Well, looks like everyone is doing a valiant job of adjusting things so that our collaborative narrative flows smoothly through the fog of war - and I have no doubt that eventually it will.
For my part, I've made the edit Mercy requested.
And, since my reading of the latest versions of the IC and also the latest requested edits leaves me still a bit unclear about whether my three guys are the first ones over the wall or whether they were part of a team of five that came over at a different point...I'll make it easy by simply not specifying in my post which direction they came from...
Okay, so I've already done all of my rolls, now just need to do theirs.
Al's not the same sort of offensive combat monster some of you are, so this might take a couple of combat turns - but since I'm a bit of a distance away, shouldn't really affect everyone else.
It's a round after they came in (and I don't know which ones they are anyway...) so I'll roll their initiative first.
In the order I'll be attacking them (to keep it random)
Jackie gets a 13
Bruce gets a 10
Jet gets an 11
Then, as already noted, none has enough dice to beat my sneak.
Now, sadly, no matter how well I ambush them, they still have pretty much the same chance of avoiding being surprised...
Okay - somehow I deleted the Orokos result, but it was an above-average roll for them, so no worries...
Jackie and Bruce are not surprised, Jet is. His initiative becomes 1, and he can't defend, but it won't matter since he's not the first one I'll attack.
So I go first on 34.
I got a good roll, but limit is five, so there we are. Attacking from behind and unperceived, but those broken surprise rules again - he loses one die for my Reach, and defends with seven dice.
Defending against Al's attack:
7d6t5 2So that's me hitting for 14.
He soaks with 13 dice.
soak:
13d6t5 5So he take nine damage, is knocked down, and his initiative drops to 10.
Then he and Bruce attack me on 10.
But after penalties, and after my avoid-cumulative-attack penalties, neither they nor Jet on 1 have enough dice to beat my first three defense rolls.
Now I'll go three more times and they are out of actions for this turn.
Attack Jackie again, adding two dice because he's down (superior position), do I've now got four hits.
He resists with four dice this time.
Resist:
4d6t5 2So damage totals 13.
He soaks.
soak:
13d6t5 4He dies.
My third attack is on Bruce.
I have three successes, and he defends with seven dice.
defense against pipe:
7d6t5 4I miss.
My fourth attack is on him again.
I have only two hits, but he only defends with 5 this time, as it's the second attack since his last action.
bruce defends:
5d6t5 2Doh!
Well, this will take a while - thought I was going to get more mileage out of the ambush - should have read the surprise rules better.
No worries - more the fun!
Next initiatives:
Al 28
Bruce 12
Jet 12
They'll keep shooting, as they'd lose an attack drawing their knives. And people always think guns work better.
By the way, I am having them aim and use burst fire - it's what I'd do.
Al attacks Bruce - as always, Free Center Away Penalties, Free Call Shot Vitals, Complex Melee Attack.
Attack Bruce:
11d6t5 4Bruce defends
defending against Al's attack:
7d6t5 0So he'll soak 15P.
soak:
13d6t5 2He's on the ground with a likely fatal cerebral hemmorhage.
Jet has enough dice to challenge my fourth defense roll....
shooting at Al:
7d6t5 1He misses.
Al attacks him on 18.
Attack Jet:
11d6t5 4Jet defends
Lonely Jet defends:
7d6t5 2So I hit for 13P
Jet soaks
Lonely Jet defends:
7d6t5 2Jet takes nine boxes, is knocked down, and loses his second attack.
Al has one more action left in this turn, and vaguely remembers they need someone to question...
With two dead and the last guy with one box left, I think Al can get him cuffed to something and gagged without resistance - I'm going to IC that, but if I'm wrong Jack just let me know and I'm happy to get you the rolls for subduing this guy in game terms.
Well, took two turns instead of one, but I guessed right on how many defense rolls I'd need!
Sorry about the wait.