Phase 1 — Get It Moving
Phase 1 — Get the Tram Moving
The mag-tram has power but three safeties remain locked. Gain 5 Repair Progress before 3 Failures. Each attempt takes 2 actions during exploration or a full round if initiative has begun.
| Approach | Check | Effect |
|---|---|---|
| Rebuild a mag-clamp | DC 15 Crafting | 1 Progress; 2 on a critical success. |
| Reauthorize the transit controller | DC 15 Computers | 1 Progress; a critical success also delays the drone wave by 1 round. |
| Bypass the deadman's lock | DC 15 Thievery | 1 Progress; a critical failure deals 1d6 electricity damage. |
| Manually release a brake | DC 17 Athletics | 1 Progress and the next Crafting check gains +1 circumstance. |
| Coordinate frightened workers | DC 15 Diplomacy or Intimidation | 1 Progress, but each skill can contribute only once. |
At 3 Failures, the tram still moves, but one car must be abandoned. The party loses the salvage cache and begins the drone attack without cover from that car.