How would YOU hijack a Star Destroyer?

Scenario: through a series of convoluted events, Rebel PCs wind up on a Star Destroyer, where an NPC with information they desperately need is on life support in the medical bay. The commander of the Star Destroyer is well aware of the PCs' exploits, but for reasons unknown even to me, is not holding them in the brig.

While exploring, the PCs discover the commander is transporting the injured character's father for "questioning" by the ISB. The father is perfectly willing to help the PCs escape, but they probably won't want to leave without the injured character, which means they can't simply steal a shuttle and take off. The solution I'm hoping they'll use: hijack the Star Destroyer!

So, besides taking down a lot of stormtroopers/crewmembers/etc, what would this plan entail?
Check out the Eve of Destruction Campaign! My Eve of Destruction campaign log My group's misadventures in Dawn of Defiance Fixing DoD destinies Destiny Awaits! Ideas for using destinies in your campaigns How to hijack a Star Destroyer
As an end problem. As they're pulling into the rebel base's system they had better have arranged a code so that they're not shot out of the sector. I mean can you picture this scene:

Inside a hidden rebel base a soldier monitors his station when he sees a large blip show up on his screen. Checking into it further he discovers it to be an Imperial Star Destroyer. The rebels have been discovered! Either they must destroy the intruder quickly or else they have to evacuate everything NOW! Luckily the Rebels have a few star cruisers in the area so the commander makes the decision to risk it all and go for destroying the Imperial scum. ...
Yes, I have thought about that. I'm interested to see how my players will handle that one. To avoid the Empire tracking them down, they'll also have to later go dump the thing somewhere in empty space...of course, nobody's counting on an Imperial convoy coming through there at about the same time...

I've wondered, though, why the commander doesn't just toss the PCs in the brig. I'm thinking that since he knows just how much trouble the PCs can cause, he doesn't want to encourage them by 100% convincing them they need to escape. Maybe he figures if he generally lets them do what they want (albeit closely watched for the most part), they won't try anything too wild. After all, who'd really be crazy enough to defy a full Star Destroyer's worth of stormtroopers, pilots, etc?
Scenario: through a series of convoluted events, Rebel PCs wind up on a Star Destroyer, where an NPC with information they desperately need is on life support in the medical bay. The commander of the Star Destroyer is well aware of the PCs' exploits, but for reasons unknown even to me, is not holding them in the brig.

While exploring, the PCs discover the commander is transporting the injured character's father for "questioning" by the ISB. The father is perfectly willing to help the PCs escape, but they probably won't want to leave without the injured character, which means they can't simply steal a shuttle and take off. The solution I'm hoping they'll use: hijack the Star Destroyer!

So, besides taking down a lot of stormtroopers/crewmembers/etc, what would this plan entail?

Wow, that’s a tall order! Fighting their way through a whole star destroyer does not seem like a realistic option. Unless this party is very high level, and even then…:evillaugh You could go with the classic attempt to capture the Star Destroyer’s commander and have him order the crew to take the party to whenever it is they want to go. But as these are bad guys, someone may just call the partys' bluff to shoot the commander if they don’t get cooperation. Perhaps the reason the commander of the star destroyer hasn’t thrown the party in the brig is that they are in disguise. Does you party have a Noble?? My players love using this routine, having a Noble impersonate a high ranking imperial dignitary. After all, nobles have the requisite arrogance to boss others around without waiting to see if their orders are being followed. And some deception is in order and the bigger the whopper perhaps the better. The Party could be a surprise inspection team. Or inspection and evaluation. So they have to order the crew and ship to a new destination as part of the observation process. Or perhaps the party could impersonate ISB personnel. A lot of this depends on how much time the party has in advance of getting on the ship to prepare for any deception and of course also requires that they have enough information in advance to be able to even consider this approach.
On the other hand if deception is not an option, then do you have any engineering or computer geniuses? Someone who can rewire the hardware or the rewrite the software to divert the star destroyer to a suitable drop off point for the party. These abilities might also serve to permit the party to adjust the air supply in the ship to knock out most of the opposition long enough to effectively take over. A variant on this would be instead of simply reducing air supply to most of the ship, injecting some sort of knock out gas. Unless you have a MacGyver style character though, this option would also take advance knowledge and preparation time to obtain the necessary material. Hmm. You could also have the party get to the engineering section and “plant a bomb”. This could be either a deception attempt or again if the party had advanced notice and time, they could carry a real bomb on board. Well I’ve got to run now but maybe that will help. I just ran these off stream of consciousness. I’d love to see what others come up with after some careful thought. Sounds very intriguing. Jedi Unleashed you do come up with some great scenarios!
Maybe the commander thinks that he can convince the PCs to come over to the Imperial side by showing them the "true power of the Empire". Or if one of the players is a noble he is just being a gentleman and is expecting the same from the party. I can think of several other scenerios but without some specifics about the party (numbers, levels, classes at least) it's just too hard to project.
Scenario: through a series of convoluted events, Rebel PCs wind up on a Star Destroyer, where an NPC with information they desperately need is on life support in the medical bay. The commander of the Star Destroyer is well aware of the PCs' exploits, but for reasons unknown even to me, is not holding them in the brig.

