Age of Rebellion Game/Oneshot

GM plan for a 1-2 session One-Shot for an Age of Rebellion game.

Synopsis
Two years after the Battle of Yavin, the party are members of the Rebel Alliance assigned to a transport bound to pick up supplies needed for constructing Echo Base. The ship jumps to an uninhabited star system to intercept encrypted coordinates for the meeting the merchants (who are selling to the Rebellion illegally under Imperial law), but is attacked and heavily damaged by an Imperial cruiser. The crew scramble to get the hyperdrive online and jump to safety.

Decrypting the message, the crew learns their meeting will be at...

Scene 1: Shooting the Messengers
Ask the crew to give their ship, a GR-75 transport, a name. Then, ask where each member of the crew would likely hang out during a hyperspace jump; pilot or command duties would take shifts on the bridge, engineers would take care of routine maintenance and inspection in the engine room or a random compartment, and others might assist as deckhands or gunnery officers.