I realized that I made an error. While the Outcome of a Combat roll maxes at 5, you can still roll higher than that, it just gets reduced. So the droids actually need 17 or higher to inflict one point of damage, while the pirates need 16 or higher. To make up for this, I will double the damage that Jarko has taken. Even so, he is really tanking this.
Dodging at all is of no use to Rianna, as Jarko is absorbing all damage coming his way... but if you pay a frame and he pays a frame, you get +2 to your passive dodge as Jarko is using a converted form of Bodyguard. Which makes hitting Jarko out to be a difficulty of 13!
First we make your rolls. 5, 7, 11... I re-roll two of those (the 5 and 7) and they become a pair of 17s! Again, three snapped kills.
Jarko blazes away with his four arm-mounted blasters... six successes! Once he finishes off the battle droids standing around him, he lifts his arms upwards and blasts down two of the pirates on the walkways, sending them topping down to the floor. His disruptor gun is recharging.
The four pirates above rain down shots to no effect. Commando A fluffs his roll!
There is much movement from the enemy forces this turn. The walker does not fire but moves to center (it takes twice as many frames to move), and more droids and pirates come in to replace those you have killed.
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WAREHOUSE BATTLE
Interior- West Entrance
Jarko: 12/16
Rianna: 10(4)/0/14
Battle droids x10: 0/15
Pirates x5: 0/15
Pirate Commando A: 0/15
Pirate Commando B: 0/15
Interior- Center
Battle droids x20: 0/15
Pirates x5: 0/15
Pirate Commando C: 0/15
Tripod Walker: 0/16
Interior- Walkways
Pirates x4: 0/15
Interior- Far End
?
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The alarm has been sounded over the sound of gunfire... more reinforcements will have arrived from the far end at the end of this sequence, frame 24.
Jarko acts behind the droids, but you act ahead.