While exploring, the PCs discover the commander is transporting the injured character's father for "questioning" by the ISB. The father is perfectly willing to help the PCs escape, but they probably won't want to leave without the injured character, which means they can't simply steal a shuttle and take off. The solution I'm hoping they'll use: hijack the Star Destroyer!

So, besides taking down a lot of stormtroopers/crewmembers/etc, what would this plan entail?

I would make a costume/realistic immitation of an Admiral's uniform, walk up to the commander in the bridge, and say; "Change in plans. We need to go to ____ immediatly. Vader's orders."
Back with my old group. I actually had a Imperial spy who was on their transport as they fleed their rebel hide out when Imperials arrived in system. Pegged as possible traitors who led the Imps their in the first place the PCs are all knocked out by knockout gas the spy placed in the transports airduct.

The party woke up in a ISD's brig. The team had to escape rescue as many Rebels as they could to prove they weren't traitors found and killed the spy as he was toturing the rebel transports captain and instead of escaping on an Imperial shuttle the teams leader led us as the Rebel troops we rescued from the brig to capture the bridge. We fought wave after wave of imperials from the brig to the bridge. After hours of play time and countless dead stormies the PCs finally reached the bridge and secured the Captain. We forced the Captain with a lil intimidation and a blaster barrel to his skull still steaming from the contast fighting and forced him to order the ship personnel to evacuate the ship under the disguise that all the fighting caused a radiation leak that was spreading through the ship. Once the ship was all theirs they dumped the poor Captain in and escape pod and took over the helm. They escaped just as Lord Vader's ISD showed up in system to pick up the prisoners the reason cause they stole one of his prototype Tie Advances he would later use at Yavin straight from Sienner Fleets Systems factory where it was being built for Lord Vader. Vader got his Tie Advance back but lost a ISD.

The team bought the ship to my characters father who they work for at the time. He took the ISD off their hands and sold it to a fellow Corellian smuggler name Booster Terrik. The team got a good chunk of change and each bought their own ships with it.

I did not plan on a drawn out battle but it happened that way and in the end the had a pocket full of creds and commissions as officers in the Rebel Alliance for rescuing their people since the group were freelancers who aided the Rebel Alliance

Thats how we captured a ISD.

-Rogue-
Scenario: through a series of convoluted events, Rebel PCs wind up on a Star Destroyer, where an NPC with information they desperately need is on life support in the medical bay.

I'd imagine that somewhere in the medical facilities of the Star Destroyer there has to be a repulsor sled meant for transporting critical patients off the ship. That would have the portable life support they'd need temporarily. The group's mechainc character might have one heck of a time rigging it up to a power source later, but it'll get the injured person off the Star Destroyer.

