"Trooper Diego! Recommend moving to the end of the aisle and either preventing the unknown from leaving via damage to final container, or observing which container the unknown leaves by the door of and if possible injuring them to slow them!"
Amets heads back inside the container and attempts to reach the hole to pursue the unknown individual.
You quickly shoulder past Marn and the commissar to clamber up using the ladder on the wall. On the second floor everything is similar to what's on the first, except that one wall is lockerless, and in that wall there's a hole with the fluid, runny edges of melta-charge detonation. The floor is spattered and smudged in metal.
You hop through the hole into the next container - the gap is short, half a meter at most. The other container is similar to 34-I in all aspects except that there's disgusting-ass trash everywhere and everything stinks of old socks and booze.
Something bounces up through the floor hatch, clattering on the floor.
Amets: roll Agility (+10)Start pursuit along the aisle
Container 34-I is just one away from the last in this aisle, so you don't take much time reaching the end of it - just to hear another hatch creak open on the other side of it. As you circle round the last container, you hear a hatch whine open. When you round the corner, you see four men running swiftly down the next aisle. The access hatch on the container next to 34-I is open.
Amalia nodded and drew her sword, stalking off (but NOT without the others) to pursue the mysterious figure.
You scurry up the ladder quickly and draw your sword. There's a molten hole in the wall - as you start toward it, it blazes with brilliant white light for a moment. Then the light fades.
"Stop in the name of the Imperium and the Commissariat!" the political officer spits at the escaping figure(s?) upon being warned of their existence. Such a bizarre event happening inside a ship full of guardsmen is not the kind of thing Bartolomeu is used to. "Pursue and subdue them! You are allowed to use deadly force if necessary! Call for assistance as well!" the Commissar roars before quickly checking for the box they were told to retrieve.
Check the container for the box we were ordered to retrieve and in case it's safe stand guard over it. In case it's missing or damaged in a way it seems its contents were extracted, give pursuit along with the rest of the team.
You locate the box quickly enough: it's the only one large enough to be the one Torrez described. It's here with you on the first floor. A matte grey rectangular crate with two long carrying handles on either side, probably intended for Ogryns or maybe several normal men. There's a latch, secured with a small mechanical padlock. It doesn't look like anybody's tampered with it.
'I agree,' the Commissar said. He peered into the dim light of the maintenance corridors. He'd preferred to be under the open skies of the homeworld, but the enemies of civilization seemed to like such unpleasant places.
Head down the way the servitor came (prow-ward, I assume), and keep our eyes open.
Follow.
The two of you stalk quietly but quickly down the tunnel. The further you proceed, the dimmer the lighting becomes. Strange graffiti covers the walls, some of it clearly Tamerian in origin, some, to your consternation, Barrablancan - mostly insults towards the Tamerians - and you're quite sure some of it is Old Gothic or Emperor knows what else.
Soon enough, you near a place where the tunnel veers sharply to the left. Around the corner, you can hear heavy shuffling footsteps and phlegmy grunting noises, seemingly of pain.