That's what fate points are for.  And you only have to make it once... on the second turn.  (so yeah, don't move over flank speed till the turn you turn and burn for the holoprojector... next turn.)<br/><br/>But let me do some math.  67 out... 26 speed for 2 turns equals 52... a gap of 15.  If they move away even moderately quick in that time, you could be out of sensor range if they're in silent running by then.<br/><br/>You need to be closer than that after two turns to be sure of catching them.  Just use a fate point if you blow the Tech use check.  (for that matter, have Thraxius make the tech use check, and have Cortez buff his chances.  He certainly won't fail you.  (or at least the odds are greatly against it.)<br/><br/>Trust me... ALL of us are going to have to take some risks if we're going to pull this off... and getting there in two combat rounds is essential to the part of the plan where you catch them before they get away.<br/><br/>Wait till you see the risk I've got planned for the Everest!  It's a doosy!