Okay! Xeth certainly can jump down and jump up again. It will take longer but it will certainly make the distraction you are looking for.
Navir sets things off by launching a grenade in the direction that Xeth intends to make for, taking out a wall and showering shattered glass (what little remained) down into the street.
Team Xeth is going to be zipping around through the shore-front warehouses near the radio tower, while Team Others is moving through the streets in the other direction. The effect of the distraction will be that Team Others can simply start their escape rather than fight their way through the entire time.
Also, an error on my part. Xeth had opted to wear a point's worth of his old Geonosian body armor. He can remove 10 damage, but remember that your Agility is reduced.
OTHERS
You get down into the streets, which I described as being in a section the infinite urban sprawl that covers Respite, all post-apocalyptic and burned out and the like. The streets themselves are normally rather empty and dusty, but right now many of Malteen's fanatics are making for the radio tower, which is blasting orders out over loudspeakers for the 'infidels' to be slaughtered in honor of the Great Malteen's Will.
You will be making moving section-by-section to stay ahead of the Maltites swarming out of the radio tower and fight through those coming at you from the alleys and buildings ahead and to your sides.
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STREET CHASE, Start of Turn 1
Streets 2
Maltites (C5) x4
Streets 1
Tilulla (LS15): 1(1A)/33 [FcGu BL BG] [FwGu] (5F)
Vera-Kin (LS12): 3(1A)/6 [OGu CL BL] [BGu RF] (9F)
Navir (G11): 1(1PR)/0 [CC EE ES] [CF] (2F)
Barker (G6): 1/13 [AS DW IM] [FB SF] (3F)
Radio Tower Entrance
Maltites (C5) x4
Maltites (C5) x4
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XETH
For Xeth, things are very similar, and if the Maltites were armed with blasters, this would be a lot more dangerous for him to go solo. Thankfully, they are not!
Xeth is breaking off toward the shore-front warehouses, which are dilapidated and rusted. While there may be less enemies, Xeth is going to be luring them away from the others into a dangerous area! Agility checks will be imposed.
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WAREHOUSE CHASE, Start of Turn 1
Warehouses 2
?
Warehouses 1
Xeth (G8): 1(2A)/26 [CC CG ES] (6F)
Radio Tower Alley
Maltites (C5) x4
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Initiative is theirs! Not quite what you had hoped for. The Maltites charge down Vera and Ti from the front while some catch up to Barker and Navir.
Ti and Vera get two attacks each, with Ti taking 4 damage and Vera taking 1 while parrying and killing one of her assailants thanks to Ti's Bodyguard. On the offensive, it is a total wipe and your way on is clear.
Navir and Barker take some damage but Navir goes bonkers with a Carnival of Carnage tap, killing all four attackers with precise shots.
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STREET CHASE, Start of Turn 2
Streets 2
Clear
Streets 1
Tilulla (LS15): 1(1A)/33 [FcGu BL BG] [FwGu] (5F)
Vera-Kin (LS12): 3(1A)/6 [OGu CL BL] [BGu RF] (9F)
Navir (G11): 1(1PR)/6 [CC EE ES] [CF] (2F)
Barker (G6): 1/19 [AS DW IM] [FB SF] (3F)
Radio Tower Entrance
Maltites (C5) x4
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Xeth has less trouble. He easily passes his Agility roll as he fires backwards at his pursuers, claiming two of them with his shooting.
Rounding a corner brings a Champion into Xeth's sight.
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WAREHOUSE CHASE, Start of Turn 2
Warehouses 3
Champion: 0
Maltites (C5) x2
Warehouses 2
Xeth (G8): 1(2A)/26 [CC CG ES] (6F)
Warehouses 1
Maltites (C5) x2
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