So here is the run down, my PC's have taken on a Bounty for these three Pirate Captains who have formed a nice little Niche.
The first Captain was easy fight, 1 Rival (The Captain) and 6 minions. They beat him pretty easily, interogate/torture him to have him give up his buddies. Which Leads us to Captain #2, this was supposed to be tougher. 1 Nemesis, The Pirate Captain from the CRB, 3 Rivals, and 4 Minions. However, they spotted his bluff and instead of them going in to help a distressed ship venting atmo, they start shooting it to ****. They eventually hail them and suggest surrender, to which the captain agrees. The PC's have this whole planned out, they are going to walk them backwards with their hands in the air, Captain first. Only the Captain isn't the first through the door. Once the Pirate crew gets through the airlock, the guns on the pirates ship start to shoot at the umbilical. Then they stop and the engines kick on and the airlock starts to close. One of the PC's Jumps across to the other side, just before the pirate captain rips off the umbilical and jumps into Hyperspace.
Now for a little background on the PC that jumped ship. He is an HK-50 Assassin Droid, except that his Assassination protocols are locked away behind this firewall because 4,000 years ago after he completed his mission his was set back to his protocol droid settings so that he could walk around unnoticed. However, they ship he was on was lost in space after its hyderdrive stopped working. So he has played this entire campaign on these Protocol Droid Settings( Smuggler Thief ), all the while knowing what was hidden back there but after 4000 years of floating in space his personality matrix is a little screwy. The big thing about the Assassination Protocols though is that one of the Primary objectives is to return to his Sith Master and report for his next assignment. And since his master is 4,000 years gone, that just leaves the Current Two.
But back to my story, the pirate captain does a few micro jumps to obscure the trail and heads back to base to warn Captain #3 that we are coming. In flight, the droid who is not a combat oriented character, tries to avoid notice and Fails miserably on his Stealth Checks. The Pirate Captain notices the noise, and closes off the Cargo hold the PC is in and Decompresses it, not a problem for the droid who just waits till they get where they are going. Once at their destination, the Captain goes into the cargo hold and finds him. After a short interrogation, to which the PC can't pass a deception check to literally save his life. He lets slip that, yes he does not look like a protocol droid, and that he doesn't even know his original programming. (Which is a lie, and to which he fails another deception check.) So the Captain takes him into his base and has him shut down and checked for his original purpose. The slicer on base, passes the Daunting check to break through the firewall, and sees the original Programming. Captain #3 seeing the opportunity, has his memories wiped(Another Daunting Check and a Pass) and set to his original programming. To which the PC is now fighting for the Pirates, only until such time as he can find his true master, The Sith.
Now then, knowing that the fight is going to be a hard one, the rest of the Party calls in a favor and has the Bounty Hunters Guild send in some reinforcements. 1 Master Bounty Hunter- CRB, 2 Journeyman BH, and 3 Amateur BH. Now the PC party is composed of a Gadeteer BH, a Outlaw Tech, Smuggler Pilot, and then the droid who is fighting for the enemy now. So not really that combat heavy. Up against them on the base, are 6 Rivals, and Two Nemesis. In the First Fight it is the 6 Rivals against the party and their reinforcements. I used the Pirate Crew Stats from the Lords of Nal Nutta Book. Should have been a rough fight, but nothing major. However, when we had to stop for the night, Only three of the Pirate Crew were dead, and the PC Pilot was out of the fight, the Outlaw Tech was severely wounded, all the Journeyman and Amateur BH were dead. So really you only had the two Bounty Hunter's still alive to fight, one a PC and the other a Nemesis in his own right. Up against 3 Rivals, 2 Nemesis( The Captains), and a PC who was forcibly turned traitor. I'm not sure they can survive.
I'm thinking that I might have stacked the deck a little bit with making the Crew Rivals instead of minions. In which case this is my fault, and so I am trying to fix it. So I am trying to think of ways to fix this without it being world or immersion breaking.
Any ideas?
TL;DR I made a group of bad guys too strong and I'm going to accidently TPK my group. I don't want that, need to fix it without breaking the game. Help?