Ok, revisions. I was writing about the
Lictor-class dungeon ship from memory as I haven't been able to find my sourcebook that had it. I've since found the stats. I need to make a few revisions to the capabilities. Note these are preliminary edits only - I will make final edits tonight after I get home and cross-check my references one more time. The only things I am not yet clear on is the hyperdrive activation after the bridge separates, how it works, and what it does. I'll correct those parts tonight if they are wrong, but what appears below is my best guess on how it works. Everything else is solid.
- The bridge can separate from the prisoner section, but it is not hyperdrive-capable. When the bridge separates, the ship comes under control of an automated flight control system, which will transition the ship to hyperspace, where it will stay for up to a year. This is to thwart hijacking. Imperial procedure requires an Interdictor-class ship to force the prisoner section from hyperspace by projecting a mass-shadow. It will take twenty minutes for the hyperdrive to charge to make this transition.
- There are nine main prisoner bays, each holding a thousand prisoners. The bays are further compartmentalized into sections of 100 prisoners each. Each compartment has separate controls - shock plates on the deck and bulkheads, environmental controls for gasses etc, and life support controls, all to facilitate control of prisoners. Compartments can be sealed with physical doors and bulkheads as well as energy shields, so a breakout in one compartment can be controlled.
- Crew sections, guard sections and prisoner sections are not isolated, and it is technically possible to move from one to the other through security doors and the like, though there are many controls in place to stop that from happening.
- You won't be taking over a Lambda-class shuttle, but a Concealer-class prisoner transport.
- There are only 400 wardens, plus support droids.
Craft: Rendili StarDrive's Lictor-class
Type: Mandalorian Dungeon Ship
Scale: Capital
Length: 764 meters
Skill: Capital ship piloting: Lictor-class
Crew: 860, gunners: 46, skeleton: 370:/+15
Crew Skill: Astrogation 2D, capital ship gunnery 4D+1, capital ship piloting 4D, capital ship shields 4D, sensors 3D
Passengers: 400 (security wardens), 8,000 (prisoners in standard cells), 1,000 (prisoners in special holding cells)
Cargo Capacity: 1,500 metric tons
Consumables: 2 months
Cost: 7.8 million credits
Hyperdrive Multiplier: x2
Nav Computer: Limited to two jumps
Space: 3
Maneuverability: 3D
Hull: 5D
Shields: 1D+2
Sensors: 40/0D; 75/1D; 150/3D; 4/4D+2
Weapons:
10 Quad Turbolaser Batteries
Fire Arc: 2 front, 4 left, 4 right
Crew: 3
Scale: Capital
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 rear/right (May be used on only one fire arc per round)
Crew: 8
Scale: Capital
Skill: Capital ship gunnery: gravity well projector
Fire Control: 2D
Space Range: 1-15/15/35
Atmosphere Range: 2-10/30/60KM
Damage: 4D
Starfighters: none (6 shuttles - typically Concealer-class Prison Ships)
Concealer Prison Ship
Craft: Sienar Fleet Systems Concealer-class Prison Ship
Type: Prison transport ship
Scale: Starfighter
Length: 50 meters
Skill: Space transports: Concealer prison ship
Crew: 3, gunners: 4
Crew Skill: Astrogation 3D, sensors 3D, space transports 4D, starship gunnery 4D, starship shields 4D
Passengers: 15 (guards), 60 (prisoners)
Cargo Capacity: 25 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Atmosphere: 260; 750 kmh
Hull: 4D+2
Shields: 3D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 75/2D
Focus: 3/2D+2
Weapons:
6 Laser Turrets
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
The skeleton crew requirement is 370 people, but you could possibly keep it running for no more than 4 hours with a crew of 50. That would give you only main engines, hyperdrive, some basic manoeuvring, enough sensors to not fly into a planet, and running the power core without breaching. If the bridge is jettisoned, bypassing the flight control lockdown would be difficult.
If the bridge separates, Imperial Policy is for all remaining personnel to use the escape pods as it means the ship is no longer under control. It is possible to force the bridge to separate by breaking bridge control and using a manual override.
You could make use of the transfer shuttles to make your escape. They are rated for only 80 people, but you could stuff them with 160 at need - still far less than the thousands of prisoners you expect to find on the ship.
The ship is much too large for me to generate deck plans, sorry.
You can take with you people that will fit inside the prisoner transfer shuttle, so that's a maximum of 82 people, possibly overloaded to 164, but that gets risky if there is much manoeuvring.
Major Tibbero is prepared to throw out High Command's plan entirely, and has their support to do so if you guys come up with a better one. Your goal is to free prisoners, in the hope that they will join the KDF's fight against the Empire as allies. You may not be able to get all the prisoners, but some is better than none. The rebel cells in the asteroid base are prepared to receive and care for 9000 prisoners, but you don't really know how many are on board the ship. If you can make it to the asteroid field and avoid detection for an hour, the cells there will deal with the prisoners.
It is possible to commandeer the ship and jump it somewhere other than it's intended destination. This would require you to have pre-calculated coordinates prior to your operation. You could feed them into the hyperdrive. The downside to this would be that you would need to proceed to a specific exit point in order to be able to exit safely.