 2024 12:01 am
After confirming the alien is this time truly dead, you are able to swiftly fix the jam in your pistol. Rarely has that happened in the field, but it has been "fun" every time. Yeah "fun" seems like the right sarcastic adjective to use this time. Outside the heat of battle fixing this jam is such a breeze, but your prior experience dictates a backup is always handy. As you look through the keys you find the right one fairly easy, though it hadn't been marked, in case it wound up into opposition hands. So at least Commander Briggs might have a brain after all.
Once you open, you see a non-de script large white cargo van., looks like it would be perfect for those with other intentions in another place and time. But for these purposes it seems perfect. You see a rack on top as well you estimate you could get a decent haul if need be, but you know you'd rather have something with armor to it. After backing out, you secure the door, relocking it, to cover the trail. Looking to get out before friends could come by, you drive off towards the specified precinct, leaving the dead alien and the pile of goodies it gathered behind. It would come to no shock to you if the pile was empty when you got back, but as long as you and the van weren't there to spot, you are home free.
As you pull up to the area, you can see the precinct in the distance two of your red friends in the distance guarding the main entry. It looks like this is a smaller precinct building at 2 floors. From here you have the chance to pull over, park however close or far away you feel, look for any vantage points, as you prepare to decide your next plan of actions.