Ok, so Snap starts out with Clout:
9 dice
http://invisiblecastle.com/roller/view/4792450/Triad Dodges
Int +React 7 dice, +2 for Running = 3 hits
http://invisiblecastle.com/roller/view/4792451/Snap Resists 2DV drain
http://invisiblecastle.com/roller/view/4792453 = 6 hits, no drain
Next up is Mr. T, who starts his engine and begins to move
Next is Jack, who acts before all the Triads, and has to wait.
The Triads then go, moving to 148, 150, and 148 respectively.
Jack opens up at the closest:
Automatics 4, Agility 5, Take Aim 2, Smartlink 2, Delayed Action -1, Range -3(Extreme reduced to Long by rangefinder), 6 round burst means -1 die for recoil (gun has 1 point, 1 normal, 3 for strength) =8 dice
http://invisiblecastle.com/roller/view/4792493/ = 2 hits
Triad dodges
7 dice normally +2 for running, -5 for burst, -1 for 2nd attack=3 dice
http://invisiblecastle.com/roller/view/4792494/ = 2 hits, so glancing hit, you were last loaded with Regular Ammo I believe (Post 284 in the IC thread), so no effect.
Triads 1 and 2 had to Sprint, so they have no further Action. Triad 3 only ran, so he can attack.
He's going to make a Perception test to try and see through the Conceal Power:
Int + Perception of 6, -3 for force of the Spirit:
http://invisiblecastle.com/roller/view/4792498/ = 0 hits (no glitch)
So he doesn't see anyone but Jack, and given the modifiers (Running, Range, Flashpak) he is going to simply Take Aim at Jack.
The Spirit of Earth picks up Snap and carries her over the wall.
Once the spirit crests the wall, the sniper attempts to fire again:
Perception + Int of 8, +2 for Vision Enhancement 2, +3 for Specifically Looking for it, -3 Target is Far away, -3 for Spirit=7 dice
http://invisiblecastle.com/roller/view/4792505/ = 2 hits which is enough to spot the spirit and Snap.
He now fires
Longarms 4 + Agility 4 + SM 2, -1 for delayed action, -3 for range (he couldn't look down his scope cause he had to do the Perception test)= 6 dice
http://invisiblecastle.com/roller/view/4792508/ = 2 hits
Spirit attempts to Dodge
http://invisiblecastle.com/roller/view/4792509/ = 1 hit
So, base damage is 11, +1 for net hit, -3 AP
Spirit Resists:
7 Body, 6 Armor (reduced to 3) = 10 dice:
http://invisiblecastle.com/roller/view/4792511/ = 3 hits, +2 automatic from armor= 5 hits, so the spirit takes 7 damage.
Mel is up next, and then Sisco
However, might as well do Sisco's action:
Climbing test:
Gymnastics 1, Agility 8, you have to climb the wall, which is flat (-3 dice pool modifier), -1 for wounds = 5 dice
http://invisiblecastle.com/roller/view/4792513/ = 1 hit.
According to the table on page 134, Unassisted Climbing gives you 1 meter for every 2 hits, you only need 2 hits to get over it given how tall you already are.
Once you get that second hit, you'll need to see if you avoid damage from the Monowire.