OK, looks like we ought to at least investigate combat time, not that I want to spoil the flow but we are at least trying to explore the Anarchy rules… I’ll suggest a rough posting order, feel free to suggest differences, or spend a plot point to change it round by round anyway

GM
Jack
Adam
Gilga
Beta
Mercy
In terms of threats, let’s say there are (at the moment) one true form bug and 2 flesh forms per runner, roughly distributed around the above ground area, near where you currently are. I’ve used Gingivitis’ threats compilation, the flesh forms being an adaption of the ganger stats.
You can roll defence for the bugs, and even roll their attacks on you if it feels appropriate and I don’t get round to it in my go!
FLESH FORM BUG
STR AGL WIL LOG CHA EDG
4 3 3 2 2 2
SKILLS: Athletics 6, Close Combat 6
SHADOW AMPS: Essence: 6 (no penalties)
Choose one:
• Home Turf: +1 Plot Point at the beginning of combat.
WEAPONS Dam Close Near Far
Unarmed 2S OK — —
Armor: 6 [Armor clothing]
Condition Monitors (P/S): 10/10
TRUE FORM BUG SPIRIT
STR AGL WIL LOG CHA EDG
7 4 3 1 1 1
SKILLS: Athletics 7, Close Combat 8, Intimidation 4, Stealth 6, Tracking 3
SHADOW AMPS: Essence: 6 (no penalties)
• Critter: Has access to critter amps.
• Immunity (Normal Weapons) 2 (Critter Power): Damage Reduction 2.
WEAPONS Dam Close Near Far
Claws 5P OK — —
Mandibles 7P –2 — —
Armor: 6 [Natural armor]
Condition Monitors (P/S): 12/10
Yell if more clarification is needed!!!