The fun part is creating a diversion so they can slip him out of the sick bay unnoticed and then somehow managing to all be able to get away on a freshly-stolen Lambda-class.
Just a quick thought, as to why the imp commander doesn't have them executed or jailed, maybe he and members of his crew are tired of imperial rule and are considering defecting. the commander wants to see what the rebels are like with his own eyes before he makes the final decision to go awol.
Why are the PCs on the ISD without proper escort? If they are known Rebels they SHOULD be in the brig or being searched for. If they are stow-aways then you have a number of options when the players try to avoid detection. The third possibility is that they are proper guests onboard the ship but even a guest will only be permitted in certain areas of the ship. I guess a forth option is that they are part of the crew but I imagine that deviating from their duties will quickly put them into a remain hidden and then being hunted situation.

Now properly hijacking andISD should be realtively impossible unless you have some very high level characters. To me is seems your best bet would be to impersonate a high ranking officier and use Deception to get what you want. The problem is that should only get you so far. Honestly, the best solution for your players it to figure out how to transport the critically injured character and steal out in a shuttle.
Thanks, everybody! To answer some of these questions:

1) I'm a writer; I'm frequently messing with future campaigns, even if they're not going to be played in the forseeable future. At this point, I have no idea who'll be playing or what kind of characters they'll have; they will likely be somewhere in the neighborhood of 15th level by the end of the adventure. But you guys have had some really great suggestions of how they might actually attempt this madness. :D

2) Come to think of it, maybe a SD really isn't plausible, given that the commander's actual rank is only lieutenant (whereas the injured character, Re Vans, is a captain). In-game, this might make sense, because he works for the Imperial Department of Military Research, which doesn't have very many officers assigned to it. With Re Vans absent on assignment at the time the SD was being crewed, the lou was highest-ranked officer left to take command. Maybe it'd be more plausible if the vessel in question was something (slightly) smaller like a Dreadnaught. I want it to be a real challenge if the players actually do try to hijack the thing.

3) The SD commander, Lieutenant Blackmond, is a black-blooded Imperial, the consummate officer; he's 99% bad guy and not about to turn his back on the Empire. By now, Blackmond's encountered the PCs several times before, so if he doesn't know for sure that they're Rebels, he's got a strong suspicion. As I mentioned before, he may not want to encourage the PCs to try anything weird, or he may not think they're crazy enough to try to fight their way out of this.

Perhaps a more plausible option relates to Blackmond's backstory: he's actually a bitter longtime rival of Re Vans, not to mention the PCs have been so many thorns in both his side and Re Vans's side. Re Vans and Blackmond answer to the same CO, but Re Vans is the CO's favorite, so Blackmond thinks that by showing up as the rescuer of his rival and the captor of the PCs, it'll not only make Blackmond look good, just as importantly it'll make Re Vans look bad since he not only couldn't catch the PCs, he nearly got killed trying to do it (at least according to the story Blackmond's planning to tell).

However, Blackmond also thinks he may be able to use the PCs for some other nefarious end before handing them over to his CO, so he wants to observe them and figure out what else he could get from them. I had the idea that the PCs' interaction with Blackmond would be rather ambiguous, that they wouldn't even be sure if he knew who they were or not. Behind the facade, though, he does remember them; he's just trying to milk this situation for all it's worth.

But maybe you're all right, maybe I should just have him toss them in the brig from the very beginning; I just didn't really want to make this that kind of breakout scenario.

4) Here's how I see this playing out:
-Re Vans gets whomped by rancor. He's near death, can't be moved.
-PCs: Okay, NPC ally stay with him, we'll go get help.
-PCs get back to spaceport.
-PCs: There's no way that dinky little medical facility will be able to keep Re Vans alive, especially when its only staff is outdated droids. Who else can we ask for help? Only other person around is Blackmond.
-Blackmond: A dying Imp officer out in the middle of nowhere? Convince me...okay, you've convinced me, hop on the shuttle with my stormies and me and show me where he is.
-Find Re Vans.
-Blackmond: Oh man, get those SD medics down here so we can move him up to the medical bay. You PCs saved his life, you deserve a commendation. Plus we'll need to know everything you can tell us about how he got hurt. Join us on board and we'll give you a ride offworld (this may necessitate a little classic GM sabotage of their ship :D).
-PCs: If they take him, we'll never get the info we need, but we can't keep him alive on our own. We'd better go with them.

