Elf Technomancer, loads of Machine Sprites, skip the hacking skills for Leadership and other social skills, Noizquitos, Smoke Grenades, Flash Grenades, ect, ect.
After you get past the Technomancer First Run Blues and have a stable of Machine Sprites the entire team should be running a couple extra dice from the Machine Sprites. Leadership buffs and combat Intimidation (the Infrasonic Generator from Hard Targets with a Machine Sprite Running Diagnostics?) Pretty sure you can get well over 20 dice for Intimidate if you really wanted to.
Anyway, presuming you can't scare them to death, the Noizquitos and Smoke/Flash grenades and buff the team with Sprites and Leadership.
Be a rough build for the first couple runs since you'll be short on just about everything other than Charisma. But after three or four decent runs you'll be rocking hard.