It happens! I try not to bug the players into posting. It becomes a chore if you're being bothered.
3-6, the Initiative goes with the droids! That could be messy for you, so let's break it down.
You are granted some cover by the walkways, so the droids below do not have clear shots at you. Cover always grants you +1 Parry against a Ranged attack. A Parry cancels out a rolled success.
Swapping to the Guard with the higher Defense rating, then, was a good call on your part. Aurel has six droids shooting at him, but between a Defense of 3 and Parry of 1, the droids need to roll two successes to hit you.
As it turns out, none of them do!
Four droids shoot at Jung. He has a Parry of 2, between his cover and Eye of the Storm. Naturally, he only as a Defense of 1. Still, the droids have to roll 3 successes on four dice. Jung stays clear.
Your turn!
It is laughably easy for you to destroy these droids, Aurel. Your blade crashes through two droids in another wide power swing, with seven successes. The danger lies in the droids (or any another mass of low level soldier) grouping up against you, as you may be seeing in Missing Links.
Jung blows his target's robotic head clean off with seven successes.
---
AMBUSH IN THE FACTORIES, Start of Turn 13
Entrance - Top of Machinery
Droids (G5) x2
Level 10 - Viewing Deck
Clear
Level 9 - Upper Machinery Maintenance
Aurel (LS11): 1(2A)/16 [OGu BG CL] [BGu CH] (3F)
Jung (G10): 1(1PR)/3 [GS ES DW] [WS] (1F)
Level 8 - Connecting Stairs
Droids (G5) x2
Droids (G5) x2
Droids (G5) x2
---
Something to think about- this is a highly mobile fight, where you need to keep moving to engage the droids. Charge helps with that; you can attack then move, rather than move and attack. It gives you options to disengage or engage out of the normal order of things.
Also... droids are starting to come in from above. They do not have an issue with getting a clear shot from the high ground.