Combat Info:[sblock]Consider the Force Point not used. Even without it, the 29 actually increases the shuttle's speed by 2 squares rather than just 1.
For the purposes of keeping this mostly sane, we'll jump into initiative order for the ships. So, we'll go by the ships and consolidate actions that way. Keep it abstract within the shuttle itself in hopes to not slow things down too much. If you guys would prefer individual rolls can do that quick but I feel like it might make things harder to do.
So Lia piloting means we use her for the roll. With size mod for the Vortex factored in, she gets a 17. The TIEs get a 25. The crew back in the YT-2000 gets a 15. So TIEs, Vortex, then the YT-2000.
So...we'll also jump ahead just a bit to keep things moving. By the time the TIEs are within firing range of you, its 7 rounds to get to the point where you can safely make the hyperspace jump. I'll give a very rough little map of how things are looking in relation to ranges. Each spot is a 'square' as it were.
-------T---------V
This is after the TIEs turn All Out Movement, putting them within 10 squares of you guys and JUST within range of laser cannons. The YT is still out of range, but will catch up in another round.
So, hopefully this wasn't too confusing...one last thing is K2. He'll take 1 minute to finishing prepping the jump, which means at the end of the next 7 rounds, when you guys are in position to jump, he'll make his roll to see if you actually make it or not. So...actions then?[/sblock]
Though the ship didn't seem to like Lia's pushing on its engines, giving an slight screech for a moment before fading, the speed boost seemed to be enough to keep the small shuttle away from the advancing TIEs for just a little longer.
A quick glance at the sensors showed the TIEs, though. Six of them, approaching at a much faster speed than the shuttle could hold for long. They would be in range in seconds, able to swarm the shuttle not long after that. And sadly, it looked as if the YT-2000 carrying the others was still just a little too far behind, though the transport was moving faster than it shuold have been able to according to the computer.
Also of note, and arguably more worrying than the TIEs rapidly approaching from behind, was the Imperial fleet. Though it was scattered in a blockade pattern meant to seal the system off from larger traffic, smaller transports could easily find holes. One such hole was on the current course to a safe jump point out of the system. It was a large, open area of space that likely wasn't going to be open for much longer.
Slowly, one of the smaller Victory-class Star Destroyers was moving that direction, obviously in response to your escape route. It was still the best chance, and you still could probably beat the larger ship without getting swatted out of the sky.
Where the two humans you had freed had moved out of the way, finding seats in the main hold and trying not to bother anyway, the Duros was still standing in the hatch to the cockpit. He leaned there, watching over everyone to the viewport and mumbled, "Why can't things like this ever be easy?"