Quoted By:
Your second scout flight comes back down most of it's TIEs, save 2. They report that enemy forces ahead were waiting near the Jump Point with several Star Destroyers of Varying size, and at least one vessel they believe to be of Battlecruiser size. They were hounded almost immediately by pickets and TIEs, so the pilots who made it out had little time to collect much sensor data reporting more then a muddled mess of enemy signatures throughout the area, with the data showing at least 20 capital ships between pickets and Battlecruiser size. Moving ahead could be a special kind of nightmare if there truly is that many forces awaiting at the point. You could of course, try jumping the fleet towards a more dangerous position near orbit, but you haven't prior had luck with that.
Beyond that, your little prophet friend has returned, aboard a Large cargo shuttle, and says he has a gift for when you're not busy
Time until report:5 Days
>"We're breaking through! Call Hower, we'll need all hands on deck for this one(Lose 3 Days, launch Direct assault)
>We'll try a direct jump to the Planet, instead of the Jump point(Immediate jump, Will roll for jump accuracy.)
>Send yourself or an officer to try negotiating for passage or their surrender.
>The local world is a Criminal hive, you can contact your friends and see what they can do.(Will take time to enact, depending what you ask for.)
>Call the prophet up, let's see what he has for me.
>Write-ins acceptable