Part 3: One last question

"We strike now. We cannot afford to leave our quarry any more time." you announce to the commissioner.

"Understood. The vehicles are being prepped..."

"Just one thing, bosun, before we get going?", interrupts lieutenant Navarro, "As much as I'm ready to believe that whatever drek you're after had it coming, what are we going to put the smackdown on, exactly? Gangers, insurgents, claim jumpers? The last guy who made a move on the governor's favorite? Worse?"

Before answering, you take some time to consider what you'll say. Those enforcers, like most inhabitants of the Imperium, would only have a dim knowledge of the Warp, taught by the local Ecclesiarchy. At most they know that it's an otherworldly dimension, populated by heinous entities worshiped by heretics who seek to corrupt the faithful. Telling that your targets belong to such heretics could work, they would be properly driven by their Faith to destroy them, but they won't be so eager to look for clues, fearing proscribed knowledge.
Beyond the basic, you could even go further, telling them about the cultists, how they worship the lord of skulls (without uttering his damnable name, of course), favoring bloody, ritualistic murder. How they favor melee combat, how some fall into a mad frenzy while fighting, making them ignore grievous wounds. Learning that would definitely help them when facing the cultists, but that'd increase the risk of having to purge them after the operation is done because they know too much.
Though, even if you tell them nothing about the true nature of your targets, what they might see during the operation could condemn them either way.


AN: I'm slightly disappointed by the short length of that part, ideally it should have been part of the previous chapter, but I didn't though about including it at the time (the choice itself was planned from the outset). In that case the players voted to give the most information, with the reasoning that the enforcers are most likely dead either way.