I'm building an encounter for my next session that revolves around the PCs getting caught in a Gravity Well projector. The PCs just escaped Eriadu in a light freighter with something the Empire wants back and the PCs are trying to make it to Triton for a rendezvous with their Rebel handler.
The Interdictor ship catches them in the Colu system home of Clak'dor VII the Bith homeworld. Looking at the system description I think I'm going to have the PC's ship come out of hyperspace at the edge of the system so that the gas giant and asteroid field are options to hide.
Essentially I want to present several options to the PCs. They can try to make a run for it and travel past the extreme range band while 24 starfighter bear down on them. I was thinking of having them in two groups of 12 that could act as a pincer maneuver allowing the PCs to also rush the cruiser and try to survive a strafing run past the cruiser. Finally the PCs could try to lose them in an asteroid field or in the gas giant.
If it's a straight up fight, I know how to resolve that. If the PCs choose the asteroid field or gas giant I'm not sure what checks need to be made. I'm guessing I would make some use of The Chase side bar (see EotE page 241) with Pilot-Space to avoid crashing into the asteroids or avoiding lighting storms. What other checks could be made for the non-pilots in the group? Maybe Perception/Computers to add boost dies to the pilot? Would Mechanics come in to play? Other skills? I just don't want it to be me and the pilot doing all the rolls. Also what would the consequence of failure be? The TIE fighters can fire if in range but how much damage would an asteroid or a lightning bolt from an electrical storm on a gas giant do?
I'm probably going to rule that each round the PCs spend in the obstacle course they get a range band away from the Interdictor. Is that the right ratio? Should it be two round per range band? They would still need to clear the obstacle to make the jump to hyperspace so I'm thinking at least one round out in the open before they can jump after reaching past extreme.
How does this sound to everyone else? Any ideas suggestions?