You order your Weapons officer to target the incoming torpedoes with the laser batteries.
The starboard battery hits the torpedoes engines, detonating them and destroying the torpedo. The port weapons battery has no such luck, barley scratching the incoming torpedo before it impacted on the shields which, thankfully, preventing it from dealing anything more than superficial damage to the ship. The bad news is that the shield is now at 25% power. enough to withstand most low-grade laserfire.
You hail the Pirate ships, hoping to coerce them into surrender. Before you can finish identifying yourself, their commander interrupts you:
"We don't give a rat's ass about who you are or your demands! You've entered our turf uninvited and that means you die!"
He then closes the connection.
Offended, you order your helmsman to steer a course between them, and tell your weapons officer to plot a firing solution for one torpedo and one missile salvo per ship. The missiles rocket away, leaving the slower torpedoes in their wake.
Raid 1's point defences take out most of the missiles, but you score a hit on their engine block, Rendering the vessel unable to maneuver.
You have much less luck with the second ship, which intercepts most of the missiles with the rest impacting harmlessly against their shields.
Raid 1's captain orders his crew to abandon ship.
The convoy is 25 minutes out
Tacmap:
Hull intact/ Shields at 25%
All weapons and systems operational
The original version of this was a bit more interesting, but an accidental button press caused me to lose it