When the detectives decide it's time to curl the hand at the end of the long arm of the law into a fist and send it flying into the face of the badguys, it's time for a raid. Raids represent the detecives making a direct assault upon whatever wretched hive the antagonists have holed themselves up in. Depending on the setting and the detectives' standing with their parent organization, a raid may represent an assault by a SWAT team, a squad of DEA agents busting up a meth house, or a few lone detectives sneaking into a kingpin's mansion.
It's up to the players what time of day the raid takes place, but regardless of when they decide to make the raid, the raid consumes all of their actions for the day. Remember: raids are serious business. The players and GM should collaboratively narrate what happens during the raid, with players stating their characters' intentions and the GM controlling any non-player characters. Raids are not entered into lightly, so the detectives should have a chance to arm up with whatever resources they have access to: kevlar vests, helmets, weapons, etc. as appropriate to the setting.
If the players are still in good enough standing with the local authorities to have them deploy a SWAT team (or setting equivalent), it's probably wise for the detectives to allow them to do the heavy lifting, as detectives are not action movie stars (see Combat ). SWAT team members should be well trained and thoroughly competent. They should be able to follow orders and execute a well-formed plan if the detectives provide one.
If, however, the players don't have enough GC points, they'll have to go at it alone (provided they haven't recruited any other allies willing to put their lives at risk to catch the villain).
Should the players successfully raid the antagonist's hideout while the antagonist is there, and should they be able to keep said antagonist from escaping, they will be able to capture the villain and bring them to justice.
If the players make the mistake of launching a raid at the wrong location, the repercussions are serious. In addition to losing the entire day, they'll also immediately lose 2 GC points. They will likely, however, put the fear of the law into the villain.
Can you use a Raid to purposefully storm a place that is not holding the culprit? For example, say you know there's a drug kingpin with info pertinent to the case, but he's hiding out in a stronghold. Could you use a raid to capture him for a questioning session? It's an extreme method (considering it takes a whole day), but it does not seem unreasonable. This brings up a secondary question: when precisely do GC losses occur? When your raid fails to turn up the intended suspect? But what if it was a partial success (you missed the kingpin, but you got a lieutenant)? Gameplay example?
Are more mechanics needed?
What GC rating is needed for a SWAT team? 5? Perhaps this should go in the GC section.
Is this costly enough? Too costly?