OOC:
Regarding initiative dice, I was asking that you just roll 5d6 only, rather than 3d6, 4d6, as well as 5d6. This is so that we won't have the absurd situation where say you roll high for AR (eg. 5s and 6s) or Cold sim, but low for Hot sim (1s and 2s), and end up with Hot sim being slower, which makes no sense. For clarity, I should've said roll 3d6+1d6+1d6, so that:
AR Init = Int+Rea +3d6
Cold Sim Init = DP+Int + 3d6+1d6
Hot Sim Init = DP+Int + 3d6+1d6+1d6
In this case it matters slightly. It's our first time ever trying to roll, so I'll use the 5 dice you rolled for Hot sim in their order, so 12, 15, and 17 respectively, giving you 24, 30 and 32. How about that? :)
Actions-wise for the Hornet,
Load Weapon (cartridge into Hornet) = Major
Control Device = Major (this may require a test depending on whether Hotaru has user/admin access to the Hornet)
Change Device Mode (activate the Hornet) = Minor
Command Drone = single (first) command to all drones is Major, each subsequent command to individual drones is Minor
Compared to your Inu currrently, which is already slaved to you,
Change Device Mode (activate the Inu) = Minor
Command Drone = Major or Minor, depending
Currently, I'm treating Hotaru's status when the two persons enter as: your commlink is on (always), and you've secretly activated your cyberware. Activating the inu secretly is probably harder, I'd include that as part of entering the Initiative phase. (Unless you want to try to roll Stealth activation vs opponent's Perception, before I start Initiative).
Let me know if there's more to clarify. Happy to answer all questions before we resume and I post.