FIGHT MECHANICS
Im assuming the GM forgot the flashbangs and will edit when they wake up.
And that we activated the EMP devices before breaking in.
Looking at the bright side of things there are four people in the room so if you handle them that's most of the thralls dealt with, but on the other hand there are four people and they are heavily armed.
The guy closest to you wearing what you can only think of as a disinterested dad's idea of what dressing their kid as a Hell's Angel is toting a very serious looking double barrelled shotgun where as the fellow over by the couch who had just enough time to dive to cover had the barrel of an all too familiar semiautomatic pointed towards dad.
As for the other two, there's the guy next to the fire alarm, getting ready to break it with the but of his own riffle and the last one is shouting and cursing up a storm... while aiming what looks like a bloody AK 47 of all things at you. Also the only one in body armor, Usum notes though you don't think that will do him much good against your sword or Gard's axe.
Combatants
Molly: Sword and board. Dex 4, Melee 5 for a dice pool of 9. 18 dice with an Excellency, 20 with Excellency + Stunt.
Michael: Sword. Matched Molly. Minimum Dex + Melee dicepool of 9
Gard:???. Assuming Expert Dex and Expert Melee, minimum Dex 4 + Melee 4. Probably higher because Norse demigoddess
Hostile Thralls
If Average stats, Dex 2 + Firearms 2 = dice pool of 4.
If Good stats, Dex 3 + Firearms 3 = dice pool of 6.
Our enemies are rolling 4 to 6 dice each.
No idea if they have 4HLs or 7HLs
Gear
Thrall 1: Shotgun Dmg 8. No armor. Not aiming yet.
Thrall 2: Semiauto Dmg 5. In Cover. No armor. Aiming at Dad.
Thrall 3: Assault rifle/AK Dmg 7. Armor 3(Kevlar vest). Aiming at Molly.
Thrall 4: Rifle Dmg 8. No armor. Trying to break alarm
Location
Thrall 1 is closest to entry point, either standing in front of, or sitting on couch.
Thrall 2 is behind couch, using couch as cover.
Thrall 3 and 4 are at the far end of the room.
Commentary
Flashbang inflicts
Blind, which increases difficulty of any action they want to take by +2 DC, and gives a +2 dice bonus to any relevant roll taken against them. That means that, if they are Average Thralls with a dice pool of 4, they are going to be rolling (4-2)=2 dice at DC (6+2=8) on their attack rolls until their eyes clear.
If Good Thralls with a dice pool of 6, they are going to be rolling (6-2=) 4 dice at DC8.
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As the guy with the only AK in the room, and the only one with armor, Thrall 3 is the most dangerous.
Because Assault Rifles/AKs can do
Automatic Fire, which gives a +10 dice bonus to accuracy against one person if they magdump the rifle, while increasing difficulty to hit by +2 DC and burning all the ammo in their magazine.
Which would mean even if Blinded, he can roll 12-14 dice at DC8.
And because he has Armor 3, he has the most ability to soak damage.Molly needs to full Excellency this guy. Just throw Dex 4 + Melee 5 + Excellency 9 + Stunt 2 + Blind bonus 2 = 22 dice at him and blow through his armor.
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Thrall 2 is in Cover. Cover increases the difficulty of your enemies to hit you by (x+1), but also of you to hit your enemy by (x).
So he will be rolling 2-4 dice at [Base DC 6 + Blind 2 + Cover 1(behind wall/couch)] = DC 9 to shoot at Michael.
Poor odds to hit.
Thrall 1 is out in the open, and isnt aiming.
He's the least alert, and is easily within range of whoever is behind us next.
Thrall 4 is trying to break the alarm, and is near Thrall 3.
So Molly can bounce off Thrall 3 and hit Thrall 4.
We can take multiple actions, but each successive action increases in difficulty and loses one dice.