Thanks for the response Nicholas - I know you are being kept busy!
The ship is an brand new but out of date gun ship (stats are below)
Ship Type: Combat Shuttle –Gunboat
Ship Class: Phalynx -GB
Cost: 105.5M sol
Mass: 665 tons loaded mass
Accommodations: Bunks for 10, small medical bay, common/briefing room, 2 toilet/showers, small galley. 100 man/days life support/provisions (500 man/days additional life support and provisions in cargo bay)
Cargo: 25 tons cargo (typically 10 tons of ammunition (Autocannon: 50 shots -1min/rd or 1000 shots - 2sec/rd; PD: 300 shots - 1mn/rd or 4,500 shots - 2sec/rd), 2 tons additional provisions, 5 tons additional fuel, 3 tons empty or incidentals, 5 tons capacity empty)
Powerplant: 140 early minifusion reactors with 250 canisters fuel (12.5M En total + cargo fuel)
Combat Specifications: Init -6, Hits 61, Armor 20, Shields 20, EW 10, PD 10, Man 9
+0 Small Lasercannon, +0 small Autocannon
Acceleration and Maximum Safe Speed: 600 G/ 0.07C speed
Power Use: 199,500 En/hr at Cruise speed, 399,000 En/hr at full speed, 665 En to jump
The Lasercannon uses 150 En/shot in 2 sec/rd combat or 2,500En/shot in 1min/rd combat.
Uses 9975 En /minute during combat maneuvers, or 333 EN per combat round.
Sensor Systems: Early Sensor System (RI 0.5 light second, capable of Biological, Construct, Planetary, and Stellar Analysis)
The enemy crafts will be technically superior but with inferior crew and some design flaws.
Silth Pilot:
Generic - Silth Frontier Pilot (1)
EP: +76 PEP: -17 Init: +13 DB: +24 BMR: 2.8
RR Bonuses: Stamina +35 Will +17 Magic -13
St: 66 +7 SD: 51 +1
Co: 61 +5 Qu: 71 +7
Ag: 81 +9 Re: 56 +2
In: 76 +6 Pr: 46 +2
Weapon Skills:
MR: 2HEn (Assault Blaster) +36
MR: 1HP (Pistol) +21
Gunnery: Direct Fire +38
Gunnery: Modern Missiles +33
Armor: Space Suit
Talents: Pilot Level Bonus (Pilot Starship), Heat Resistance (minor), Natural Weapon (Claws), Poison Sac, Natural Astronaut, Cold Susceptibility
Key Skills: Climbing (4) +36, Brawling (2) +26, CS&M: Combat Driving/Piloting (5) +40, Gunnery: Direct Fire (5) +38, Gunnery: Modern Missiles (4) +33, MR: 2HEn (Assault Blaster) (4) +36, MR: 1HP (Pistol) (1) +21, Computer Operation (2) +18, Crafts: Stonemasonry (3) +26, First Aid (2) +18, Language: Other Racial (S) (6) +38, Language: Other Racial (W) (6) +38, Language: Racial (S) (4) +28, Language: Racial (W) (3) +23, Machine Op: Communications (2) +21, Lore: Own Culture (1) +9, Lore: Cosmography (1) +9, Lore: Geography (1) +9, Perception (3) +22, Resistance: Stamina (1) +35, Resistance: Will (1) +17, Signaling:Sensors and Countermeasures (3) +23, Vocation: Crewmember (3) +19, Foraging/Survival: Dessert (1) +13, Navigation: Astrogation (2) +18, Tracking (1) +12, Armor Skills (4) +36, Endurance (6) +76, Jumping (1) +21, Swimming (1) +21, Zero-G Maneuvering (3) +35, Stalking & Hiding (1) +15, Magnetogravitic Engineering (2) +18, Transport Engineering (2) +18, Weapons Engineering (2) +18, Air Pilot: Airplane (4) +35, Driving: Conventional (4) +35, Marine Pilot: Surface (1) +20, Space Pilot: Starship (6) +55
Resistance: Magic (0) -13, Stamina (1) 35, Will (1) 17
Languages: Warspeach (S6/W6): 38/38, Highspeach (S4/W3): 28/23
And the Silth Ships:
Hasst Family
Silth Raider Ship
“Caiman” Assault Shuttle
Avail: R
Cost: 80M
Mass: 900 tons
Passengers: 30 plus 5 crew
Cargo 750 tons
Speed: 0.05c/600g
Power: 75F (500)
Interlock to Starship
Init: -6
Hits: 60
Armor: 20
Shields: 10
Electronic Warfare: 10
Point Defense: 10
Maneuverability: 9
Weaponry: +0 Small Laser, +0 Small Particle Beam, +0 tiny warhead (x4)
First encountered in 2468 by the Last Leg lost colony, these raider ships are used by the Hasst Family to destroy system defenses and perform boarding actions or small unit ground assaults. Somewhat smaller than Astronavy assault shuttles, these tend to perform worse in protracted battles but have better surge firepower and orbital bombardment capabilities. Dubbed the “Caiman” by Last Leg defenders, this vessel was the workhorse of the Silth attack on the Last Leg colony. The Caiman interlocked to the larger “Gator” Raider ship.
