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After spending a few minutes to recuperate, your party makes the short trip over to the production facility. It is in surprisingly good condition. The surface bunker is largely free of nanite corruption, and the heavy-lift elevator greets you a few minutes after you ping the resident subintelligence. As your party descends into the vehicle bay, you spend a moment sifting through the facility records. Like those held in your base station, they were clean - a timestamp indicating emergency system shutdown followed by fifteen-thousand-odd years of housekeeping entries. No alarms. No warnings. No intel updates. Nothing pointing towards the catastrophic collapse that you had suspected.
Eventually, the lift decelerates to a stop at the vehicle maintenance sublevel. While you trundle off to make a physical connection with the facility, Alberico - recognizing the same rough layout as your base station - begins scouting out the cargo compartments and the human habitation segments for potential salvage. His spoils are fairly impressive. Small clusters of grunting mercenaries return bearing dozens crates stamped with the faded symbol of the federation's planetary assault branch. After receiving a coded signal-burst from your chassis, they open, revealing the blunt profile of light accelerator rifles. Proper infantry weapons, unlike the las-carbines that the mercenaries were issued with. By the time everything is open, you count 60 light rifles, 10 portable MMGs, 6 heavy rifles, and 4 missile launchers. Enough firepower to outfit a light infantry squad to federation standard, assuming - of course - that Alberico's men were strong enough to carry them. Even though most of the weapons were technically infantry-grade, they were designed for infantry wearing powered hardsuits - not the light environmental armor you had been producing for the mercenaries.