Dak- this is going to be a fight. Being a giant scary lizard and more of a fighter than a talker, the Lieutenant is not really convinced by your 'The Sith did it!' reasoning (even if it is correct, kind of).
You dropped right into the midst of things, though, so he is certainly within reach, as are the militiamen with him.
Remember- your Agility is penalized for dying inside the Box, so you are done a single die from your Lightsaber pool. Otherwise, you have healed up your damage.
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FALL OF THE COLONY (Starport), Start of Turn 1
Control Room
Dak (LS10): 1(2A)/0 [BGu CL CH] [OGu FwGu] (2F)
Lieutenant (G13): 1(1A)/0 [MK EE CF] (2F) (targeting rifle, harness)
Militia (G5) x2
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Your comlink is also buzzing, Dak.
2-1, Dak takes the initiative and acts before the Lieutenant can squeeze the trigger on his targeting rifle. The experienced soldier is more accustomed to shooting at a distance, so Dak discovers quickly that he is not made for a one-on-one fight.
You roll five successes and a 1... I'll leave it up to you if you want to turn that into a success with Strike. Otherwise, the Lieutenant takes 11 damage straightaway as you lash out with your blades.
Then, the Lieutenant uses the harness he's wearing to get the hell away from you, the grappling wire shooting into the ceiling and yanking him toward the wide tinted windows of the control room.
He takes a shot at you while doing this, though penalized for the movement. Two successes is 5 damage, and Eagle Eye ignores your Armor from Balanced Guard.
The militiamen aren't nearly as strong sharpshooters; they spray randomly at you. You deflect these away carelessly, for 3 damage total after Armor.
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FALL OF THE COLONY (Starport), Start of Turn 2
Control Room
Dak (LS10): 1(2A)/8 [BGu CL CH] [OGu FwGu] (2F)
Militia (G5) x2
Lieutenant (G13): 1(1A)/11 [MK EE CF] (2F) (targeting rifle, harness) (near window)
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4-4 is Evens and keeps things in Xavier's hands.
Sevens successes means two very dead militiamen as you swing one of your sabers across and through them both.
Only the men atop the wall fire at you, as the others are making sure to hold their positions at the now-open gate. Still, eight shooters is nothing to laugh about!
Or maybe it is, with your Guard tap. You only take 2 damage from the militiamen.
Captain gives you something more to worry about, as he takes aim and unleashes his bolas. He rolls four successes... and you are constricted as the wires wrap around your arms! You take 5 damage when the device inside the bolas themselves unleashes a mild shock to disable you.
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FALL OF THE COLONY (Skirmish Two), Start of Turn 3
Beyond Wall
?
On Wall (Right) (Controls)
Xavier (LS12): 1(2A)/7 [BGu PS CL] [OGu RI] (4F) (constricted!)
Militia (G5) x2
Two-man repeater (HW5): 0
On Wall (Left)
Militia (G5) x6
Two-man repeater (HW5): 0
Behind Wall
Militia (G5) x10
Three-man mortar (HW7): 0
Captain (G11): 3C(1A)/0 [10K KB CG] (2F)
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There is a rumble as something moves through the jungle...