Kill them all.
No, seriously: kill them all. Bad rolls, bad decisions, everything balling up into one nasty lethal clusterfrag - kill 'em. Let 'em bang their heads on the table, and reach for the rulebook ...
... and then tell them to make Healing rolls (all the typical penalties, but just straight dice - BOD + WIL, isn't it?).
The person with the highest number of hits is the first one to wake up. There's a physician or nurse there, as well as a Mr. Johnson. If they consider doing something stupid, like trying to attack, remind them that they're not healed yet, half-drugged, and looking at a minimum of -4 (and maybe -6 or more) penalty to their dice pool, initiative, yadda yadda. If they're a high-combat sort, make sure at least one wrist (and maybe their favored wrist and opposite ankle) is buckled down. Have Mr. Johnson make them An Offer They Can't Refuse, requiring them to fulfill a total number of tasks equal to (How Pissy You Feel) +1 before the Johnson will remove the tracker device / cortex bomb / lingering poison / kill order from them and/or their associates, contacts, family, and friends.
Repeat for everyone. Then give them a nasty job - not impossible, just difficult. This is essentially
what I said here - but you do have to know your players. While some are going to say 'hell no', some will be perfectly willing to roll with it. I recommend either getting a consensus, or else allowing those who refuse to play along to come up with new characters, albeit with
no 'catch-up' cash or karma, and allowing those who DO play along to, well, do so.
Because in SR, 'death' is not automatically the end of the game.