I need some help, but first I'll catch people up on the situation:
So, we're nearing the end of my custom campaign, and the group is about to tackle the big bad thing they have to do: sneaking onto an imperial star destroyer to plant several bombs as sabotage before a larger attack. So far, they have convinced the local crime lord to give them some under the table help because the imperials have been crimping his business, and assured him he won't be implicated. His help has come in the form of two stormtroopers that he has on his payroll (this star destroyer has been docked here for weeks and this gangster hasn't been idle). They have been told that the PCs just want to get into the cargo hold to steal some things, but they think that is all. These guys will let some people do small crimes and help them get away with it for a price, but they aren't about to betray the empire in a real meaningful way.
The PCs plan on disabling them somehow once inside and then getting around. They have an access card that will let them into most areas of the ship, some less-than-perfect stormtrooper armor to wear, and a piece of hardware that will let a slicer get into a computer remotely if they plug a chip into a machine by hand.
Now, here's where I need some help. I don't see it being too much of a problem for them to disable the guards once in the cargo hold, but they really aren't supposed to be there and they aren't exactly military types so someone is bound to notice them soon enough. I need some modular things they can do to get around the ship and plant these bombs (in the shield generator, targeting computers, etc). They have a great slicer on the other end of that chip, so if they plug it in I want him to be able to do things for them, but also not make it easy mode either. The general theme of this campaign so far has been "idiotic stumbling to victory" so appropriately awkward ways to succeed are definitely ok.
I have a few ideas, but they aren't very well fleshed out yet and I figured this community has helped me idea generate before for this sort of thing so I'll try again. Any seeds of ideas are more than welcome, I just want this mission to feel a bit more fleshed out in terms of mechanics and things to do, as it is sort of the 'climax' of the campaign. Thanks!