Long story short, the player party has been captured by an ISD while they were trying to smuggle a defector off world. They have already managed to break out of the detention area, thanks to a droid PC and a couple droids they had which were able to basically get confiscated and lay low for a bit. After blasting up the detention area and rescuing the defector, the party is making their way back to the hanger. I am looking for a couple ideas and suggestions as to hazards to throw into their path and interesting obstacles.
here is the schematic I am basing this ship off of
Currently the ISD is caught in an ion minefield thanks to the rebels, so several systems are not working properly for them, and its nearly dead in the water out in some nebula with rebels lurking nearby and harassing them. However there are still security teams and several defensive droid dispensers that they have run into. I am considering forcing them through an engineering section to add some non-combat hazards for the party to deal with, things like coolant leaks, dangerous machines, areas with exposure to space. Making them stop and traverse the area is simple enough, I have already told them that not all the turbolifts are working so some breakdowns can happen.
As they get closer to the hanger they probably will want to sabotage the tractor beam projectors. I am not sure what kind of obstacles they should run into there.
Also thinking about when they actually get back to the hanger, that their ship was more or less crippled from before, reduced to zero HP by turbolaser fire. Kind of thinking about making grab spare parts from the maintenance areas or cannibalize nearby equipment while under fire to get their ship working again so they can leave.
It's just the area between the hanger and the engineering area I am not entirely sure what to do with. I am looking for some ideas here that go beyond closing doors or throwing more stormtroopers at them.