Given realistic detection ranges and absent the existence of stealth fields, there is no such thing as silent running in space.
Not to quibble, but of course it can be done - use passive ELINT systems, reactionless drives, fusion reactors don't exactly have smokestacks leaking heat, and that 100 dia sphere is pretty dang big and the cops can't be everywhere at once. Plus, you'd have to know where to look in the first place.
Even if it was possible for a ship to lurk undetected near the 100 diameter limit, the ship would first have to get there, which involves maneuvering, which is detectable at very long ranges.
So, whay can't you just cruise on out there using a false transponder saying you are just some innocent trader, then power down. Or, if yo are worried about the energy burst from the jump not being detected and looking suspicious then have a bigger ship drop you off then jump. Use your imagination.
They also have to intercept their prey, which again means maneuvering. Or lurking near the place here the outbound ships are at rest relative to the pirate ship, which means either the starport or ome place at the 100 diameter limit. If the planetary efense force is smart, it has a ship stationed at the 100 diameter limit to establish a safe departure point; if not, departing ships have an entire hemisphere with a 100 diameter limit to chose for their departure point, which means that the odds that a pirate ship would be lurking just there are poor. And if a pirate hip got lucky, what's to prevent the merchant from jumping early?
IMTU, and this is the IMTU section, there are traffic corridors that are regulated by speeds and type of traffic in them. Yes, the cops tend to patrol them, but we are still talking about a heck of a lot of space out there. It's not like the ships have to squeeze out past some port breakwaters here and cannon are sited there. Plus, IMTU, the pirates tend to be outside Imperial borders...they don't usually last long inside them. (Remember this is the IMTU thread and I never used the OTU Imperium - its all from scratch).
As for catching the merchie, well go to high G burn and go get them. One ship makes a high G pass and gets off a couple shots to damage the drives or bridge, and the other pirate moves in slower to match velocity and force a boarding. A lot of merchants will just jettison the cargo and hope the pirates let them run anyway, and the pirates are not usually looking to steal 100 tons of goods. The cash, weapons, and the high tech/ high value stuff tends to mass less. And the pirates will (using my example above) be alerted as to what is on board the trader, too. Decoy beacons and ships can also sidetrack the cops.
If all goes according to plan the pirates will be out of there by the time the cops twig to what's up (don't forget that comms take time, too, and an SOS takes time to get to the cops depending on distance...this isn't Star Trek) the bad guys are getting ready to jump. If it goes nadly for the pirates, well, that's just downright Darwinian.
Ans as for a merchant jumping early...if he doesn't want to risk hefty fines, loss of his ship by misjump, or lose his Masters license then he'll follow the regulations of the "FAA" (actually the Imperial Space Authority). Heck, Lloyds of New London would revoke underwriting his insurance and bond if any merchant captain (commercial that is, Free Traders are, well, freelancers) dared jump outside the safety regs. Better to dump some of the cargo and stay in business.
Incoming ships are harder to protect because they can arrive anywhere along a 180 degree band across the 100 diameter limit. But by the same token, it's hard for pirates to know where to lurk.
That's why good intel from pirate on the ground lurking around the port comes in. A bribe here, blackmail there, and now you know the flightplan of some fat prize.
Finally, multiple ships require greater investments and greater overhead.
Thats where cooperation among gangs, clans, whatever comes in. Like in the days of yore. Imagination...it's a sci-fi game.
All the above is moot, though, because it is not posible for pirate to lurk at or inside the 100 diameter limit.
Er, why not?
And concealment. The Imperium is notorious for dealing harshly with governments that support piracy.
The Imperium never has existed in my universe. I have an Empire of Man, though... and while they look unfavorably on piracy, there's not a lot they can do about it given that 99% of it takes place outside the borders. Sometimes they might get some young Naval captain in a corvette or frigate that gets all eager to fly off to death or glory hunting pirates, but for the most part that's what player characters and their NPC counterparts (rivals, friends, etc.) are there for.