I wish The Kafer sourcebook had included Star Cruiser add-ons.
GDW had a (pretty awful) tradition of ... not using the rules they wrote. I understand that people like Mssr Miller et al were more interested in "gaming than dealing with crunchy rules" but I've always questioned the point of these crunchy rules when the guys who wrote them didn't use their own rules because ... they were too crunchy.
You can see the results of this kind of slap-dash "let's give crunch for the grognards" in Star Cruiser Naval Architects Manual in particular. There's a contempt for the people who actually tried using those rules from GDW. It's not just Star Cruiser, either. I remember ages ago, someone writing into Challenge magazine asking why the numbers for ships in TNE didn't match the numbers you'd get from using FFS ... they outright answered they didn't use their own rules but a few more simplified formulas they used to ballpark the results that were a lot of faster ... seriously guys, if your own rules are too fiddly for you, why push them on us, couldn't you have just given us the more simple formulas to save our time as well? I got a real serious sense the consumers were being looked down upon by that.
If you try and reverse engineer a Beta battleship ... it doesn't work. I tried it once, a long time ago. I was willing to fudge some of the technology multipliers because we can assume the Kafers have different numbers. However, even doing that, there's some hard rules you can't get around, like how power plant and hull hits were figured out. I remember that the at least one (maybe all) of the Kafer ships should have had multiple pages of hull and power plant hits like the French Battleships (pretty much any ship sheet that neatly used all the PP/Hull boxes on the sheet was likely not following the NAM rules). IIRC, you can't reverse-engineer the German Bismarck either (I think the Sachsen too), because they also have made-up numbers as well.
Okay, I do understand that limiting hull and PP hits is fine because ... they were two of the most meaningless stats in SC (particularly power plant as after a tiny fraction of the hits, the PP becomes inoperable - do we really need so many hit boxes?), but I think it could have been handled a lot more elegantly.
I haven't read the starship combat rules in about a decade, was there a way to punch through armour higher than 10?
10 was the maximum iirc. However, Star Cruiser had a "critical hit" type system where a roll of 0 on the d10 penetrated regardless, so you really only needed armor 9. It made engaging Alpha-class BBs really tedious. (And made you wonder why the Kafers made anything else.)
Basically, the Foreign Legion could clean out all the Kafer Transports, those pointless Epilson cruisers, likely put a lot of hurt on any Deltas, and probably hurt the Betas pretty badly. The only ships they'd really struggle with the Alphas and Improved Alphas. But with only the Alphas left, the Kafers wouldn't be able to do much. The Martels were pretty fast, so they could basically cherry-pick their targets.