Smash up derby in the parking lot!
Okay - rules doing my head in again.
Even insofar as I understand them, there are sooo many GM determinations that must be made (e.g. terrain type, starting distances, and, critically, whether to use tactical or chase rules) and then there are so many variables I would need on the side of the evildoers (speeds, stats of their vehicles, and what exact actions they are going for).
So I just won't be able to provide a resolution.
But I can give you Al's actions and rolls based on the assumption that we are using the tactical combat rules.
(We could use Chase combat, which is for when there are no pedestrians, on the premise that the Al vs. two cars thing is isolated from the one car running down the people. But since Al's goal is to protect the peds, that just won't work because determining whether I get to him before he gets to the peds before I get to him then uses apples & oranges systems. Too bad - Chase combat would work better for me....)
Al's intiative for this turn is 26. That means I go before the rigger trying to run Isaint and Rick down, and I am tied with the Decker who is trying to "impede" me. But unless that Decker has an Edge of 8, then I go before him too. So I go first.
So basically I intend to ignore the decker and concentrate on stopping the car going after my coworkers.
In tactical combat, that means I've got to Ram him.
Note that within the confines of these parking lots and with Al just having just picked up Jackhammer from right by these other guys, pretty much everything is within walking speed for most cars, so that really simplifies things.
So my first action on 26 is Ram the Rigger's car.
In fluff terms, I don't care much about damage, I just want to get him off course so he can't hit them. In game terms, even if I don't do damage, a successful ram forces him to do a vehicle test with a threshold of 3 or lose control of the vehicle (no killing people).
So I'm going to Ram (Bump) him on 26 and 16, saving my action on 6 for the necessary Control Vehicle action.
And I'll roll to evade Ram attempts by the decker. About evading Ram in Tactical Combat (1) you can't use Evasive Driving and (2) even though it's a sort of defense test, it is still Limited by your Handling.
26
Ram at speed of 10 m / turn (that's per core rules, but based on reading of advanced rules in Rigger5, assume that refers to speed differential when both cars moving)..
Ram (bump) on 26:
15d6t5 2He tries to avoid with Reaction + Intuition [Handling] - or whatever that comes out to if you are Remote Piloting - I'll leave those rules to you.
If I hit with the Ram, then he resists DV of 5 + net hits. More importantly, he makes the Vehicle test to keep control (needs 3 hits).
My control test needs 2 hits.
vehicle test to keep control:
13d6t5 6My car and me and passengers have to resist DV of 2.
Car
Car damage resist:
16d6t5 5Me - add personal and vehicle armor
my damage resist:
23d6t5 7Then the decker may try to Ram me?
Dodge decker's ram:
18d6t5 5If the decker somehow got six hits (he'd also need a handling of 6), then let me know and I'll Edge that.
16 - again
I ram/bump
Second ram/bump:
15d6t5 8I can only use 7 of those because of the Handling limit.
My control test
Control test:
13d6t5 3My car resist DV 2
Car resist:
16d6t5 6My own resist
resist damage:
23d6t5 12Now two evasions of the decker on 16 and 6 (if he goes for me on 6, then he'll also have to make a crash test since he didn't bother looking where he was going - but why should he care in a stolen empty vehicle?)
Evade one or two ram attempts:
2#18d6t5 5 6Again, I doubt a random car off the lot has a handling of 6, but let me know if I'm wrong and I'll Edge any failures.
So end of the day,
I am pretty sure I've evaded the decker's attempts to impede me, and,
I hopefully have caused the rigger to lose control or go off course enough that he can't run Rick or Isaint over.
(And would recommend none of my passengers bother rolling your damage resists - the DV is only two, and you add personal + car armor (6) to your body tests.)