Ok Kenny, apparently I missed a sidebar on chase scenes. Lets just run this as a chase scene rather than as a potential combat. If you did that, you'd risk bringing planetary defense craft, and that'd be a bad thing. I figured I'd write most my comments here, since I'm explaining stats plus how chase mechanics work.
You picked a V-35 Courier which isn't particularly agile, so I'm basing its stats off of the X-34 Landspeeder. That means:
Silhouette 2
Speed 2
Handling 0
Shields 0
Armor 0
Hull Trauma Threshold 4
System Strain Threshold 5
Now to explain chase mechanics.
Your base dice pool is based on Piloting (Planetary), which gives you 3 green dice. Your difficulty is based on half the vehicle's silhouette, and your current speed. The larger number represents the total difficulty dice, and the smaller represents the total number of upgrades. Let me give an example: if your speed is 2, your difficulty is 2 plus 1 upgrade; that means 2 purple turns into 1 purple and 1 red. If you slow down to 1 speed, your difficulty is 1 which upgrades once to 1 red die. That red die is a pretty big risk even with 3 green dice, so you might want to spend a destiny point now and then to upgrade your pool from 3 green to 1 yellow and 2 green dice.
Now, your opponent will have to do the same. Whoever nets more successes can close/gain that many range bands over their opponent. For instance, assuming you get 2 successes over your opponent you can turn a short range into a long range. (Range bands go: engaged -> short -> medium -> long)
Also, I think I wrote that both speeders "rose into the air" when their landspeeders. I'll retcon that when I've got the time, but we'll operate on the assumption that both vehicles are similar landspeeders.
Any questions? Guys, any advice for Kenny/Valoris?