Hasst Family
Silth Raider Ship
“Gator” Raider Mothership
Avail: R
Cost: 500M
Mass: 5000 tons
Passengers: 180 + 20 crew
Cargo: 1000 tons
Speed: 0.03C/300g
Power: 400F (3000)
Interlocks for 6 Assault Shuttles or 12 Fighters
Init: -6
Hits: 100
Armor: 20
Shields: 10
Electronic Warfare: 10
Point Defense: 10
Maneuverability: 9
Weaponry: +0 Small Laser (x4), +0 Medium Particle Beam (x2), +0 Medium warhead (x2)
First encountered in 2468 by the Last Leg lost colony, these raider ships are used by the Hasst Family to transport smaller raider shuttles and fighters in FTL travel. These ships are also used to coordinate the actions of the shuttles and fighters during an attack. Smaller than an Astronavy corvette, these vessels perform poorly to similarly sized vessel one on one. Considerable speed and firepower was sacrificed in order to carry and support the interlocked vessels. Dubbed the “Gator” by Last Leg defenders, this vessel was the primary command and transport component of the Silth attack on the Last Leg colony. During the Last Leg attack several Gators were noted to carry 3 Caiman and 6 Geckos interlocked.
Hasst Family
Silth Raider Fighter
“Gecko” Raider Starfighter
Avail: R
Cost: 8M
Mass: 90 tons
Passengers: 1 crew
Cargo: 2.5 tons
Speed: 0.07C/600g
Power: 2F3 (10)
Interlocks to Starships
Init: -6
Hits: 35
Armor: 20
Shields: 10
Electronic Warfare: 10
Point Defense: none
Maneuverability: 9
Weaponry: +0 Small Laser , +0 tiny warhead (x2)
First encountered in 2468 by the Last Leg lost colony, these raider ships are used by the Hasst Family to engage lightly armed craft singly, or work together to engage larger craft. Another design smaller than the equivalent Astronavy design, this fighter packs additional firepower but at the expense of survivability. Called the “Gecko” by the Last Leg colony, this design was used to devastate the colonies non-military presence. As many as 12 of these fighters could be interlocked to a carrier ship for FTL travel. The greatest weakness of this craft noted by the Last Leg defense force was the fact that it was a single pilot craft. The pilot was simply too busy to be able to fully utilise the technical and numeric advantages of these fighters.
Hasst Space Missiles accel at 900g to .1c for a maximum chase range of 1Million km.
In many of the encounters the PCs will be part of a larger fleet and be able to use Squadron engagement rules. In most encounters they will have numeric advantages, but attrition will begin to eat its way through the fleet as the adventure goes along. By the end they are most likely going to be alone.
AIs will be practically non-existent in this adventure (they are at a lost colony at the end of the Human-Silth War encountering a similarly backwoods Silth Clan).
I was kind of guessing 1 gunboat could reasonably take on 2 fighters or 1 raider and expect to win. I'm not sure how many gunboats (or the very similar missile boats in the fleet) would be needed to drop the larger psudo-corvette. The Silth have better reactors, slightly better weapons, and better sensors - but their craft are weaker than the modern Astronavy equivelants and their pilots are not too great.
Thanks again for the feedback!