Taking down a star destroyer

By Ian2400, in Game Masters

Maybe I'm missing it because I haven't gone through the supplemental books as thoroughly as the CRB, but is there a profile for a star destroyer?

Also, has anyone had success running an adventure where players help to take one down? I'd like that to be one of the high points of the end of this campaign, maybe they plant bombs on the exterior or something, and then set them off just as a group of allied NPCs jump out of hyperspace to attack the now crippled ship. This seems like a BIG task though and I want to make it sufficiently daunting, I figured if anyone had already done something like this I could take inspiration from it. On the flip side, if this seems SO daunting that it defies logic to even let the PCs try it, that would be helpful feedback.

If there is something like this in the AoR CRB, that would be great to know as well. I have a friend I could borrow that from.

p. 282 AoR. It's part of the artwork.

Alright, I'll borrow it from one of my PCs and try not to give anything away :)

Plant a bomb in the reactor core, mess with their navigation so they jump right into a star, hack their turbo-laser batteries to fire on the bridge, create a feedback loop in their engines, activate self-destruct feature(who builds these things?), etc...

An infiltration mission is the only practical way for PCs to destroy an ISD, outside of having the equivalent of one of their own.

Sounds like a fun session actually.

Operation: Elrood, full mini campaign ending in a huge kaboom.

Sabotage is the best way. Tho a couple of fighter squadrons doing torpedo runs might do some serious harm if the get past the fighter screen.

Hmm how Anakin in the Clone Wars series dealt with the Malevolent is a good example of that!

I wonder what if they landed a lambda shuttle in the hangar and either blew up the explosives being transported aboard it or if thats detectable what if they used the hyperdrive inside the hangar (by that I mean the Lambda Shuttle tried an automated jump into hyperspace)?

Jury rig the tractor beam projectors to immediately drag anything of asteroid size or less and fling it against its own hull?

Jury rig the ship's weapon systems so when activated and fired they cause a feedback blowing them up?

Attaching explosives to the outside of the bridge section so that they go off the moment the bridge deflectors are activated?

Default the monies used for maintenance costs for the ship so they have to pick and choose which part of the ship to maintain so it starts having operational problems?

Detonate an emp aboard a ship outfitted to look like its a disabled imperial transport and whilst the sensors are down use a number of rocket assisted asteroids/planetoids to career against that ship?

Sorry got too curious for my own good! :P

Good stuff copper. I actually did establish that the destroyer is there because the Moff on board is fairly desperate for a win, so it would make sense if he was running low on funding. I could use that to create a soft spot in security that allows for some sort of sabotage mission...