I actually wonder who has the best Observation score, of all players...
In any case, Xavier has a pool of five and rolls three successes. Not bad! Xavier will be able to pinpoint where orders come from without climbing up first and without having the jump roofs and close distance. You notice an abnormal amount of defenses around the entrances to an apartment complex. You can bypass them easily by scaling up the side...
(Failing the roll outright would've required a bunch of Leaping checks and a few rounds of firing before Xavier can even fight back)
Xavier climbs an apartment complex to the top and can attack his targets immediately but cannot see his opposition without revealing himself. How do you want to start this? And with what schticks? Remember that you're damaged already.
Still going to need those skills or powers mentioned above to pull off any sort of distraction. Had you rolled better on your Observation check, you could have snuck up.
You would need some specialist equipment to hack their comm lines. The officer is actually using some higher-powered comm unit to coordinate things, but you couldn't disrupt their comms once you're under fire.
I've removed 10 damage for some over-rolling in the last sequence and some resting between fights.
You heft yourself over the wall and activate your lightsabers! Before the militiamen protecting the officer can respond, two get sabers in the chest.
The Officer on this roof draws his pistol (having been focused on organizing the evacuation) but the militamen fire. You take 2 damage.
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FALL OF THE COLONY (Skirmish Three), Start of Turn 2
Rooftop
Xavier (LS12): 3/41 [BGu PS CL] [OGu RI] (3F)
Militia (G5) x2
Officer A (G8): 0
Rooftop 2 (two turns away)
Militia (G5) x4
Officer B: 0
Rooftop 3 (four turns away)
Militia (G5) x4
Officer C: 0
(Range penalty - 1)
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From your new vantage point, you see two other rooftops where officers direct the evacuation. Right now, they're out in the open. Those on the third rooftop take a range penalty on shooting at you... for now.
Kill two officers and you win this skirmish.
5-6, Initiative turns against Xavier as his shooters open up. Officer A hits for 4 damage, and his militia goons stack on another 5. Officers B and C draw their pistols and organize their men into cover, alerting them to your presence.
You then sweep through the two remaining militiamen on your rooftop, leaving you alone with the Officer.
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FALL OF THE COLONY (Skirmish Three), Start of Turn 3
Rooftop
Xavier (LS12): 1(2A)/50 [BGu PS RI] [OGu CL7] (3F)
Officer A (G8): 0
Rooftop 2 (two turns away)
Militia (G5) x4 (cover)
Officer B (G8): 0
Rooftop 3 (four turns away)
Militia (G5) x4 (cover)
Officer C (G8): 0
(Range penalty - 1)
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Keep in mind, now that you've got a high-pool opponent and Cleave points stacked up, raising your Defense may work better than having that Armor from Balanced Guard.
5-1, Xavier goes first!
With nobody standing between him and the first Officer, Xavier moves in for the kill. The Officer ducks your sabers and staggers back, then opens fire. He not only misses entirely but triggers your Riposte. Feel free to describe that one-move kill on a Supermook, as you evenly deal 25 damage between the two attacks (including two conversions on each from Orthodox and Perfect Strike).
You lose 4 Cleave points from the mooks blasting away from the other rooftops, but take no damage.
Officer B blows out the comm unit near you for 4 damage, while Officer C misses due to range; you idly flick the bolt away.
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FALL OF THE COLONY (Skirmish Three), Start of Turn 4
Rooftop
Xavier (LS12): 3/50 [OGu PS RI] [BGu CL3] (3F)
Rooftop 2 (two turns away)
Militia (G5) x4 (cover)
Officer B (G8): 0
Rooftop 3 (four turns away)
Militia (G5) x4 (cover)
Officer C (G8): 0
(Range penalty - 1)
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