Well then, here we go!
Those two squadrons engage Cass whilst the other goes to the chase. The TIE squadron led by the leader is creweed by skill 8 pilots.
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Orbital Battle/Chase
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Battle
Romanesque Fightery thing: 3
TIEs x 12: 0
TIEs (superior) x11: 0
Squadron Leader: 0
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Chase
Current location: Orbit. 'Shake em' moves at -5.
Last Laugh: 12/10
Smuggler A: 0/15
Smuggler B: 0/15
Smuggler C: 0/10
Smuggler D: 0/15
TIEs x12: 5
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Chase scores are damage/pep.
Your ship has a bit more pep than the smugglers do, Kyle, so even though Smuggler C was past you before the chase started, you catch up to him almost immediately.
As a reminder: Anyone who goes to zero pep is out of the chase. You can either try and gain pep (Floor it!), or knock back some else's pep (Shake 'em!). However, in open, flat orbit, shaking someone is pretty hard. As circumstances change, so might what rolls are worth making. No-one is close enough to fire at each other as yet.
It works a little different for those behind, who obviously cannot shake anyone and instead chase to reduce all your numbers. But don't worry about that; I'll handle it.
Ok, I need moves from Cass and Kyle.