Sorry about the delay. Being sick is not fun business.
For rest of the mission skill bonuses affect to rolls like this:
With skill -2 the rolled dice has numbers 1, 2 and 6.
With -1 numbers are 1, 2, 3 and 6.
0 is normal d6
+1 replaces 3 with 5 and every +1 after that adds another 5 to the dice. So the dice for +4 skill is 1, 2, 4, 5, 5, 5, 5, 5 and 6. Or something like that. We'll see how that works.
Welp go throw tin man into the room, see how he goes.
I would normally roll strength for this, but because apparently everyone else is waiting for results, a failure would mean completely wasted turn. So...
You prop the iron body up on your shoulders and then unceremoniously drop him into the opening. He slumps in but apparently nothing else seems to happen. Of course this doesn't mean it is safe, it could also mean defense system identifies him as harmless.
Just...stay with the group
((Sorry been busy))
Staying.
Make a mental note to burn whatever fools decide to mess with my body this time.
You do that.
Use tin man as a human shield
Wait and see if tin man turns to Swiss cheese
Edit your previous action rather than just editing a quote. But no, he tin man doesn't get cheesed. He seems rather fine for a unconscious robot.
Wait for team to enter the room. If nothing horrible happens to them, follow them in and see if I can't salvage my drone.
Citotp doesn't die, be horribly mauled or even get perforated. Nobody else seems to be eager to take the next step so you must once again lead by example. You take a deep breath, close your eyes and step over Citotp into the tunnel behind the blast door. When nothing kills or cuts you you open your eyes.
What you see here is mostly same what your scout eye saw, thought this time you have more time to observe. Good portion of curved walls are orange hot and flowing state, drooping down to floor like acid saliva from xenomorph's mouth, deforming the tunnel from its smooth professional appearance to volcanic tunnel. Hot portions of ceiling and walls are cooling rapidly since there's nothing to keep them hot. Near far end of glowing patches of wall/ceiling you spot two equally glowing objects mounted on wall, still keeping their shape despite of the heat. Judging from the shape you assume those are the laser turrets, and since they are pointing towards you and you still aren't dead, you assume their internal components are at least broken.
In the middle remains safe and clean path to forward, so you follow that. A short 20 meters walk later you find burning pieces of your scout eye by the next barrier. Pieces are scattered around. There aren't much to salvage, whatever fuel its rockets used made sure of that.
This newest obstacle is solid metal wall with yellow and black stripes. Sliding doors probably, much like the previous one, except this one is firmly closed. On wall right side you find a console of some sort. It has suffered some minor corrosion due few hundred years worth of exposure to mountain atmosphere and very recent heat wave has melted some plastic bits off. It's still functional. Mostly.
"what are we fighting?"
Follow team. Shoot hostiles.
"Pew pew!"