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.

ApproachCheckEffect
Rebuild a mag-clampDC 15 Crafting1 Progress; 2 on a critical success.
Reauthorize the transit controllerDC 15 Computers1 Progress; a critical success also delays the drone wave by 1 round.
Bypass the deadman's lockDC 15 Thievery1 Progress; a critical failure deals 1d6 electricity damage.
Manually release a brakeDC 17 Athletics1 Progress and the next Crafting check gains +1 circumstance.
Coordinate frightened workersDC 15 Diplomacy or Intimidation1 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.

Phase 2 — Security Boarding

Phase 2 — Security Boarding

Once the tram moves, four Rail Security Drones descend from ceiling cradles. For each character beyond four, add one drone. The tram reaches the outer mine after 4 rounds; the party can destroy the drones or simply keep every survivor aboard until then.

The tram's ore bins provide standard cover. A character adjacent to a bin can spend 1 action and succeed at a DC 15 Athletics check to tip it, creating a 10-foot line of difficult terrain and forcing one adjacent drone to attempt a DC 16 Reflex save or fall prone.

Optional Objective — Freight Manifest

A character at the lead console can spend 2 actions and attempt a DC 15 Computers check. Success downloads a freight manifest naming an unregistered Helix Meridian landing pad. This awards 30 XP and creates an alternate objective in Act 2.