5) I figured a sled like the one mentioned by goblin pride would be used to get Re Vans off the SD and into the PCs' base once they arrive. However, could something like that function for X number of days of travel time from the SD to the PCs' base? I didn't think so, but I could be wrong. Like you said, it could be quite the challenge for the party techie to keep it running, although then I run the risk of the players accidentally killing Re Vans, which I do NOT want to have happen.

Other thoughts?
One of the easiest methods to take control of any ship is to gain control of the vessels life-support systems and pump gas into every area of the ship (Coma gas or something a little more lethal - your choice :evillaugh ). Some of the crew may realise what's going on and put breath masks on in time, but the majority will fall leaving the party to take out the remainder.

Additionally, at Life-support control you could do other things:
  • Drop/raise the temperature to a level necessary to render the crew incapacitated
  • Raise artificial gravity to immobilise/trap the crew
  • etc.

Really, using this method, there are any number of plausible methods - just remember that most vessels would have override controls on the bridge...
One of the tactics I've seen involved the following steps:

1. Crash starfighters into Star Destroyer. Take vac suits and float to an external entryway.
2. Cut through entryway with lightsabers (or cutting tools if the former isn't available, which it was). Vent compartment to space.
3. Sneak in, sneak towards communications array.
4. Sabotage communications array to prevent ship from calling in that they're being hijacked.
5. Sneak towards bridge.
6. Capture bridge.

It was at this point that a character, when queried by the Emperor's Hand leading the armada (the communications blackout wasn't permanent) about the status of the ship (they'd shut down the weapon batteries and started preparing to make a run for it), failed his check and resorted to the time-honoured and true quote:

"We just had a slight weapons malfunction, but everything's fine... we're all fine... now.... how are you?"

At which point, the Hand sensibly came to the conclusion that the ship had been captured by enemy forces and ordered the rest of the armada to open fire.

Basically, Kyle Katarn's one-man assault on the Doomgiver (except with multiple people), coupled with Han Solo's winning charm. :P
Storm/sneak into the bridge. Take control of bridge. Press the big red button marked Abandon Ship. Phone home to invite fellow rebels to their new base.
To consider this question with real-life situations, how would you hijack a modern navy vessel (nuclear submarine or aircraft carrier)?

With that in mind, I'm surprised nobody has mentioned it yet . . . The Hunt for Red October.

Super short version: orchestrate an emergency evacuation under the pretense of a massive radiation leak. Then "scuttle" the ship.

Of course you need an inside man for it to really work. But do something to convince everyone of the leak and evacuate them. Then punch in "random" hyperspace coordinates (or say it will be sent into a black hole or star or something) to prevent the enemy from getting their hands on this pinnacle of Imperial technology. Once everyone's gone except for the skeleton crew of "brave and noble volunteers willing to sacrifice themselves for the good of the empire" (who are, in fact, thieves and/or defectors), make the jump and you're golden.
Okay, how does this revised version sound?

-Blackmond invites the PCs to board the SD (or whatever, but SD is iconic Star Wars, so I may just keep it :cool, claiming the medics will need the PCs' explanation of Re Vans's injuries. He also offers to let them bring their ship aboard so they can leave the SD whenever they're ready.
-Hopefully the PCs, wanting to stay close to Re Vans, agree and board the SD.
-As they disembark in the SD's docking bay, the PCs see a stormtrooper squad bringing in Re Vans's father (who the PCs have previously befriended). Blackmond orders him tossed in the brig.
-The PCs hopefully explain all they know to the medics to help them patch up Re Vans.
-When the PCs turn to leave, a stormtrooper squad surrounds them, takes their equipment and locks them in the brig.
-Hole: how do the PCs get out of this one? A power outage or a sympathetic guard letting them out seems a bit lame because I want it to be the result of the PCs playing smart. Move object on the lock wouldn't work either because you have to have line of sight to the object you're trying to move (same way with lots of Force powers).
-If there aren't any guards around, the PCs will likely go looking for Re Vans's father once they've freed themselves. They find him in another cell, and who should walk in on them but Blackmond? (If the PCs are smart, they'll have posted a lookout, or they may be all standing inside the cell when he opens the door--surprise!)
The real challenges here are a) security cameras and b) the brig's layout, which I would think is normally a long hallway with no cover, to prevent exactly what the PCs are doing. If Blackmond spots someone running around who shouldn't be, he might take on one escapee by himself, but if multiple ones come after him, he'll probably sound the alarm. Four unarmed PCs could probably KO one blaster-wielding foe without too many injuries, but I don't know if they could take out a guard patrol without really getting hurt. Then again, the bad guys would probably opt for stun rather than lethal, which would be more of a fair fight.
-The PCs have a couple of options: the easy way would be to take Blackmond's blaster and take him hostage, while the hard (and much more entertaining) way would be to take his equipment (blaster, comlink, code cylinder, etc) and lock him in.
-From there, it's up to the PCs.
This might have been mentioned, as I only glanced though the other suggestions. But I think you might be missing the most simple answers to your dilemma, and its a traditional Star Wars element.

