Right lads, here's there plan.
First we prep the operation, a lone Aurora lands t our target station and makes sure there are no visiting ships that could cause problems for us. When this is assured, teams put the nearest Comm Link Satellites off-line. Traditional communications, the stations first line of defence, will no longer be available. Once this is done we can move on to the taking of the station itself:
A trio of Warlocks approach Cry Astro in formation - They look like Titans so won't be suspected, they'll appear like any other small hauling outfit who got a contract too big for their craft, it happens a lot.
Ships 1 and 2 target the comms system to stop them getting a long-range distress message out with Sucker-Punches to communication array and if needed the Tigerstriek to the antennas while ship 3 powers up the EMP.
Ship 3 deploys EMP over stations reactor and all ships Sucker-Punch the reactor area and take turns to EMP - station is now effectively disabled and ripe for the pickings.
If needed ship 3 can cover ship 1 and 2 while they do the above but additional support can arrive at this point in the shape of a few Superhornets or Sabres.
Heralds jump in and take up position on all pads, noses pointing toward the thin end of the station REMEMBER TO ALL POINT IN THE SAME DIRECTION. Pilot and support crew jump out and micro-weld landing gear to the platform while a Catapillar jumps in with boarding party and reactor repair parts and lands on main pad.
Heralds main engines spool up and station starts moving while the boarding party enters station to effect repairs to the reactor to get it up and running - we need to be able to refuel the Heralds on the long-burn, we have no idea how long it will take to move the station but we know we have a limited amount of afterburner fuel before those Heralds run dry. The clock will be ticking.
Important note: Boarding party, when entering Cry Astro YOU ARE ONLY SUPPOSED TO BLOW THE BLOODY DOORS OFF - excessive damage to the station will only cost us in the long run so do please try to be gentle with it.
Once the station has been entered, the control room taken, any distress beacons jettisoned and the reactor restarted, we can then take it wherever we want. Potentially if there is a jump-point capable of fitting an Endeavour it will fit a Cry Astro so there is also the option of rigging a "borrowed" large ship jump engine to get the station far from prying eyes.
We just need someone to fund this business venture, someone like the Glorious Leader would perhaps be able to make an attractive 100% return on their investment...?
We could also recoup costs by being the first Starfarers and Crucibles on the Cry Astro site to refuel and repair the unlucky ships that arrive with an empty Quantum tank - we can charge what we want as they will be stuck there otherwise, just need to make sure we are not implicated when the law arrives to investigate... we could even pretend to be Cry Astro covering for a missing station and put off an investigation for as long as possible.
So, does that sound like the kind of Caper we can pull off? For the cost of some replacement landing-gear for the Heralds (which we can fix with the station anyway), we may be able to have our own Cry Astro station...