So essentially I failed to think ahead far enough. I have a party I wanted to send on a bit of a milk run to give them the hang of the game. This was a terrible idea as the whole thing has dragged on too long.
I had them meet with a Hutt looking for work, the Hutt sends them on a supply run with a ship and captain he doesn't trust, and the whole thing is a smuggling run to supply an Imperial station kept secret from the rest of the Empire. The Hutt himself is being blackmailed into managing this smuggling operation and hates it. Along the way I came up with an interesting mechanic for encounters during a trip through an asteroid field. But essentially they've arrived to deliver the cargo. Problem is I didn't worry too much about the station because I intended them to simply learn it was there, sell the info to the Alliance and return, job complete.
One PC is a budding infochant, and the other a trader. My idea was that the trader could bargain to take on an extra supply run, essentially take something away from the station, while the infochant has learned the location of a secret Imperial station. I didn't plan for what the cargo was, and I've implied there might be a lot of it, they were on a Space Master but there's space to backpedal on the amount of cargo. Further, the infochant rolled well on a knowledge check, and I dropped the term Blackwing, which the player may or may not know.
My thoughts are that this is a facility where they are working on The Sickness a la Death Troopers, but containment has held so far. I don't want to have an outbreak just yet, these are new PCs and it's something I might do later on, but this is EotE not AoR so they shouldn't feel too obliged if they do learn what it is. At the least they should seek help first and that's assuming they discover its purpose.
So my issue right now, is what their cargo would be, and what kind of cargo might be available for them to take away. Feel free to weigh in.