E422 Attack the Scout (takes 1 hour/round)

You fire first, then the scout returns fire. After that, a space battle continues (R230L) until one ship is destroyed or escapes.
If you attempt to escape the scout will pursue. Scoutship data: two hits will destroy the scout ship. It carries standard tech 6
starship guns (one turret) and a magneto-plasma nose gun that fires once on the first turn and must recharge. Each following
turn roll 1d6, on a 5 or 6 it is recharged and fires again. The magneto-plasma gun always hits, but does no physical damage.
Instead, it penetrates into one compartment and kills everyone inside by induced neural current. Roll 1d6 for each hit to see
which compartment suffers: