Hey there! Thanks for picking it up. Space limitations make it hard to cover everything in a module, but I’m happy to answer your questions based on how I’ve ran it!
1. The keycard reader on the DJ booth is disconnected, but that has sealed the door. Getting in requires loudly forcing the door, or repairing/jury rigging the reader and using the card. Regarding just waltzing in, that’s possible with enough luck, but as soon as the DJ is freed or broadcast is interrupted, the Radioheads descend in the booth.
2. No, the airlock to the antenna doesn’t require a keycard.
3. The rigging gun damage is to be in line with the Player’s Survival Guide. It does 1d10 dmg on a hit, then 2d10 more damage if removed. I’d rule they also use loose tools, or improvised weapons and have that be 1d10 dmg
4. This is vague in the module, but I was imagining a worker roster stored in the office that lists the number of androids on station, to indicate to the players how many they can expect.
5. The Radioheads attack violently, trying to subdue the Crew and injure any that are directly interfering with the broadcast. Their goal is to restrain any free humans, bring them to the “listening room” in the mechanical rooms, and keep the broadcast going with PTC programming.
6. I’d roll with the situation here. You have some leeway as warden in how you want to handle the androids. I’d say that generally speaking they work to subdue the characters which may involve injuring them first. If crew start destroying equipment or kill/free the DJ, they’ll be more heavy handed.
I hope this helps and you enjoy the session!