Okay, sorry for all the chaos!<br/><br/><br/>As for the rules issue, the game mechanical effect of Tagan's plan is that she burned retros, then lowered her speed, trying to move as slow as possible so that the enemy ship overshoots her.  As a note, burning retros isn't a part of the Rogue Trader rule set, but a house rule I invented because I don't like that the default ship combat rules don't give starships inertia.  (except a frankly dumb rule which says that starships cannot stop XD)  The burn retros action isn't really for realism, so much as it keeps the starship combat rules from acquiring a radically different feel by enabling ships to not be constantly out of control.<br/><br/>Now, it's true that, going first in initiative, you can't just let the enemy overshoot and shoot them down all in one action, but that's largely a thematic rule, because Warhammer 40k starships are fundamentally Naval vessels, and so the rules are designed to make it difficult for them to act like starfighters unless they're Eldar vessels, which are built on a different paradigm.  (now, if you were engaging in starfighter combat, waiting for the enemy to overshoot you and blowing them up would be a perfectly cool single action, since you pick the order you move and shoot when you're operating a vehicle.)<br/><br/>I do apologize if the slow pace of space combat annoys you, and if the majority of players would prefer, we could house rule things to make starship combat a bit less slow moving.  I will note that complex tactics taking longer and requiring more die rolls does work to your advantage, since your character will almost certainly be radically more skilled than any enemy she faces.  (with the exception of eldar, who are a pure terror to fight)<br/><br/><br/><br/>Now, as for the hit and run issue, I'm of the opinion that evasive maneuvers not affecting hit and run attacks is an oversight in the rules, and so I'll adopt the following house rule to evasive maneuvers:<br/><br/><strong>Evasive Maneuvers:</strong>During a maneuver action, the helmsman may elect to take a -10 penalty to the test to engage in evasive maneuvers.  If the maneuver is successful, enemy ships suffer a -10 penalty per degree of success on any skill check to harm the ship, but the ship's weapons suffer an equivalent penalty to ballistic skill tests when taking shooting actions.  If a ship takes evasive maneuvers, enemy ships making hit and run attacks do not lose the attacking shuttle if the hit and run attack fails by four or more degrees.<br/><br/>Since I'm applying that house rule retroactively, Tagan's fate point is refunded.<br/><br/>As a clarification to the NPC order system, it's meant to replace a ship's maneuver rolls, when using the all ahead full action.  (hence the primary advantage of that action, since otherwise NPC ships will tend to fail maneuver checks a shockingly huge percentage of the time)<br/><br/>Finally, I'll figure out about the surrender of the Raider once I've read the thread in question.<br/><br/><br/>Has everybody's issues been answered to their satisfaction?