[ +- ] Thoughts
In many PBP games, rolling in advance saves time. In some games however, rolls generate secondary side effects, such as extra successes being saved as Momentum in 2d20. In this case, I'm left to adjudicate after the fact which rolls are "called for" after seeing their results. This risks the assistance of being unfair to you.
Collectively, you understand that you've wandered into unsafe territory, and further that the so called Rats are up to no good.
You gather yourselves and Sally forth. When they ambush you, you are ready.
Marya and Rook both sense the imminent attack. Hural notes that one of the stone walls you passed on the way in had moved just a fraction, as if it is a door unlocked.
Marcus, confident in his reflexes hangs back, his ears ready at any signs of pursuit, and pricking at a subtle scrape off shoe in stone.
Initiative in Dune is popcorn style. I chose who goes first, then after their action, someone from the other side goes next, and then switching sides. Spending 2 Threat or Momentum allows that order to be kept on the same side for one extra action, but at +1 Difficulty.
So Rook goes first
A wall opens and the Rats spill forth, guns ready to fire. They seek to kill or dispatch Rook and Marcus, and kidnap Marya and Hural for ransom.
There are eight Rats.
They have an Asset (home turf) giving them +1 Difficulty against attacks on them.
Momentum: 4
Threat: 4