Discription:
The surrounding neighborhood is a typical industrial park. Or at least as typical as such can be in an occupied city. There are large, big, huge, buildings surrounded by other large big huge buildings, interspersed with sprawling parking lots. Some of these were operating, and they churned out smoke and consumer goods in large measure.
Being non-residential the captains of industry tolerated a certain level of gang activity, and this could be seen in the prevalent graffiti, with the graffiti intricacy corresponding with the level of activity--The sites that still housed workers and machinery were almost bare, with some few tags in constant war with the maintenance crews that covered them almost daily. But the abandoned sites looked more like living art. This building must have carried some mystique of its former owner's power, for it still looked to be in the early stages of assimilation by the Southside Slashers.
The interior looked not so bad. The first floor was the line, and looked mainly stripped clean, with a few larger machines not yet fully stripped, faded and fading Spider-themed murals crawling along the thick stone walls. The freezers in back were built into the building, so they'd not been removed, but much of their copper and internal metal had been stripped for salvage. A large plastic wrapped pallet full of Italian military MRE's sits in the loading bay.
One freezer was actually untouched because the lock was jammed from the outside, and the place had not been occupied for so long that it had been worth the effort to break it off.
The mainly open first floor had two flights leading up to the second floor of cubicles and office terrain. There were a handful of minute conference rooms that could be used as bedrooms, and the Big Man's office was filled with hauntingly out-of-place comm equipment that looked so new it might be a display case at Comp-U-Store.
Behind one door with a usable lock, it lead to a cavernous basement. The thing was enormous and mostly empty. No doubt a on-site warehouse for consumable goods used when the thing operated, it now sat patiently dreaming of former glory. It looked like one giant roll of shrink-wrap was still sleeping peaceably among various rat's nest and needles.
Lair stats
Lairs points:
Lair: 1 pt
Secure Access: 1pt (Trapping: Both the front and back doors have a remarkably subtle and advanced retinal and handprint scanner built in to them. To an outside observer, an authorized individual will simply walk up to the door and open it. A new individual can be granted authorization by having their statistics added at the Comm gear in the Main office on the second floor. The List of authorized users is easy to see and access so no bad guys can add their name unscrupulously.
Healing power: 2 pts (50% discount for Lair): 1 pt.
In the secured freezer in the main floor is a Alpha squadron Med-tank. When someone accesses the console, they can will any person (including themselves) inside the tub to Heal.