[X] Strike New Theia. You are technically not at war with the NASP treaty worlds but they have just blatantly assaulted an Imperial planet. Take as many cruisers as you can then hit the periphery of the New Theia system, the home of their border fleet base. This would let you know if they are massing capital ships and also give the opportunity to engage any light defensive patrols they might have, ideally forcing action with another cruiser squadron and annihilating it. Higher risk.
You have little doubt in your mind regarding what you need to do next, you need to retaliate, if you let the NASP simply raid across the border unanswered then it will show them, your superiors and various powerful nobles that the Navy in this sector is unable to do its job.
And two a few weeks later you find yourself in interstellar space over the NASP border, the Endeavour flanked by the Hawk and the Harpy, the Cirrus having taken over guard duty over Imhotep whilst the Greyhound and your cutters struggle with maintaining order across the sector. Right now you are waiting with the cruiser squadron widely dispersed a light week out from the New Theia system, all passive sensors tuned, Commander Sones processing the information received and trying to put together a plot of the system and it's defences.
Commodore Reinhard Strauss Strategy:
1 + 1 + 3 +22 Strategy = 27
Commander Sones Long Range Recon Analysis
6 + 5 + 3 +15 Subterfuge = 29
Vice Admiral Natalya Alegre
4 + 5 + 5 + 15 Strategy = 29
The information is obviously out of date and you only have three sub capital ships, limiting the efficiency of this work, but Commander Sones is excellent at this and a few well timed jumps back and forth allow you to put together several mages to track ship movements within the system.
It is immediately obvious that New Theia itself is unassailable, you already knew that, the garden world was assaulted in the closing stages of the war and the Imperial Navy lost a trio of battleships before being forced to withdraw. Concentric layers of orbital defences, mine fields and observation posts ensure that much like Illam the Imperial sector capital, New Theia requires a methodical siege from a full sized fleet to reduce or to reach it's orbiting shipyards.
The outer system shows signs of more diffuse satellites and it is obvious they will see your squadron's jumps when light reaches them in a few days time. The outer system is also busy with domed colonies and asteroid mines along with heavy commercial traffic. Drive signatures do indicate light military patrols, equivalent to a pair of cutters, around the largest industrial and mining center in the outer system.
Drives spool then you feel the horrifying lurch of a precision jump, reality warping then resuming as your squadon conducts a pinpoint arrival 'below' the plane of the system and within weapons range of the huge asteroid station, an orbital city with a population of tens of millions surrounded by a now panicked swarm of civilian traffic. As you and the crew recover, automatic systems spit out torpedoes toward the two near stationary patrol craft.
I am not even going to roll for that. You are due 4 Political Capital from destroying two NASP patrol cutters though.
They never stood a chance against a trio of cruisers and you blow them both apart rather than risking them jumping in system to warn the fleet base of your arrival, it will take hours for light speed transmissions to make their way and you have several dozen merchant vessels or freighters under your guns as you broadcast demands for their immediate surrender and preparation for boarding.
Marines are ready and move to their assault shuttles along with midshippeople and junior lieutenants, making ready to form prize crews. Then the plan starts to go quite wrong.
Through your implanted link to the Endeavour's sensors you feel a tear in reality, the flare on all electromagnetic spectrum, that is then the Battlecruiser 'Sword of Democracy' exits hyperspace within weapons range accompanied by the Strike Cruiser 'Negal'. They open fire.
Battlecruiser Sword of Democracy: Speed 8, Firepower 10, Durability 7, Marines 10. CAPITAL SHIP. (Vice Admiral Natalya Alegre. Strategy 14, Tactics 14, Prowess 6)
Strike Cruiser Nergal: Speed 10, Firepower 3, Durability 2, Marines 4 (Captain Strategy 12, Tactics 10, Prowess 7).
Heavy Cruiser Endeavour: Speed 5, Firepower 5, Durability 5, Marines 5. (You, Strategy 22, Tactics 19, Prowess 10). +1 Crew
Light Cruiser Hawk: Speed 7, Firepower 3, Durability 2, Marines 3 (Captain Dame Stephua Rosson Maner. (Diplomacy 13, Strategy 8, Tactics 11, Prowess 9, Subterfuge 8) Loyalty: 9. -1 Crew. Durability 16/20
Light Cruiser Harpy: Speed 7, Firepower 3, Durability 2, Marines 2 (Commander Dame Jule Sice Wison (Diplomacy: 9, Strategy 8, Tactics 14, Prowess 13, Subterfuge 9) Loyalty 11. +1 Crew. Durability 16/20
Sword of Democracy: Firepower 10, Tactics 14: 37, Targetting Endeavour
Nergal: Firepower 3, Tactics 10: 22, Targetting Hawk
Endeavour: Firepower 5, Tactics 19: 38, Targetting Sword of Democracy
Hawk: Firepower 3, Tactics 11: 23, Targetting Nergal
Harpy: Firepower 3, Tactics 14, +4 Multi Attack: 32, Targetting Nergal.
Nergal takes 11 damage, Durability 9/20
Sword of Democracy takes 1 damage, Durability 69/70
Alarm klaxons sound scream across the bridge until you silence them, your XO is being about as useless as might be expected and shouting 'We are under attack!'. But you were already at combat stations and snap out orders, swinging the Endeavour around to face the battlecruiser head on and minimise target area. Nuclear fire fills the void between your cruiser and the far larger vessel, point defence guns vomiting forth a profusion of shells, railguns hammering the hull as you burn the ventral thrusters.
You feel impacts against the deflector shields, you see shots going home, but nothing significant enough to breach armour and, in stark contrast to six months ago, your crew react with practiced efficiency, apparently trusting to survive. The Sword of Democracy is caught by a single torpedo, a single torpedo that detonates inside the zone of her deflector fields and does virtually nothing to the hundred thousand ton warship.
Your two light cruisers move with practised efficiency though as they flank the Nergal to each side, overwhelming her point defences and melting swathes of armour from her flanks as her own fire is swatted away.
But you are still facing a battlecruiser and not one incompetently handled.
[] Run. Try to break contact and withdraw, you might be able to win this but you also might get your squadron annihilated.
[] Press The Attack. Keep pushing, destroy the Nergal with missile fire then swarm the Sword of Democracy.
[] Board. Try to board, immediately, before any ships get blown apart. The Sword of Democracy might have an awful lot of marines but you know NASP officers lack the equipment and enhancement advantages of Imperial officers.
Well you did it, you rolled a 5 on a Strategy roll! Which allowed a very competent admiral to get a very slight edge on you.