Ohanzee needs to drop a few dice due to wound modifiers:
Wound modifiers (-3):
3d6t5 0 hits, lucky you: still 5 hits
With 5 hits, Ohanzee gets a clear sense of what's happening on the battlefield. We can say that he knows what Malevolence knows OOCly (who's up, who's down), with the exception of what's tormenting Sam. Ohanzee might be able to deduce that Sam, flailing about at nothing, is being tormented on the astral, but of course Ohanzee can't see Doc Hack.
Ohanzee also notices that there's one roto-drone crashing to earth while the other one is bobbing in place, doing nothing but hovering. The one that's hovering has a tiny green light that's blinking.
Dodging Bear:
6 hitsThe man seems to realize that he can't hurt Bear, at least not easily. He seems to be withdrawing. Bear could use Fear but it might be a bit redundant (other than to get the guy to stop firing at Bear, although the flip side is that he's burning through ammo).
14 - Doc's Agent
Given Zweiblumen's previous post, I'm going to presume that Doc's Agent continues on its Matrix Perception quest. That can get rolled when Zweiblumen has a chance. In the meantime, we'll move forward.
9 - Smaller guy left flank (taking cover from Ace behind the snowmobile)
While crouching behind the snowmobile, this guy is going to start it while simultaneously pushing it back until the engine catches. (It has an electric start, so it will start quickly.) While most modern snowmobiles do not go in reverse, the futuristic snowmobiles of Shadowrun do.
This guy is about 7 meters from Chino. Chino's running rate is about 3 per turn. If he uses Kick he gets +1 Reach and if he uses Flying Kick I'll give him another meter of range.
The rules are contradictory on whether Chino can delay his Complex action from IP2 to IP3. One line says sure; a few lines later is says deduct 10 from initiative if the player tries to do that (which is functionally the same as not acting at all). In an effort to smooth out some of the absurdities of turn-based combat, I will say that Chino can spend a Free Action running during IP2 and then attack during IP3, if he so chooses. (In other words, he can attack in the 3rd second of the pass; he's not forced to attack in the 2nd second.)
6 - Doc Hack continues his assault on Sam
Astral combat:
3 hitsSam only has 3 dice to dodge due to his -1 penalty. He gets 6 Willpower + 2 mentor spirit to soak
4P + net hits. Sam didn't roll the mentor spirit dice for the last pass with Doc Hack so roll 2 more and subtract any hits from Sam's Physical damage.
Next14 - Doc's Agent
5 - Chino
5 - Sam (if still conscious)
IC for Doc + Agent
IC for Ohanzee + Bear
IC for Chino
IC for Sam
IC from Tecumseh to wrap up CT2 IP2