The commander WANTS them to escape.

Perhaps he's jut following orders from above, or he's hoping to follow them to their base. Maybe he has the hots for one of the PCs.

Now if you accept that as the commander's motives, He's likely to leave a lightly guarded transport somewhere for them to hijack, with at least 3 homing devices. Commandeering the SD is no longer needed.
I'm so glad that none of my players decided to change the mission onto the Inquisitorius' prison Star Destroyer from a rescue mission to a hijacking.

The escape was explosive enough. I dread to think what they would have done if they'd decided to actually take the ship.


Oddly enough, one possible outcome that I had considered for the mission to Kuat was that instead of destroying the first almost-completed Super Star Destroyer, the party would try to steal it, most likely by inciting a revolt among the Wookiee slaves that were forced to do most of the actual construction.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
Touchée, Ralis...though at this point in the campaign, the PCs have already had their base destroyed once, and the IDMR has three of the four disks around which the entire campaign revolves. But you're right; they have plenty of reasons to let the PCs go, whether it's to capture the Rebels they didn't get last time or to get the last disk (if the Rebels have found it already) or to figure out what the Rebels know about its location (if the Rebels don't have it). I'm a bit reluctant to use this trick, though, because Re Vans, when he recovers, will do something very similar.
I don't see how they are going to hijack a star destroyer. It takes an enormous sized crew just to run it. It has a crew of 37,000 (minimum crew to operate 5000), and carries a full legion of 9,700 stormtroopers. It would be madness for a party to attempt to steal a ship like that.

Even if they got the ship to the rebels, they are basicly delivering almost 10K stormtroopers (that will fight back) to the rebels on a ship a mile long. I don't think the rebels would to happy with the party bringing that many Imperials to their doorstep.

I suppose, if I HAD to steal a star destroyer already fully staffed and I lacked the 5,000 loyal crew members needed to control it I would go the deception route and pretend to be an admiral with new orders.
In some ways there are a few important differences between hijacking a starship and stealing a starship. To hijack a ship all you need to do it get it to do what you want for a short peroid of time; you have no intention on keeping the thing when you are done and only plan on using it for something brief. Stealing a starship means you plan on keeping it or otherwise transfering ownership of the vessel although doing so may require hijacking a ship first.

We could use the current piracy problem in the real world to illustrate the difference between hijacking and stealing. For the most part the pirates just hijack the ship and take control until they have some demand met at which time they let everyone go. Taken to theft they would grab the ship and then take its cargo and perhaps keep the ship and maybe do something with the passengers which is a bit more extreme.
honestly if the SD's CO knew who the players where but wheren't doing anything about it. I'd be expecting a trap of some sort. seems to me that rather then Hijack the ISD the smart move would be to engineer some sort of situation where the Imps have something more IMPORTANT then stopping the players leaveing, such as ohh... a catastropic failure of the power system that's going to result in the ship blowing up? Luke didn't see to have any problems stealing a shuttle off of DS2
***MINOR SPOILER ALERT****



(Sorry, don't know how to do spoiler buttons)

Legacy had the Alliance steal a brand new Star Destroyer, but they had 3 factors that were key:

#1 - It was brand new, which meant it had a sekelton crew
#2 - It had advanced automation, which greatly reduced the crew requirements.
#3 - The alliance got a large number of operatives aboard by substituting them for the Imperial reinforcements that were called to fight the (apparently failed) first takeover attempt by the alliance.


