As Croft and Ashley head aft thtough the zero-gravity central corridor, Sarhat pushes the aging Markab ship as hard as he can, whilst Cheshana and Kirth work feverishly to compensate for the impaired maneuvrability.
In engineering, the two telepaths check for damage and any further trouble in their own ways - Croft casting a seemingly cursory glance over everthing, looking for anomolies in the big picture, Ashley poking into corners and conducting a fast but methodical search.
Cheshana and Kirth succeed in reprogramming the flight control, and Sarhat powers down on the Fortune. Unfortunately, he is momentarily thrown by the improved control and comes in on an awkward vector.
Down in main engineering, Ashley finds something attached to the coolant section of the main reactor; Croft reckons it looks like a deliberate attempt to weaken the conduits and might rupture if the reactor is asked for a power surge.
There is a "ping" from your communicators as a text message arrives:
"This is Vurk. Am well, hiding in head. Ship taken by drazi, think just one. Do not reply. Will update. Hurry."
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Some Operations (piloting) checks from Sarhat to close the distance: 10+8=18, moves from "Sensor" to "Long" range. 1+8=7 to move from "Long" to "Close" range, succeeds, but puts strain on the ship and leaves you at a penalty for the next checks. Stress check 17+8=25, no damage to ship.
Technical (engineering) checks for Cheshana and Kirth. Kirth lacks skill, so aid only 13+1=14, success. Cheshana 8+8+2=18, success, removes penalty for damaged engines.
I rolled Investigate (i.e. Search) for Ashley, since that is higher than her skill in Notice (i.e. Spot), and Notice for Croft since he lacks Investigate, but I think it reflects the two personalities quite well. Knowledge (engineering) from Croft to identify the sabotage.
So:
At Close range btoh ships can bring their weapons to bear, although whether you want to fire on your own ship is another matter. You could interpose the Markab ship between the Fortune and the jump gate, but you have one chance for this (Operations (piloting) at -2). Going EVA ship to ship is an option. Fixing the sabotage will require Technical (engineering or mechanical). Leaving it might be safe. Any other ideas you might have.
At this range, both ships could go through the jump gate even if only one opened it.
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