You can't understand him very well, Coll- but he wears a neurowhip. This is no simple thug. He's yelling about killing someone but he keeps lapsing in and out of Basic.
Strangely, and with an enormous disparity of size, that Duchess woman has emerged next to him.
"Greetings, General," she says, coming to Vasilik's side, curtsying. "I trust your flight to the surface was smooth?"
-
Ok, final situation for the chase.
The freighter that at first ran and then turned back is at the rear. The fighter has turned to protect it. Last Laugh is in the middle but running fast. The three other freighters are a long way into the atmosphere now.
Final plan?
Ulrand, that fighter has gone mad! He turns to engage you single handed! Annoying, because he's in your way to the freighter and you would leave yourself vulnerable; he will have to be dealt with.
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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.
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.
I need moves from Ulrand. If that Rbeel fighter stays, Trebies, you will be here in five turns.
As for the chase- you guys will just have to watch.