
Initiative:
Scavengers:3
Skrillian:5

The Skrillian Emperor calls down lighting on the sniper making him unable to move or use actions as he crackles with energy for two turns. FEAT SUCCESS

The Heavy Juggernaut shoots from where he is since he can't move and shoot. To compensate for this he takes it over the top gaining 3d6 and destroying 3 junkers plus another one that redshirted.

A trooper manages to snipe from twelve in away only being able to see 2/3 of the sniper hero which totals up to a minus 3. He gets a 6 which is the only way for him to succeed but only manages to snipe the gun from the hand of the sniper. (I know it is a bit hard to see but the hero sniper is on the far left.)
The other trooper tries to shoot the last junker but fails to do enough dmg.
Other than that the shock troops reposition. Now onto the scavengers.

The hero throws his sword and it hits the Skrillian Emperor and returns to the hero's hand. Sadly it doesn't do any dmg. FEAT SORT OF SUCCESSFUL

The Mechanik wanting to be helpful since he can't shoot builds a cannon that uses the brute as a propulsion system.

The standard Carrier climbs aboard ready to man it next turn.
The remaining junker tries to kill a trooper but can't get enough dmg.

The normal chosen sniper kills a Skrillian Trooper.
The Scrappers move up and ready responses since they can't get close enough to do any real dmg.

The teleporter works and out comes troops. A thunder crushers squad, a ancient ones swordsmen squad, and a medic come through(For this game the bodies disappear at the end of the turn so the medic has to hurry.)
Infinity, if you think Cracjaw has too much of an advantage right now I will let you bring in reinforcements.