Here we go, Xeth!
More or less, you stand in a post-apocalyptic wasteland with an army of flamethrower-toting droids marching directly toward you, rank and file. Rubble everywhere, plenty of cover.
The longer you hold them off, the more time Navir has to set the mines.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 1
Debris Field
Xeth (HW7): 1(1PR)/17 [CC ES CG] (6F)
Grenade launcher
Flamer Droid A: 0 (two turns distant)
Flamer Droid B: 0 (two turns distant)
Flamer Droid C: 0 (two turns distant)
Flamer Droid D: 0 (two turns distant)
Flamer Droid E: 0 (three turns distant)
Flamer Droid F: 0 (three turns distant)
Flamer Droid G: 0 (three turns distant)
Flamer Droid H: 0 (three turns distant)
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3-4, Initiative to the flamer droids! The first group of Droids simply march your direction, preparing their flamethrowers. The second group takes a moment to assess the situation and does not advance.
You send your grenade in. Not the best roll; you score one success for 3 damage to Droid A.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 2
Debris Field
Xeth (HW7): 1(1PR)/17 [CC ES CG] (6F)
Grenade launcher
Flamer Droid A: 3 (one turn distant)
Flamer Droid B: 0 (one turn distant)
Flamer Droid C: 0 (one turn distant)
Flamer Droid D: 0 (one turn distant)
Flamer Droid E: 0 (three turns distant)
Flamer Droid F: 0 (three turns distant)
Flamer Droid G: 0 (three turns distant)
Flamer Droid H: 0 (three turns distant)
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Xeth changes gears and goes for lighter weaponry as the first wave of flamer droids closes in. Between your defensive maneuvering and the scrap metal cover, you remain untouched. However, that scrap metal rapidly melts from four droids unleashing a flow of super-heated plasma directly into it.
Additionally, the four flamer droids that hung back launch concentrated blasts of plasma your direction. The fireballs collide with the scrap metal and further blast it apart.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 3
Debris Field
Xeth (G8): 1(1PR)/17 [CC ES CG] (6F)
Sonic blaster
Flamer Droid A (HW6): 3
Flamer Droid B (HW6): 0
Flamer Droid C (HW6): 0
Flamer Droid D (HW6): 0
Flamer Droid E (G7): 0 (three turns distant)
Flamer Droid F (G7): 0 (three turns distant)
Flamer Droid G (G7): 0 (three turns distant)
Flamer Droid H (G7): 0 (three turns distant)
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Sonic blaster out and ready!
"So can I," Vera-Kin says simply. "I'll make my own arrangements."
Vera-Kin will find Barker and see how he feels about making that journey. She thinks she could make it alone, but she wants to at least run it by him.
What is my penalty again? Agility to 1? I'm guessing my Intrusion score is low but Vera still has her Force abilities to help with that.
2-6, the droids keep up their steady flow of flames. You do not get the Close Quarters defenses as they are ranged weapons, but Eye of the Storm works fine.
And it comes in handy. The front four flamers roll very poorly, a success each, which EOTS negates. The back four roll better, sending fireballs crashing around you for 10 damage.
You hit back by unloading some sonic blasts into the nearest droids you can get. You get the bonus dice from Close Quarters, bumping your pool to 11. You hit the first for 6 and the next for 5.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 4
Debris Field
Xeth (G8): 1(3CC 1PR)/27 [CC ES CG] (6F)
Sonic blaster
Flamer Droid A (HW6): 9
Flamer Droid B (HW6): 5
Flamer Droid C (HW6): 0
Flamer Droid D (HW6): 0
Flamer Droid E (G7): 0 (three turns distant)
Flamer Droid F (G7): 0 (three turns distant)
Flamer Droid G (G7): 0 (three turns distant)
Flamer Droid H (G7): 0 (three turns distant)
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Evens means you act first this time. Your opening shots with the sonic seems to have disrupted their coordination, and you take advantage.
Unfortunately, despite all that extra pool, your rolls don't reflect your ability. You get a good shot on Droid C for 8 damage but only dish out 5 damage each to the other three.
Droid C did not appear to enjoy that better shot on him, and he manages to set you aflame with a solid roll of four successes (which you fail to dodge). All told, you take 14 damage from the criss-crossing trails of flame sprayed at you.
You then take an additional 12 damage from the long-range droids.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 5
Debris Field
Xeth (G8): 1(1PR)/53 [CC CG ES] (6F) (on fire!)
Sonic blaster
Flamer Droid A (HW6): 14
Flamer Droid B (HW6): 10
Flamer Droid C (HW6): 8
Flamer Droid D (HW6): 5
Flamer Droid E (G7): 0 (three turns distant)
Flamer Droid F (G7): 0 (three turns distant)
Flamer Droid G (G7): 0 (three turns distant)
Flamer Droid H (G7): 0 (three turns distant)
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The retroactive EOTS tap drops you back down to 44 damage. Apparently Droid C's flame burst did not burn you, and you are not on fire.
They get initiative just as you start leaping away. Without Coordination, you would have been a roasted bug with all the 5s they rolled. Thankfully, Coordination fixes that in your favor, and a few Agility checks passed means you escape unscathed from close quarters.
Same thing happens with the long-range droids.
You drop into cover behind another large slab of metal.
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BATTLE FOR RESPITE (First Skirmish), Start of Turn 6
Debris Field
Xeth (G8): 1(2A)/44 [ES CG BGu] (5F)
Sonic blaster
Flamer Droid A (HW6): 14
Flamer Droid B (HW6): 10
Flamer Droid C (HW6): 8
Flamer Droid D (HW6): 5
Flamer Droid E (G7): 0 (three turns distant)
Flamer Droid F (G7): 0 (three turns distant)
Flamer Droid G (G7): 0 (three turns distant)
Flamer Droid H (G7): 0 (three turns distant)
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That Close Quarters maneuver probably would have worked great in conjunction with a spend on Ward. With so many foes, even with your taps, that's a lot of firepower coming in on just Xeth.