2-1 brings initiative back to you.
You'll have to drop the axe I am afraid, Rah; it takes an action to sheathe a larger weapon. If you drop it, you can go on fighting at once, which is what I assume you want.
The fight goes on up front. Galder finally kills his white stripe foe, as Relle nimbly backflips out of there. Con continues his Grip, with a DW tap to keep him out of trouble... not quite sure how to visualise that, but well live with it. The rest of you drop several people, and at last more support is coming through.
(Note that whilst it is too far for me to focus attacks on mooks exclusively, mooks ALWAYS take a share of incoming firepower if possible. Hence they die a lot but take a lot of attention away from you).
Rand fishes out Ranto, minus the shield.
As the enemies fire back, the shielded thugs that just got through lose their shields and then their lives from gunfire and then archers- seems the bad guys have clocked onto the threat those shields provide.
The other WHite Stripe goes for Dak. a sideswipe from the axe leaves the reptile very close to collapse.
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ASCENT TO RED, Start of Turn 21
Trench Area
Ranto: 5
Ramp North
Rand (C4): 2 (1A)/0 [DW] (4F) (Axe)
Improvised Fortifications
Almir: 0 (halfway to door area)
Thugs x1 (C5)
Door Area
Relle (C9): 1/47 [SF FE] [DU FA MA IM] (2F)
Gallador (C4*): 1/0 (5F)
Azarl (C5): 1/6 [MA] (6F)
Shielded Thugs x1 (C5)
Upper Ramp South
Galder (C7): 3/39 [DU PA DW] [SF IM FB] (2F) (Girder of doom)
Rianna (C11): 3 (1A)/47 [MA DU DW] [FA FE AS] (2F)
Con (C8): 1/30 [MA DW CC] [FA] (6F)
Dak: (C9): 3/58 [FE TW WS] [DW SF DU IM] (2F)
Rah: (C9): 1/61 [DW WS SF] [FE FA] (5F)
Thug x2 (C5)
Kai: 26
Det: 16
Orikan: 45
Chunn: 45
Defenders x6 (C6)
Archers x4
White Stripe (C7): 0
Upper Ramp Middle
Gunner (G7): 10
Gunner (G7): 0
Upper Ramp North
Defenders x12 (C6)
Gunner (G7): 0
Gunner (G7): 0
White Stripe Leader (C8): 0
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With a loud sound, the door wedge cracks. It won't last much longer.