Assault on Precinct 73

# Background

SFPD's Precinct 73 has seen better days. A lone building out in the desert, it's more of a graveyard for some to be pensioners and drag racers sitting in the drunk tank. With the new administration, the new police force, and the new San Frederico, the SFPD deserves a new police station. Everything's been moved over to the new station, bar one last officer, a drunk sleeping in the cells, some cult freak and some scraps of evidence that the Downtown boys will be picking up shortly. Turns out that at least two of those factors may end up being an issue.

The Hall of the Bear is currently down a member, who is presently detained at Precinct 73. Pulled over on a weapons charge, The Bear wants their lieutenant back, and will do anything to do so. Of course, as it usually goes in this city, there's a bigger picture going on. Delta 45 has an important piece of information sitting in the locker that they desperately need back. The Bear Attack, simply a smokescreen to draw attention, is just there to avoid a crackdown on the group. Prepare for a long night, because this siege is lasting all the way past sunrise.

# Essential NPC's

## Officer Colter

> *Our intrepid rookie officer. Content with kicking her feet up and flipping through magazines for the night, it might be worthwhile to keep her alive.*
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## The Cub

> *No ID card. Saturday Night Special in his vest pocket. Refusing to answer questions. Mumbling to himself the entire night. Probably fine.*
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## The Wino

> *Currently drying out after a night of drinking aperol spritzes and shooting cans, he'll probably be discharged before sunrise.*
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# Factions & Enemies

## Hall of the Bear

### Cub

> *Street level deviant. Their strength is in numbers.*
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### Mama & Papa Bear

> *Street level lieutenants. Operate as a pair. A stronger fight.*
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## Delta 45

### Wolf in Bear's Clothes

> *Disguised as a lesser gang member, much more ferocious.*
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**BEHAVIOR:** Will fight with the Bears but will be aiming to get into the Evidence Locker. Fights with tactics.

**WEAPONS:** Knives, Batons, Handguns

### Wetworker

> *Sneaky little fucker.*
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**BEHAVIOR:** Will stick to the shadows. Will attack people who are off alone. Attacks if noticed.

**WEAPONS:** Silenced Pistols & Knives

### Operator

> *Uparmored, coked-up shitkickers. Ready to kick down the door if the mission starts going sideways.*
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**BEHAVIOR:** Will stay outside unless the fight starts going sideways or if they think the fighting's over. Fights with tactics.

**WEAPONS:** Long Guns, Handguns & Explosives.

### Machine Gunner

> *Super up-armored, coked up shithead with a big gun and a bigger set of armor on him. The final boss of the night.*
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**BEHAVIOR:** Will stay outside until you start fighting with Delta 45. Will kick down the door and hold his position. Slow moving.

# Locations

## The Armory

The Armory's behind a 4 inch steel reinforced door, but if you have one working eye you'll be able to get your eye on a depleted stockpile of police issue firearms. No machine guns, but you may be able to score some non-lethal grenades along with a few long guns and sidearms. The door will be locked, but can be picked or blown up if you have the skill. Hypothetically, it could be ripped off the hinges, but you would need to beat a DC18 Strength Check to pry it off the hinges.

If you succeed in getting the door ripped down, you'll find the following...

## The Hook

Perception Check During the Fight: Two Vans, still running, people inside of them (Appear to be armed)

Variation: During the boss fight, DM will roll a dice to determine if an operator shoots a rocket at a wall, creating a new entrance and forcing anyone in a (?) foot area to roll a **Dexterity Saving Throw**. The PC closest to a window will roll a **Perception Check** to notice the gunner and give advantage on the **Dex Roll.**