Ok, you're establishing that Delay Damage will be used on the first hit or the first hit over some level? After a bit of evaluation I see how A could survive if DD was used against Furbal's shot (and I believe it would also delay the CT movement
) as THAT would then be the damage that potentially kills him later setting a lower DC for Never Surrender. Taking Tyro's damage first also drops him below 50% hp making Second Wind possible before the Delayed Damage kicks in and that could keep A alive as Furbal's damage would NOT be enough to kill him yet. Granted he'll still be 3 steps down the CT and -5 on everything.
With the Missiles I'm thinking that the targets around the point of impact will take full (hits REF) or half damage (misses REF but hits 10) assuming the shot hits as they are on the point of impact. I guess I'm thinking that the next squares out will take half or none but still based on the original attack; the cover between them and the point of impact reduces the damage but I don't believe you'd recalculate what their REF is based on the impact point.
Looking at the Chiss attacks I figure Adam's will deal the 28 points to both D and E while C and F take half that so 14. Baker's attack hits the area but not as well so D and E take half the 30 (so 15) while C and F will take nothing. Chad (24/12) and Dave (15/0) will basically have the exact same situation. I'll also point out that these guys have Devastating Attack which lowers the effective DT so that 28 would effectively be 23 meaning all of those taking the full brunt of the attack should move down the CT.
As for the Missile Launchers I guess I'd point to the entry on pg 130 of the SECR saying that each holds 4 shots and that each extra magazine would also hold 4 shots so when the entry stated 2 extra magazines. I guess I was "giving orders" around the idea that each of them has 12 rounds to use during this encounter (which I'll admit could be a lot) but would point out that reloading is a FULL-ROUND action. I'll also mention that to AIM would have used two swift actions so there would NOT HAVE BEEN AN ACTION TO RELOAD WITH even if it only took a Move Action. There are stats for a few other missiles that hold fewer but also do more damage. Never especially liked the CHWS stat blocks especially when giving them rifles they don't seem proficient it; might have just given them grenade launchers to go with heavy rifles.
With RA-JR I'll remind you that he is using an ACCURATE weapon which has no attack penalties at short range. I guess I find him MISSING a targeting scope which, assuming he is aiming his attack, would then reduce the range one category effectively making the shot POINT BLANK range. Is the "PA" in there "Power Attack" or more accurately Power Blast? Should also mention what effect you are taking with Dastardly Strike (-1 CT which I'd recommend) or Weakening Strike (which as I've said previously isn't going to help much especially at this range) and possibly Knockdown Strike. The 33 points of damage here will also push the target down the CT when he'd already be down the CT from Chad's Missile strike.
Now the way I see thing YV-J is in BIG trouble. He should take 24 from Chad which pushes him down the CT (and if your trigger for Delay Damage is something that will move you down the CT then THIS should be it granted it seems early - it got popped on Furbal's attack and it "only" did 25 which wouldn't have hit the DT naturally except for the specials) and then another 15 from Dave to put him at 24, or 48 w/DD to be followed up by RA-JR's 33 points leaving him at 24 with 33 delayed or at just 15 with 24 points delayed. I guess either of these does leave him below the Second Wind threshold that could give him back 15 and leave him with 6 hitpoints but Never Surrender is still possible. IF he's "feeling lucky" delaying the first damage would let him Roll Endurance (at -2 steps down the CT) vs DC 24 at the end of his turn with Never Surrender to go down to 1 hitpoint and hope he lives long enough to use Second Wind the next round to boost him to 16 hit points but with no safety net.
Guess we may have a couple disputes about things would work. While I interpreted the cover issue one way I can see your point as well although then there was pretty much never any chance of hitting the outside guys. Bigger issue could be the ammo situation where I was assuming one thing based on what I read in the SECR and you're showing me something VERY different. Also had to point out some things about RA-JR's attack. Otherwise I'm not sure what more to say.