Zero beeps and whistles something in binary that loosely translates to, "For fucks sakes do I have to do everything?"
"Gather your input and assist me in an appropriate human greeting!"
[OoC: DM must check the NPC's to see who has the best chance to help with the deception check. ]
Callista deception [1d20+5] = 16+5 = 21
Ubi - Deception [1d20+2] = 6+2 = 8
Callie suggests not using audio or hologram at all, just send a half-garbled message about a gunfight, needing to leave the asteroid and that comms were damaged in the gunfight. You don't need them to completely lower the guard, just not blow you out of space while you calculate the jump.
Net bonus +4 from Callie and Shunna.
Zero puts together what he feels is a good, half-garbled message about a gunfight, needing to leave the asteroid and that comms were damaged in the gunfight...
Deception: [1d20+11] = 14+11 = 25
Then waits.
"Dez, you need to work on your deception skills," Zero states while the wait for a reply.
"Here goes, let's hope the ruse works."
Dez pilot's the ship out just one square at a time from the big rock, moving first to AO-10
You squeak out from behind the big rock, and into the line of sight of the destroyer, as well as the TIE wings.
The clock starts on Zero's last minute calculations.
Doing the last minute calculations will be a Use Computer check and take one minute. (Zero can take -10 making it DC 20 and take a Full Round action instead)
The comms flash and you see a hologram of an Imperial officer appear above the communication station.
"Welcome back Special agent Kratos, I trust you found your quarry> Come in at vector 656 degrees 873 degrees, a squadron will guide you in"
"Make like the ship is damaged," Shunna says. "But stay out of range from their tractor beams. We must give Zero time to make the calculations. Can anyone aid him?"