Escape (R230J)

In a round of combat, you decide to have your party escape. If you decide to escape, none of the characters in your party can
make attacks that round, and all must attempt to go to the dispersed zone. At the end of the round, survivors in your party
who are neither disabled nor in contact (nor contacted by) any opponent roll 1d6 for escape. If the result is 4 or higher the
escape is successful, if the result is 3 or less it fails.

If the escape is successful, disabled members of your party, or those in contact or contacted by the enemy are lost
(captured). If you (Duke Springer) are disabled, in contact, or contacted by the enemy, the escape will fail instead. The
escaped characters are assumed to "hide out" in that area for the rest of the day, with no further activities allowed.

If the escape fails, there is no special effect, the combat continues as if no attempt had been made (although your party
did "waste" the round of escape, in that it was unable to fire, etc.).

Escape inside vehicles is possible by exiting the vehicle (abandoning it). It is impossible to abandon a spaceship in deep
space, in orbit, or at an asteroid, as it means certain death (even if one has a utility suit).