FIrstly, thank you for all the positive comments. Particularly like the bit about setting it as a desktop. It's comments like that which make it all worth doing.

Now regarding the fights. Unfortunately we made a mistake in the program, so the short answer is that my results are wrong. The longer answer is that the corrections here aren't right either, though.

Firstly I'd better clear up what the situations actually are. For a start, the bit about gangers having basic cyber / bio was a cut and paste error from the samurai stat box. The gangers don't have any implants - they're just brawny, but otherwise unaugmented humans. The two fight scenarios are a knife fight where both sides are wearing armoured jackets and wielding ordinary knives, and a bare-fisted brawl where neither side has armour or weapons (other than that built in for the Troll and Mr. Cyberlimbs). Selection of the target of each attack roll, is basically just picking whichever target is most damaged, so there is some intelligence built in at least. Originally, I had the sides equipped differently and people wore armour for the fist fight. I decided to pick some more balanced scenarios, though. The aim, as with all the non-fight examples, wasn't to see what the limits of ability were, but just to see what outcomes you could reasonably expect to see. So whilst any of those characters could quite obviously beat larger numbers of enemies with luck or Edge, what the results show is what they might be willing to attempt if they need to, but aren't forced to. The whole exercise is "What
would Samurai do?"
Right, all that cleared up, how did we actually calculate this? Well what I didn't do is what a lot of posters here have done and start saying "a ganger averages 3P damage, the troll averages 5 soak, so no damage" or variants thereof. The reason I didn't take this approach is because averages can't be used like this in a situation where there are boundary conditions and repeated trials. For example, suppose a ganger attacking has five dice, plus four from Friends in Combat (it's capped at four, btw, not three), then on average those nine dice will get three hits. If you have four such gangers do this, the chance of them all getting three hits is very low. For example, with five gangers, it's a 47% chance that one of them will get five+ hits. Looking at things from the average on a per attack basis doesn't account for repeated trials. It's similar to how people look at the Matrix rules and think a semi-decent hacker can waltz through standard level security, neglecting that by the time they're on their fourth Rating 3 node, the odds are they're going to have triggered an alert. So when that ganger gets his five hits, is it going to be at the start of the phase when the troll is at his best, or will it be at the end of the phase when the troll is at -4 for all the attacks he's dodge? And what if a good roll or a bad roll of the troll coincides with a good roll of the ganger?
I can do this sort of probability mathematics to some extent (look up binomial distribution for anyone who wants to know about probabilities over repeated trials), but this scenario was getting very complex. You had more than two axis of interacting probabilities with the basis of those probabilties changing from trial to trial (due to damage, fatalities, position of the attack in the sequence of attacks). So I called in outside help. I got my friend to write me a computer program which actually ran through simulated combats for whatever combatants I entered. It does me a thousand trials of any combat and tells me how many were won by each side (or how many draws, more on that in a bit). Other than the bug we had, which was down to me not explaining the Friends in Combat rules properly (we counted it for both sides by mistake), this works wonderfully. It obviously can't account for clever tricks or maneuvers, but it will watch two sides pummel each other whilst accounting for decreasing defence pools, friends in combat, wound penalties, etc. and then tell you the results.
What we discovered was interesting. Firstly, the notion that the troll can face down any number of gangers without a scratch is very wrong. The program doesn't cap the number of people that can attack at once which we'd need to do if we got into high numbers, but we never actually made it beyond seven gangers and I'm willing to overlook it for this scenario - we can just about allow seven gangers to attack at once. When you have that number of people rolling dice, you get outlying results. There are bound to be high-rolling gangers and when there are, the troll (or the samurai or the "tin man") might roll their average soak, or they might roll high or low. Also, the Friends in Combat makes a big difference. I'm not sure people realise, but it applies to all your melee combat rolls so not only are the gangers getting bonus when they attack the troll, but they're getting bonuses when trying to block the troll attacking them - which makes sense. That draws out combat even further and gives them even more chances to score wounds. Armour makes a significant difference with low-power weaponry such as unarmed combat. We had a cut-off limit of 40 rounds built into the program and with armour jackets on the gangers and low-power weaponry / unarmed, we saw the number of fights "going the distance" jump from the rare one or two in a thousand, to fifty or sixty. Despite "Human 2.0" having a whole extra IP over both of the others, "Tin Man" and Troll were both able to take on more opponents than he was due to their inherent armour and / or higher Body. Bio is fine if you want a cool character, but if you have the money, nothing compares to decent cyberlimbs for giving a character staying power.
Now I'm updating the WWSD picture and it should be up in a few minutes after I've posted this (note, I'm going to change it to a PDF as I realised I can't track downloads of image files, but I'll leave the image version up there for those that want it), but in the meantime, these are the results of our tests for the three samurai we tested:
- H2 can reliably beat 4 gangers when all identically armed with knives and armour jackets. H2 can reliably beat 4 gangers when both sides fighting unarmed and unarmoured.
- TM can reasonably beat six gangers when all identically armed with knives and armour jackets. TM can reliably beat 6 gangers when both sides fighting unarmed and unarmoured.
- Troll can reasonably beat eight gangers when all identically armed with knives and armour jackets. Troll can reliably beat 6 gangers when both sides fighting unarmed and unarmoured.
Note how the troll is the only one where wearing armour affects the number he can beat. Basically, without it, he drops back down to a comparable level to the others. With it, he's just very hard to hurt.
Anyway, I hope that clears things up a bit. Sincere apologies for the lack of clarity and for the initial mistake in the results (my fault). What strikes me as being quite impressive is that the Shadowrun rules actually seem to give fairly reasonable results for all this (barring the lifting which I had to adjust). Our highly trained and super-fast samurai takes down four guys with knives - dangerous, but sort of fits what we might think is possible. Our troll friend requires six pretty big guys (Strength 4) to actually bring him down. Highly trained people with muscle implants can roughly match today's best runners. The distance jump is pushing believability slightly, but the only thing that is absurd is the climbing one. And that's not so much absurd because someone with those abilities couldn't move very quickly up a surface (though in this case they're moving like monkeys) but that most people would spend several of those seconds just looking for the next hand-hold. Still, on the whole, I like what came out of this. I only wish their were some way I could capture augmented agility and reactions - like "the thing with the knives" in Aliens.
Okay - comments?

K.