As for other ideas:

If the PC's were part of a coordinated operation to take a Star Destroyer, what if their mission was just to 'open the door'?

Suppose the SD is on it's way to reduce / and or capture (preferably capture) a rebel base. For this mission, the Destroyer is carrying a lot of extra Ion-based ordinance in the hangar area in the way of bombs and torpedoes for the fighter wing.

The PCs need to steal some of these weapons, and rig them to detonate in key areas of the ship during the attack. Key areas might be the main navigation circuit trunk, weapons direction hub, primary reactor safety circuits, tractor beam control (to take out fighter launch capability), etc.

Once the door is opened, it's a free-for-all between Rebel Marines and bunch of very suprised Imperial Naval troopers. Meanwhile, the PCs run to ensure their friend's safety, and find someone waiting for them...
In our game there was a severely damaged star destroyer that we wanted to rescue from a rebel search and destroy force. Our noble "lady" went to a shadowport and persuaded a group of pirates to attack the rebels enmass which gave the star destroyer time to safely jump to hyperspace to the group's home world.

After much repair work and medical care for the crew the ship captain decided to stay and protect our homeworld.
Personally, I'd go with the sneak into the environmental control systems and main computer. Then start venting the atmosphere and turning the defenses against the crew while simulating just about ever disaster possible upon them to force evacuations of the rest.
What are you going to do when the crew evacs? You will be left in a star destroyer with a party of 4-5 people and a sick guy in medical (who would probably be evac'd with the rest of the crew???) Then you wait around for the Empire to warp in reinforcements? They surely wouldn't let an abandoned star destroyer just float randomly in space.
I've decided to have Blackmond invite the PCs aboard; assuming they take the bait, when they land in the docking bay they encounter the stormtrooper patrol that captured Re Vans's dad. Blackmond orders the dad tossed in the brig because he's dealing with an emergency (after all, he has a personal interest in what happens to Re Vans) and doesn't have time to deal with the dad at the moment. Blackmond sends the PCs to talk to the medics, and when they come out, he's waiting for them with a dozen Imperial Navy troopers, who take their equipment and lock them in the brig. Given that the Navy troopers will have their weapons out when the PCs encounter them (much like the stormies on Cloud City when Lando sprung the trap on Han, Leia and Chewie), I think the PCs will be less inclined to resist. I plan to roll Stealth checks ahead of time to represent how well the PCs' equipment is hidden on them, and the troopers will take anything they find, so there's a possibility that the PCs might not have all their stuff confiscated. Apparently the Empire doesn't use prisoner uniforms, since Leia wore the same outfit for all of ANH.

So next question: aside from using move object to pry open the doors (a very difficult prospect) or pull the grate off a ventilation shaft, how would you get out of a SD's brig?
If you've played the KotOR computer game then you know there's plenty of ways. It just depends on the characters and skills available.
Not to be a downer, but offhand I don't really see it as something the PC group can pull off, without either 1)being super darkside evil 2)GM deus ex machina.

A PC group lacks the numbers to effectively crew a Star Destroyer, sure it may look like all you need to do is push a button and poof you're in hyperspace, but there's likely more to it than that. So generally you'd need some way to compensate for the crew requirement, which leads me to the two points above.

1)Super Darkside: In the non-canon DS ending for Jedi Academy, Jaden Korr was able to pull off the "This is my Star Destroyer now" by being individually such a badass that the imperial crew fell into line. You'd need a Sith Lord to do it, just being tough with a high intimidate score shouldn't be enough to con an entire SD crew into bowing to you.

2)GM deus ex machina. Hey, what a coincidence! This SD crew just happens to be sympathetic to the rebels and if you whack the Captain, they'll all change sides!

