Ok, so here's the deal.
This will be the second session I play with my group, which consist of three people. One man in his late thirties with a decent amount of RPG experience, but is a bit rusty. His two daughters, one of which is 12 with about a years worth of experience in the FFG SW system and a 15 year old with no experience at all with RPG's.
The dad plays an alcoholic disgraced bounty hunter who's basically only skilled at hand to hand combat. The youngest daughter plays a Dug smuggler pilot with no ship and no funds and the oldest daughter plays a young (19) formerly rich "dude-bro" (her words, not mine) slicer.
First session they started out on a very remote ice planet with only a few minor mining colonies. They're all flat broke and the bounty hunter gets hired by a local gangster to steal a shipment of ore from one of the mines during transport to the main facility.
He, in turn, hires the pilot and slicer to help him out.
They steal a heavy-duty lifter speeder and manage to stop a train during transition. They air-lift the crate before the company can get there to investigate and they drop it off at the agreed-upon drop-off.
But at the drop-off they just find a group of rebels that ambush them and thank them for the rare ore.
They return empty-handed to the gangster who laments the fact that the rebels didn't kill them and that he has to do it himself (as it was obviously part of the deal from the start that the rebels hijack the shipment, paying the gangster for the ore).
During the fight that ensues, the Empire arrives with a bombastic noise as their star destroyer starts entering the upper atmosphere and announcing through all the speaker systems on the colony that the mining company has been convicted of collusion with terrorists (the rebels) and all their assets ceased and that all personnel and other colonists are to report for sentencing or re-allocation with the nearest landing-craft.
The gangster makes a break for it during this and the players follow him to an abandoned warehouse, dodging a squad of stormtroopers, only to find that the warehouse seems to have been built around an old and rusty YT-1300 freighter. They fight the gangster and his crony to take control of the ship and fly away.
They get chased by TIE-fighters but due to some remarkably good rolls of the dice, they manage to escape without a scratch.
However, they jumped into hyperspace while still in atmosphere, which they didn't actually think about at the time, but I'm going to bring up during the next session.
Now, for this next session I'm going to be improvising a lot due to not having the time to properly prepare.
Here's the outline:
They jumped into hyperspace from within atmosphere because the ships safety features were disengaged previously by the gangster to use the ship as an emergency escape if needed.
The slicer (with the highest astrogation skill) is going to realize this during the very short flight (about 30 minutes) after they've ransacked the ship for supplies (which they did during the closing part of the last session).
They'll run up to the cockpit to check out where they're actually heading and how long the trip will be, when they suddenly drop out of hyperspace, again within atmosphere (like Han did in TFA), and the pilot has to do a hard or very hard check to manage to land with only minor damage (the ship will mostly be scrap anyway as it was an old ship and only designed as a last-ditch escape pod).
The planet they land on is an unmapped jungle planet used as a secret base by the group of criminals that the gangster was part of.
There'll be a small settlement on this planet, by the coastline near where they crash, but not so near as to be within walking distance from the crash site.
Now, the criminals (mostly slavers and pirates) will of course notice the crashing ship. At first they'll think it's just the gangster so they won't go out in full force, but it will soon dawn on them that it's not the gangster and they'll get very aggressive.
The players have to either avoid the enemies or fight through them to get to the settlement, and when they finally get there, they'll have to "hotwire" and steal one of the two ships that are moored there.
I still haven't decided what type of ships they'll be, but it'll be the main ship for the players from now on.
I'm leaning towards the YT-1300 just because it's easy to find maps and images of it and it's also a very common ship, so getting a fake registry for it should be easy.
But, I might need some padding because I don't know how fast and effective this group will be. I might not use the padding if they're not that fast, but if they start working like a coherent and efficient group, I'll need some padding.
So, any tips would be appreciated.
Oh, and feel free to drop in images or names of the bosses of the two different factions (pirate and slaver)