So Solo will have the spirit use concealment on the van. When the van is on the clear the last service will do 'movement' so that the van becomes a lot faster.
Super sweet.
So the trick is to get into the clear.
@Aria - Al's second-pass action will obviously be to pilot the vehicle.
If Tobbis is out of the way, I'll reverse back to the street as fast possible (duh!).
If for whatever reason the Jackrabbit is still there, I'll just push it (Body 16 vs. Body

.
Looking at the difficult maneuvers chart, this looks like a target of either 2 or 3.
Then the terrain mod adds 4.
But with Steely Eyed Wheelman that drops to 3, so total 5 or 6 (

).
The vehicle's damage only affects the Limit, so I'll be Pushing the Limit with (increasingly depleted!) Edge, so that won't be an issue.
Obviously will ignore pedestrians in the alley - get of the way everyone!
So skill + specialization + reaction + gearhead bonus + vehicle empathy bonus + edge = 20 dice
Bit of a nail-biter with those possible thresholds!
I'll put the roll here and on my dice wall - as usual, left to right in case you need to add/subtract other mods.
Alley escape:
20d6h5 620d6h5: 6 [20d6h5=2, 1, 5, 4, 5, 2, 3, [6, 3], 5, 3, 3, 2, 1, 1, 3, 2, [6, 4], 1, 5, 1]
Okay - well, there's the six hits that I
THINK I need - we'll see what happens...