Encounter Idea:
"You finish off the last of the TIE's in your area when you get a call from HQ. Blue Squadron is in trouble! Blue Leader is down and the rookie squadron is panicking. They broke off from their zone and are only hounded by a pair of TIE's, yet they're on the verge of routing. Their only corporal, Blue 2 is trying to rally them yet he's not very good at it. Not to mention the pair of TIE's on his tail are taking all of his attention."
The players can use whatever skills they come up with to help. Gunnery to blast the two TIE's (wounding one will cause the to retreat back to their wing), Leadership to rally them, charm to calm them down, coercion to get them to settle the frak down. A computers check would give bonuses because they can override their ships systems (with proper slave circuit codes from HQ), or learn the pilot's names/backstory from looking into their personal files.
One more complication, when they approach they're told that Blue 7 has routed and a party member can use his superior piloting skills to chase him down. Then they can rally him back into the group with whatever checks they need (at a higher difficulty). The pilot is panicking and will try and land on an Alliance vessel without calling the traffic control tower.The hangar he starts heading for is full of a wing of Y's refueling. HQ will identify him as a risk and give the order to take him out if he gets too close. The PC will get one last social check. If he fails he will be forced to make the choice to take him out or not. If the PC accepts I'd just call it an auto-kill. The point is the moral dilemma. If he refuses, he will lode Duty and the AA guns will take the kid out. Poor dumb bastard.