So...I'm guessing you want initiative rolls for all of us, plus a vehicle test from Clem?
And would I be right in assuming that Sam's CP doesn't kick in (yet), since there hasn't been any violence to trigger it? Not that he's going to be able to do much; I don't think he's even got enough of a dice pool to try to shoot out tires once Clem gets us to point-blank range.
Incidentally, here are the RAW for the opposed vehicle test, since it's a bit more detailed than the summary:
Opposed Vehicle Test
At the beginning of the first Chase Combat Turn, each driver makes a Vehicle Test. For every vehicle still in play on the driver’s side during the Chase combat add a +2 modifier to the test. For every vehicle on the opposing side apply a –2 modifier. Then compare the Speed values of all vehicles on each side. Whichever side has the greater Speed value adds a +1 modifier for every 10 points (rounded down) that their Speed exceeds their opponents. The drivers with the most hits on either side are compared in an Opposed Vehicle Test. Ties are broken first by Edge, then Reaction, then Handling.
The rules for glitches and critical glitches on Vehicle Tests apply here.
The winning driver may change the Engagement Range for the vehicles on his side by one step with regards to all vehicles on the opposing side(s).
At the beginning of each subsequent Chase Combat Turn, if no one has succeeded to Break Off (below), each driver makes a new Vehicle Test.
Edit: Sam's initiative:
7d6.hits(5)=1, total of
8.