Here goes nothing!
Initiative is yours.
Vera-Kin goes sailing past the murder holes before anything unfortunate can come out of them. That puts her on the barricade, alright. It will be another turn to jump past it, so she cannot attack this turn.
You can also see now that there are corridors branching to the right and left, where more men stand ready with blasters. Behind the barricade is a hallway that leads downward.
You can also see the access path to the cubbies behind the murder holes, where men wait with big stationary guns.
Navir starts rattling off his blaster at the troopers behind the barricade, lending you covering fire to lessen your peril.
At this range, Barker's shotgun is not as effective. He misses his blast on the barricade.
Incoming!
Vera-Kin certainly manages those Reflection kills, but things look pretty grim for her almost immediately. I'll allow a retroactive Orthodox Guard tap, if you so choose... otherwise, Vera-Kin just took 24 damage from waltzing into an ambush.
Without Covering Fire from Navir, you'd be down already.
---
PILLBOX BUST, Start of Turn 2
Entrance
Navir (G11): 1(1PR 1A)/7 [CF EE ES] [CC] (2F)
Barker (G7): 2(1A)/17 [SF DW AS] [FB IM] (3F)
Entry Hall
Murder holes
Junction
Vera-Kin (LS11): 3/30 [OGu CL RF] [BGu BL CH] (7F)
Soldiers (G6) x2 (barricade)
Soldiers (G6) x3 (left)
Soldiers (G6) x3 (right)
---
It only protects against dead-on shooters, like those storming through the entry hall. Not much use against the sides.
With the tap... everyone misses. And actually, those men should all have pools of 5. They're more military and organized than the other factions of Respite, but they're still just raiders and thugs.
The cubby won't provide cover either, not from the angle your shooters are at.
Initiative is (thankfully) yours.
It is a simple task for you to dice your way through two more.
Navir advances and, with Eagle Eye, blasts through one of the murder holes to take out the gunman there. The other gunner deems him dangerous and blasts at him, with a bolt striking his back dead-on. His blast armor drops it down to 6 damage.
Barker slips past. He has no targets, currently.
Vera-Kin takes 7 damage from the mass of shooters around her.
---
PILLBOX BUST, Start of Turn 2
Entrance
Entry Hall
Navir (G11): 1(1PR 1A)/13 [CF EE ES] [CC] (2F)
Barker (G7): 2(1A)/17 [SF DW AS] [FB IM] (3F)
Junction
Vera-Kin (LS11): 1(2A)/13 [BGu CL RF] [OGu BL CH] (7F)
Soldiers (G6) x4 (left)
Soldiers (G6) x4 (right)
---
Evens! Initiative goes to Vera as she goes running over. Seven successes takes apart two of the soldiers before they can do much about it.
Barker and Navir move into the junction and offer their assistance in clearing out the left side.
Which leaves just the shooters from the right! You take two hits for 4 damage.
---
PILLBOX BUST, Start of Turn 4
Entrance
Entry Hall
Junction
Navir (G11): 1(1PR 1A)/13 [CF EE ES] [CC] (2F) (barricade)
Barker (G7): 2(1A)/21 [SF DW AS] [FB IM] (3F) (barricade)
Vera-Kin (LS11): 2(2A)/17 [BGu CL BL] [OGu RF CH] (7F) (left)
Soldiers (G5) x4 (right)
---
Initiative is yours... and a quick Carnival of Carnage tap from Navir appears to handle the situation rather neatly as he rakes the troopers with lasers. Barker blows open the murder hole gunner with a shell from his flechette launcher.
"Entryway clear!" Navir shouts.
Vera- the doorway is open as nobody expected that it should need to be secured. Beyond is a hallway that dips down slightly. You don't notice much more than that because there are two men at the far end that open fire and just narrowly miss you.
Vera-Kin will duck into cover and draw her pistol! Once she is prepared, placing both hands on the tiny grip and a finger on the trigger, she leans out and squeezes off a warning shot.
"Drop your weapons!" Vera-Kin shouts after. "We've taken the pillbox! Surrender and your lives will be spared!"
Lying and Intimidation please.
You roll seven successes. Unfortunately, the first soldier finds himself split in two by the effectiveness of your lightsaber; you rolled too well for a simple disarm. The second, however, cries out when you remove the hand squeezing the trigger of his gun. He is down and no longer a threat.
The way on is clear but you sense more danger ahead.