Now I'm all for letting PCs have fun, but I'm also one for keeping objectives within the realm of possibilities for the PCs capabilities. I could easily see a PC group beating down and taking over something the size of a Corvette. I may even see something possible in taking something the size of a frigate, barely. Bigger than that you'd need more numbers, npc commando teams, etc.
gas the crew, expose the crew to a fairly benign _hive_ virus (causes sever fatigue, dizziness, dissorientation, etc) against which the PC's have been inoculated, get the captain out of the way but keep him alive for information and have the clawdite PC impersonate him?
"One should not seek to control the force for it is an ally not a slave, rather one should seek the aid of the force in controlling one's own self." --Elias Windrider quoting his father
Show
According to this quiz: http://quizfarm.com/test.php?q_id=62192 I'm a Storyteller.
You're more inclined toward the role playing side of Method Actor 100%
the equation and less interested in numbers or Butt-Kicker 100%
experience points. You're quick to compromise if you Tactician 100%
can help move the story forward, and get bored when Power Gamer 100%
the game slows down for a long planning session. Storyteller 100%
You want to play out a story that moves like it's Specialist 92%
orchestrated by a skilled novelist or film director. Casual Gamer 42%
my old group did actually hijack a stardestroyer once.how?
well,they snuck onboard.they implanted a computer virus(invented by one of the pc's),that vented all sections of the ship into a vacuum(all except the engine room control room they were in).don't forget,stormtrooper armour won't last in a vacuum.they soon all died of suffocation,leaving the ship intact.
it was a bit more detailed than this,but that's it in a nutshell.
What are you going to do when the crew evacs? You will be left in a star destroyer with a party of 4-5 people and a sick guy in medical (who would probably be evac'd with the rest of the crew???) Then you wait around for the Empire to warp in reinforcements? They surely wouldn't let an abandoned star destroyer just float randomly in space.

this is when you give a call to the republic,stating you have a free stardestroyer for them(my pc's cleared all the stormtrooper armour and guns as they could fit into thier ship while they waited for them to arrive.that netted us a few mill credits).
My party did that once, except it was an "Invisible Hand" type ship.

I mapped it out KOTOR/Battlefront 2 -style, with each room being either a hallway or critical system. Here's how it went:

1. Escape Hanger Bay.
2. Access Terminal Database to get a feel for surroundings. Raid Armory.
3. Sabatoge Engines so they can't go into hyperspace.
4. Disable Comn Stationso they can't call for help.
5. Disable Sensors so they become cut off.
6. Jettison all Escape Pods (Grievous-style)
7. Take control of Main Reactor (There's always a Main Reactor) and place bombs on it to hold it hostage.
8. Take Captain hostage/kill him. Repair Engines. Order the pilots to land.
9. Get all personell to exit the vehicle with their hands up.
10. Secure cockpit, make repairs to the systems you sabatoged, and fly away!

There you go.
AMS-51 "Dendrite" Connection lost...searching...
It only takes ONE pilot to fly a ship in the short term. Capitol ships only have thousands of crew members so they can alternate shifts, support the crew and passengers (cooks, doctors, security forces, to name a few), man the huge number of guns, do standard maintenance and mass repairs on ship systems, etc.

But to get a ship to move. Only one pilot is ever truly required.
Useful Star Wars Saga Links
Complete Saga Index
Expanded Saga Races PDF
NPC/Encounter Requests Thread
Official Errata Thread
Official FAQ Thread

Personal Contributions: 10,000+ posts and counting!
(The current forum count is a lie!)

Check out my DeviantArt Gallery!
"We only need to run the ship, not run it well"

In Star Trek 3, when Kirk and co stole the Enterprise, they rigged up some rather delicate automation that allowed the... 6 of them to do pretty much everything (though Kirk just sat in the chair). That worked out fine for the purposes of flying the ship but when they came to combat, a couple of hits from a Klingon Bird of Prey knocked out all the automation and left them crippled.

In other words, if you just want the capital ship to move, you only need one person, maybe two people. If you want it to do anything else or to keep going for a long time, then you need lots of people.

6 Jedi, an Astromech, and up to 1000 just-liberated slaves aren't going to be able to run a Super Star Destroyer anywhere near as well as a full crew would, but they might just have a chance of running it long enough to get it out of the system and into Alliance hands (where it could be scavanged for parts or otherwise put to use).
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
I don't remember all the details, but some of the plot ideas of the OP are fairly similar to the plot in a WEG d6 Star Wars adventure "The Isis Coordinates". The difference is, once the PC's escape the ISD's brig, they are working to stop the ship from attacking a rebel safe world (Isis).

