Grim work done and decisions made, 5th squad piles into the rail car, and gets underway. The tunnel is not pitch dark; cold, sterile white electric lamps whip by on the walls, too distant from each other to provide consistent illumination. It turns the journey into a strobing, unpleasant rush through stuttering darkness and light as the car zooms west; and quickly slows to take a sharp corner to the south. It's quieter than it should be; no big rumbling engine, but the muted hissing of the bearings and a straining electric motor above you. And it's hard not to remain aware that the last people in your position, standing in this car, were coming up blind on their next station not expecting an ambush either. But when you come up on the next station, and the railcar slows to a halt for you to disembark, there is no hail of gunfire. There is no reception at all; just another empty boarding platform, another lever and embedded control box, another row of empty benches. Distinct from the last platform, there is a fork from the ceiling mounted rail-beams that pulls over to one side of the playform, and three unused rail cars sitting unused; presumably waiting an engineer to task them and deploy them to the rail. There's also a pair larger appertati; two great steel brackets with clamps, and each with a pair of runner-systems like those on the rail-car you came on - some kind of bulk hauling unit, meant to carry something heavy enough that it needs to occupy both rails at once. These, too, are untasked; even a little dusty.

Aside from that rail depot to one side of the platform, the exit from this platform to the complex behind is a huge archway - thirty feet high, and wide, with a closed mechanical shutter operable with clearly marked, up and down buttons. And with that, a narrow iron staircase leads to a more standard sized door mounted in the wall above the main shutter. The arrangement and construction of these entries suggests that they both lead to the same warehouse, or hangar behind; with the upper door likely leading to some kind of catwalk or mezzanine. And beyond both doors, clearly audible, is the irregular stutter and whine of actively operated machinery, and the foggy sounds of people trying to conduct a conversation in Kreigspiel above the din.

Spoiler: Prepare for breach!
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...Or don't. You've definitely arrived at some kind of active part of the facility, now. If your gut tells you to get back on the cart and move on to the next station, you can try that too. Otherwise, you ought to decide what disposition of forces are going to try entry through the big main shutter, or the upper gantry entrance. And if Salamir wants to try something tricky with the railcars - turning it around and firing it back the other way, or what not - let me know what you're trying to do, and I'll give you a DC!