Good plan, but some thought should be given to how it will be extended to larger squads. A full complement of six untrained and weak liberals shouldn't be able to take down an agile, strong Death Squad officer - there's a good chance they'd trip over each other and someone would get shot (even though their relevant stats would probably add up to something higher than the Conservative's).
You'd still want them to have a chance. After all, professionals can screw up, and there's always beginner's luck. I would suggest that the best method would be to inflate the scores of more competent targets and squads; so a target with 20 strength and agility might have a score of 80 (instead of 40), while a squad of 6 guys with strength and agility 5 would only get 60 (5*2*6).
That said, if squad size can somehow give diminishing returns, this is one more way LCS can become open-ended.
This could also be done fairly easily. Work out each squad member's score, then sort them in descending order. Total squad score is then some diminishing sum (e.g. s
1 + s
2/4 + s
3/9 + s
4/16 + ...). This order could then be used to determine who takes what action (e.g. number 1 grapples, and 2, 3, and 4 hold down limbs, while numbers 5 and 6 just try to stop other conservatives from interfering).
Kidnapping-related question! Does a (sadistic) interrogator's strength influence either the damage caused to a hostage or wisdom loss?
Yes. The amount of force done sums the normal skill rolling method for all interrogators, where the important statistic is juice-adjusted strength. This means that multiple low-strength interrogators could have wildly fluctuating force rolls (basically takes the top 3 rolls of N 6-sided dice, where N is <skill>/3); 3-6 per person one day, 15-18 per person the next day. It will tend to average out, but it's still fairly dangerous. Generally, strong interrogators are a safer bet, as their individual rolls will almost always be around 15-18, so they do more predictable interrogations.
A successful beating is when a roll of the subject's health versus force fails (so it will pretty much always happen if you have two strong interrogators). They roll against their religion skill to save. If they fail their religion save a check is made to see if it's a strong beating (force > 3*(WIS + HRT + HTH)), in which case it does 1 less wisdom damage than a normal beating and has a 50% chance to not reduce juice, as well as reducing heart by 1 (in other words, a bad thing). Normal beatings reduce wisdom by 1 + floor(force/10) and juice by force. A dangerous beating reduces health by 1 (or kills if at 1 already), where dangerous means a roll of the subject's health versus floor(force/3) fails - this will almost always happen with enough strong interrogators.
Note that the attribute reductions modify base attributes, not juice-affected ones. So a high-juice subject will probably die from a dangerous beating at around 4 displayed health.