It came down to the PC's re-programming the navicomputer to fly the ISD into a star. The PC's had to jump into another ship and leave in the nick of time.

Perhaps the PC's could lock out the ship's navicomputer and program in a hyperspace jump that will take the ISD into a nearby star. In reality, they disconnect the navicomputer from the hyperdrive and override any status/diagnostic systems that will inform the bridge otherwise. The bridge crew sees the ship is about to jump into a star and the Captain orders all hands to abandon ship. Once escape pods are launched, the PC's program in an alternate set of coordinates and take their newly vacated ISD to the alliance.
In regards to the number of people required to fly a vessel, Captain Eldo Davip piloted the Lusankya alone and rammed it into a Yuuzhan Vong Koros-Strohna-class Worldship (Domain Hul) over the course of a single battle.

Admittedly, the ship had been jury-rigged to do so and with a few droids/automated systems to fire its weapons, but the potential for a small group to hijack a Star Destroyer and pilot it temporarily isn't out of the realm of possibility.

"We only need to run the ship, not run it well"

In Star Trek 3, when Kirk and co stole the Enterprise, they rigged up some rather delicate automation that allowed the... 6 of them to do pretty much everything (though Kirk just sat in the chair). That worked out fine for the purposes of flying the ship but when they came to combat, a couple of hits from a Klingon Bird of Prey knocked out all the automation and left them crippled.
Snip...

That was a truly awful film in terms of concept - the hijacking of the Enterprise may have been the one good thing about it...

It does show that it is possible, in the short term, for a small group to pilot and control a capital ship.
In regards to the number of crew on a Capitol ship...

"It takes 8 Support Soldiers to keep one Infantry Soldier in the field." as quoted from my Instructor at the US Army Supply School at Ft Lee, VA

You got cooks, fianace clerks, supply clerks, vehicle operators, armorers, mechanics, laundry specialists, mail clerks, personnal clerks, engineers, medics ect. that all make up the crew as well.

One pilot, one co-pilot, one commander, one engineer, one systems operator and all the gunners you need but in the end the rest are support. less crew you have on the ship the less support staff you need and really most of the crew is made up with support personnel who keep the rest of the crew going. The SD carries thousands of Stormies so times that by 8 and that is about how many of the crew are there to support the the Storm Troopers. Will alot of mouths to feed 3 meals a day you need a rather large cooking staff.

So yeah a small crew may not be able to man all the guns but they sure can push the buttons to make the thing fly on a course.

Another example look at ship crews of 200 years ago so ships took 200 men to run now you got these super tankers which had 10 man crews. Ain't automation fun.

My 2 creds

-Rogue-
If you've played the KotOR computer game then you know there's plenty of ways. It just depends on the characters and skills available.

'Fraid I never got much further than escaping Taris, and I no longer have access to the game. Can anyone help me out here?
All you really need to do is gain control of the bridge while making sure no one triggers any fail-safes that would lock out control of the bridge. Once you do that, the bare bones of movement and hyperdrive and such should be operatable simply from the bridge controls.

We almost hijacked the Executor once. It helped that Darth Vader is apparently not immune to Proton Torpedoes.
My group hijacked an SD once...:D
because my PC needed the money and the garrison base they used to carry under WEG rules

We kidnapped the captain of an SD in a remote system...
sent in a "smugglers shuttle" filled with saboteur droids..
used a look-a like to give orders to program several jumps through even more remote systems..
then, when the ship is between jumps, unleash the droids...they were MSE droids, each with a small canister of poison gas that attached themselves to air circulation devices
We then advised the crew of the poison, their "captain ordered "abandon ship", one of the droids hit hte "next jump" button..and Voila!!

Yeah, I hear ya saying I should have got a DSP (and I got 3-4, actually)
but I also got this cool base out of it, complete with AT-ATs, AT-Sts, speeders and all
AND a whack load of cash for the SD I sold to the rebellion at 50% off because it was used!!
Sign In to post comments