Alright. So the strike group flew out to Nav 1 to keep the Cats from tracking Concordia's location. Having hit the turn point, they vectored in on the Fralthra. Upon reaching the Fralthra's nav point, they found her guarded by a group of 5 Sartha, one of which was flown by a Drakhai.
So the combatants are Maverick and Shadow in Ferrets, Primetime and Kilroy in Broadswords, Blackeyes 1-4 in Sarthas, Ape-Ripper in a Sartha, and the Fralthra. First thing that happens is the roll for Initiative to establish the order of battle (this is a 2d10 roll for each combatant plus the Initiative value of their craft. Ape-Ripper came up as 24, so he's up first. Blackeye3 and Primetime both rolled 21, so there's a tie-breaking roll made (1d10 each); Blackeye3 is next (5) followed by Primetime (1). Kilroy and Shadow both rolled 20; Kilroy's next (9) followed by Shadow (6). Blackeey2 and Maverick both rolled 16; Blackeye2 is next (5) followed by Maverick (3). Blackeye1 (14), the Fralthra (12) and Blackeye4 (10) round things out.
Ape-Ripper's turn is first. He targets Primetime (using the auto-targeting schema, all combatants target the opponent with the next highest Initiative Check value) and rolls range (2d10 for everybody this round since everybody's selecting new targets), which comes up as nine. Ape-Ripper afterburns to close the range to 2 (he's down to 4 more afterburns) and fires his Neutron Guns. Ape-Ripper's Marksmanship score is 20; his Tactical score is 120, so there's a +12 DC bonus to all Tactical Skills in effect - his Marksmanship DC is effectively 32. Adjusting the EHD by -2 for range against Primetime (look at the chart I posted already) gives an EHD of 70. So, Ape-Ripper will hit Primetime on an attack result of 70 or less, and rolling less than 32 will give him the opportunity for multiple Neutron Gun hits. The rolls come up as 88 and 82 (he's got two Neutron Guns and he's firing them both, hence two attack rolls), so the result is a clean miss. Even skilled pilots sometimes have problems hitting the broadside of a barn.
Blackeye3 is next. He also targets Primetime and rolls range; it comes up as 15, so he also afterburns to close the range, closing to 8. That puts him in range for his DF missile, which he uses. Blackeye3 has an effective Ballistics score of 05 (50 Tactical and 0 in Ballistics), but that won't matter since the missile can't be spoofed anyway. What does matter is that he's firing that DF from outside optimal range - which carries a -5 range penalty per range increment to EHD; a -40 penalty overall. This lowers the EHD to 20 (Blackeye3 probably should've waited and done something else this turn). The attack roll is made - 90, which is a critical miss. The next highest Kilrathi combatant is Blackeye2, so the DF hits him instead. The check for double damage comes up as 58, which is higher than the 24 EHD that would ordinarily be necessary for one of the Sarthas to hit another, so the missile only does normal damage. Still ,that's sufficient to cause 7% Core Damage and four occurrences of systems damage. Blackeye2 rolls for an Internal Systems Check for structural fatigue, which comes up as a natural 00, so he doesn't blow up right away. He also gets to reduce the Core Damage to 2%. The systems damage turns out to cause 50% shield damage, 25% ordnance damage, 25% life-support system damage, and 25% damage to the ejection system - which a Sartha doesn't have, so that counts as an extra 10% Core Damage - moving him up to 12% Core Damage.
Primetime's turn. He targets the Fralthra and rolls range, getting a 14. That's within torpedo range, so he begins the lock-on process as a free action. He readies his guns to return fire at the next person who shoots at him (a dumb move, since that would count as changing targets and break his lock on the Fralthra in the process). He uses his second action to make a Targeting Check to target the Fralthra's Guns; this check comes up as 94, which is technically a critical failure but has no ill effect since Targeting does not have critical potential.
Kilroy mirrors Primetime's turn - the only difference is that he gets a range of 8 to the Fralthra.
Shadow's up next. She targets Blackeye2 and gets a range of 10. Shadow afterburns to close to gun range (a range of 1; Ferrets are faster than Sarthas on AB), kinduva risky move since both she and Maverick are very limited on how many times they can use afterburners and still have enough fuel to make it back to Concordia. Shadow fires her Mass Drivers - effective Marksmanship is 28 and EHD for that range is 31. The results are 61 and 56, both misses.
Blackeye2 gets his turn next, targeting Maverick and getting a range of 8. He has almost no chance of hitting the mighty future Heart of the Tiger, but is going to try anyway since it's likely his fighter's going to pop in the next round. He afterburns to close the range to 1 and fires Neutron Guns. His effective Marksmanship is 10 and the EHD is 01; the rolls come up as 37 and 49, both misses.
Maverick's next. He targets Blackeye1 and rolls for range; the range result is 2, so Blair won't have to do any maneuvering to close range. He takes the time to ready a Shelton Slide to execute if he gets fired upon, and then shoots. Maverick's effective Marksmanship is 34 and the EHD on his target is 41. The rolls come up as 56 and 28, one miss, one hit. In the case of the hit, the degree of success for the Marksmanship Skill is six (34 - 28 = 6). Mass Drivers have a refire rate of five, so in theory Blair could've hit his target up to five times; the degree of success of six is good enough to count a second hit, so Blair actually scored two hits on Blackeye1 for 90 points of damage. This is just enough to peel the shields and armor off a Sartha, leaving five points to go on to systems damage. Because a Sartha is a SC6 craft, however, the extra five points of damage are neither enough to cause any amount of core damage nor is it enough to cause an instance of systems damage. Blackeye1 is in a bit of trouble, but he's not limping yet.
Blackeye1 comes up next. Now, at this point there are no Confederation combatants with a lower Initiative Check score; the auto-targeting schema says that when this happens, the combatant will target the opponent with the highest Initiative Check value - which is Primetime in this case. So Blackeye1, the Fralthra and Blackeye4 will all target Primetime. Blackeye1 rolls the range; 17, too far away to do anything. Blackeye1 decides to start jinking. That will lower his EHD by ten points but also throw off his Marksmanship and Ballistics by the same amount; not a big deal in this case since he's too far away from his target. He also readys an Immelman for use the next time he gets fired upon.
The Fralthra's range roll comes up as 14; it stands-by and does nothing.
Finally, Blackeye4's range comes up as 13. He decides to afterburn into missile range to try his luck with his DF. The EHD on Primetime at that range and accounting for the -30 HD penalty is 24; the attack roll results as 13, so against all odds he hits Primetime for 130 points of damage. A Broadsword has some pretty thick shields, though; all this does is lower Primetime's SHP count to 50.
Now it's time for end-round actions. Both Maverick and Shadow fired off both their guns, so one they recharge one gun for use in the next round. Blackeye2 and Ape-Ripper also fired off guns, but because Sarthas are equipped with Gun Cooler +1, they get to recharge both their guns for the next round. Finally, Blackeye1, Blackeye2 and Primetime are at less that full SHP, so they each add their effective Defenses scores back to their SHP - 5 points in each case. Because Blackeye1 has damage to his Shield system, though, he must first make a Check for malfunction; his Shield system does indeed malfunction, so he gains no SHP back this round.
And that's Round One.