Supply+Depot+Gamma+29

__**Present Garrison**__ ~25 Planetary Defence Force (Skrynne-guard) ~380 Imperial Guardsmen (4th Brontian Longknives / 5th Company / 4 platoons) ~390 Imperial Guardsmen (1st Zweihan Guardian Angels / 3rd Company / 1st-4th Platoons)

__**Availability**__
 * Ubiquitous:** Automatic
 * Abundant:** Automatic
 * Plentiful:** +50
 * Common:** +40
 * Average:** +30
 * Scarce:** +10
 * Rare:** +0
 * Very Rare:** -10 (//**Meltagun, plasma gun, autocannon, M-41 multi-laser:**// +0)
 * Extremely Rare:** -20
 * Near Unique:** -30
 * Unique:** -40

__**Administrative Offices**__ All of the officers on site share the facilities located within the Administrative Offices building. This fortified stone structure was once a Skrynne garrison outpost. While it bears numerous scars from the ongoing war effort, it is the most structurally sound construction within the depot. It is clearly hundreds of years old and has endured throughout. The interior walls are elaborately sculpted gothic stone. There are more than two dozen offices within, though due to the number of officers on site, most house several desks, some of which are shared by officers who work different shifts. The building's basement serves as a bomb shelter and a briefing room. The room contains theatre seating that can accommodate up to a hundred individuals. Two guards stand constant duty before this structure. With the exception of individuals assigned clerical duties, enlisted soldiers are only permitted access in the company of an officer or when they have been ordered to do so. One of the guards always holds a clipboard with a listing of any soldiers currently expected to report. __**Barracks**__ Each platoon is assigned a basic hut structure as their barracks. Rather than metal construction, these are built from native woods. The interior of the barracks have a musty odour, but they are largely waterproof. The bunks fold out from the walls. The mattresses are made of a natural fabric, which has an elastic quality and is surprisingly comfortable. The front three quarters of each barracks is a single open room with enough fold out bunks to accommodate a full platoon. There are no lockers. Soldiers either bring a footlocker or life out of their packs, using the hooks mounted in the walls. Each structure has the luxury of running water, complete with full showers and toilets making up the back of each barracks. A narrow hallway between the restrooms and the sleeping quarters has two doors. One leads to a tiny private room for the platoon's commanding officer. The other holds a small meeting room with a table that can accommodate up to twelve individuals. __**The Hole**__ A square tent - roughly 25 metres per side - bears a badly painted sign proclaiming it "The Hole." This is the recreation tent for enlisted guardsmen. It is only open from one hour before sunset until four hours past sunset. All enlisted soldiers are provided with weekly chits that offer them one drink per night at The Hole. Officers seldom enter the establishment, but when it is open, a Commissar always stands watch outside to make certain that anyone who enters has a valid chit and that nothing too rowdy happens inside. The atmosphere in The Hole is generally friendly. The available drinks are well-watered, but there remains a steady market in chits - particularly from those who are on duty during the club's operating hours. Inside, there are typically amateur musicians playing and at least two tables engaged in illicit games of chance. The depot's rumour mill flows through The Hole. This is always the place to find out the latest information on upcoming deployments and to hear of recent mission successes and failures. __**The Chapel**__ A standalone wooden structure, the chapel represents the Ecclesiarchy's primary influence upon the depot. Two missionaries and a priest live within the building and services are held twice daily - an hour before dawn and at sunset - for any who wish to attend. The exterior of the structure is not ornate, but the interior is clean, well-maintained, and bears dozens of devotional paintings and quotes painted in flowing script upon the walls. There are no seats, but the open space can crowd up to two hundred individuals. One of the members of the Ecclesiarchy is on duty at all times to offer counsel and support to any soldiers who choose to visit the chapel for prayer. __**The Medicium**__ Two of the same style huts as the barracks combine to make up the Medicium. Its hundred beds for injured Guardsmen are tightly packed and the moans of those in pain counter the sound of life support devices that keep the comatose from receiving the God-Emperor's final blessing. The front portion of one side is cordoned off as a surgical area, where two surgeons struggle to keep up the constant stream of new patients. Outside, tents offer cover for the injured who wait their turn for treatment. A small pharmacia is adjacent to the building's other entrance. Soldiers who have prescriptions for ongoing treatments are expected to make daily visits to receive their therapeutic drugs. Other than the medical staff, only members of the Ecclesiarchy are permitted to visit injured patients. There are far too many virulent strains active within Skrynne's environs to risk further contamination of the sick. __**The Mess Hall**__ The Mess Hall is always open to accommodate the constant duty shifts required of soldiers. However, calling it a building exaggerates its structural integrity. Camp meals are taken in an environ that is poorly suited to Skrynne's humid climate. The kitchen area is contained by a waxed canvas tent. The front of the tent is open to the air, where the serving line is set up. Dozens of tables with attached benches are arrayed in an orderly manner in front of the food tent. However, the tables have no protection from the elements or from enemy fire. The previous mess hall was destroyed by an Ork incursion two years previously. Since that time, there have been no resources available to replace the structure. Complaints have been loudest during the rainy season, as eating off a tray during a downpour is virtually impossible. __**The Motor Pool**__ A corrugated steel building near the landing strip, the motor pool services and stores all of the depot's vehicles. This large structure has facilities capable of performing maintenance on up to forty vehicles at a time, though it is seldom full utilised. The steel walls bear countless scars from battle damage. Many of these show signs of hasty repairs and mismatched paint work. Others are open to the exterior. The sounds of metal hitting metal, active welding, and the whir of pneumatic tools loudly echoes through the structure. Functioning vehicles wait outside in a cordoned off area. Guards are always on duty to make certain that only those authorised for vehicle use are able to take them. Several promethium storage tanks for refuelling are also located near the motor pool. However, these are cordoned off and nothing is stored too close - there have been instances where an Ork attack struck the storage. The casualties and losses reached unacceptable levels. __**Officers' Club**__ This freestanding, small wooden building is open at all hours, but access is strictly limited to officers and the serving staff. There are countless rumours of the vast luxuries available within, but one-way windows and an uncannily silent serving staff leaves them unconfirmed. Smoke rises from its attached stone chimney and provision trucks make regular deliveries. With few exceptions, the depot's officers always dine here. __**The Quartermaster**__ A ceramite bunker with a reinforced, double width metal hatch represents the above ground entrance to the Quartermaster's station. Servitors, guardsmen, and automated weapons fervently guard the hatch at all times. Upon entry, a hydraulic lift occupies the entirety of the bunker. Passengers can use it to descend 25 metres below ground to the heart of the supply depot's stores. The below ground portion is a sprawling complex that is almost certainly larger than the remainder of the above ground base. The hum of the air circulation system, the whir of forklifts, and the clank of servitors echo constantly through spacious warehouses. Unless assigned duty to work with stores, Guardsmen are only permitted entry to the Quartermaster's office. Black and yellow chevrons clearly delimits this region and servo skulls monitor the section for offenders. //**Note:** The squad lockers for the 1st Zweihan Guardian Angels are located underground next to the Quartermaster's office.//