I apologize if this has been covered before, I searched for it but couldn't find it, though there were similar topics I couldn't find the advice I am looking for.
The players are in a Speed 3 light freighter and zipping through hyperspace when suddenly the ship is violently ripped back into real space. Oh no! An Interdictor cruiser! With 2 groups of 3 TIEs on patrol (fairly early in the campaign).
The TIEs turn towards the freighter, the freighter turns away from everything and goes full throttle.
But .... now what?
The book states that the PCs must get beyond Extreme Range of the Interdictor in order to make the jump to lightspeed again.
If I resolve that as a Chase per pg 241, the pilot of the freighter is likely going to be able to maintain distance from the TIEs, and if I include the Interdictor as a chasing ship, the PC freighter is going to use the Full Throttle talent to really outdistance it, so I'm guessing two rounds even if I put the Interdictor at Short Range at the initial encounter.
If I use the standard space combat rules, the opposite happens. Since it always takes two maneuvers to change range band outside of medium, then as soon as the freighter and the interdictor get to medium range, they can never escape. The freighter takes two maneuvers to go from medium to long range of the interdictor, the interdictor takes two maneuvers to go from long range to medium, and this doesn't end until the other 3 PCs on the ship fail to recover two strain on Damage Control (just to make this even more silly).
And it looks as though I could possibly combine the two, the Chase and standard combat, but that leaves me with the same problem as before with the Chase in that it's far too easy for a smaller and faster ship to outrun the Interdictor. I could increase the number of TIEs in the patrol, but it's space, so even if the TIEs fan out as a net the PCs are still thundering straight away from them and I don't know how I'd describe the fact that since there are now 6 TIEs in the patrol formation that they are suddenly faster, plus a 6 TIE minion squad represents a problem when they finally do show up as the ship isn't geared for combat at all. I do not simply wish to hand wave the interdictor range band limit, my group immediately sees that as GM contrivance and it deflates the scene completely for them (Nobody will say as much, but I get a feeling of "Then why are we bothering to roll at all?" from them).
What is it that I am missing?