Digrig listens as several of the team recount various stories of battle, or even just a tidbit about where they came from. He takes particular glee at some of the jabs between Everett and Dom. "Yer guys must be real close. Best friends, yeah?"
The zone ranger barrels along towards MercTown for the remainder of the trip without incident. Digrig fills any empty space with jabbering along any topic, bad jokes, and a game of "eye spy."
The next morning, Digrig pulls the zone ranger to within a couple miles of the gates, running along a sizable ley line that leads directly to the nexus at the Collegiate A&M Guild. He turns to you all and requests some guidance. "Told yer at the castle, they ain't gonna let yer heavy gear through the gates. They scan yer when yer a ways out. Magic, psi, tech, everything. If yer hidin' something, yer better stow it now so they can't find it." He looks back casually at the crew, no one in particular, then faces forward again. "Whatcha want me to do? I can store it and wait outside. Just bring me an Old Granddad's, extra cheese, all the meats, 'chovies, olives, peppers. If yer prefer, they got a gear vault at the gate. Check yer big ugly weapons. I go in with yer. Yer got a ride around town. Still gettin' an Old Granddad's."
The discussion tends towards going through the gate peacefully just like every other heavily armed merc company in town, so Digrig kicks the ride into gear and lurches towards the gate.
You see the town from quite a distance away. High walls and anti-aircraft emplacements break the landscape. As you approach, the town appears even better fortified. As you pull up to the gates, you are greeted by a sizable security force. They are well armed, but don't seem to be doing much more than a cursory questioning of vehicles with closed cargo spaces. The lead guard, a full conversion borg, stops at the driver's side. "Welcome to MercTown. You've been scanned by every magic, psionic, technical, and other means at our disposal on your approach. What's your business?"
Digrig beats everyone to the answer. "Mercs."
The 'borg chuckles. "Never heard that one before. First timer? Regular visitor? Rules don't change. Leave power armor, heavy weaponry including railguns and rocket launchers, long-barreled weapons like rifles, grenades and launchers, weapons of mass destruction, and contagious diseases at the gates. We've got vaults. Fuzzy kittens must be logged, tagged, and leashed. Causing trouble? Don't. Anyone you're mixing it up with is probably as well armed as you. We don't like cleanup." He peers through the windows as best he can. "Got anything that fits the bill? Besides kittens. That's a personal dislike, not town policy."
Digrig's face twists a little. "Yer said rifles get stowed? Since when?"
The 'borg looks back at him. "Since ever. You sneak a rifle past us last time?"
Digrig shakes his head vigorously. "Don't carry one. Just don't remember rifles part of the rule."
The 'borg shrugs. "I don't make the rules. Is what it is. Seen some of that Naruni gear? Don't need a rifle to put a hurt on. But they say no, so I say no."
With the presence of a suit of power armor in the vehicle, a few more of the heavily armed gate guards turn your way, but nobody seems to be on particularly high alert. They request Alex step out and remove the suit. Assuming he does so, a smaller human with one bionic arm and several facial scars ushers Alex towards a bunker building which houses the weapons check. He hands Alex a key card, roughly the size of a credstick. "Unique key coded to your locker, and your thumbprint. Access is available 24/7, but only on your way out, and only this vault. No power armor or 'nade launchers in the city." He notes the modifications on the suit. "Looks like you've loved on this suit. Don't worry kid. This vault is secure. Nobody's gettin' your stuff unless they burn us all down first." The same is done for anyone stowing heavy weaponry. Digrig also dismounts, carrying Sharlene into the vault.
Once you're through the gate, Digrig downloads the city map from the broad-net and brings it up on a display screen in the console.
Map of MercTown
"Where to? Mystic Quarter is here." He points to the blue area on the east side of town. "They got an Old Granddad's in the Spokes, just outside the Quarter. Maybe yer stop in there?"