I don't remember which mission it was, but you flew an A-Wing and had to recon a Neb-B and avoid about 10 Tie Fighters trying to kill you and then hyperspace away from the battle field. I could see being able to make that scenario work by making a special pilot with the following profile.
Recon Enemy Space
Imperial forces have destroyed Hoth base and the Rebels are on their heels looking for a new location for a base. Rebel leaders have sent Jek Farsky to recon a sensor network in the outer reaches of a distant system to gather intelligence on the Imperial forces in the area. Little does Jek Farsky know, Imperials were informed of his mission hours before and have scrambled a fast strike force to the area to intercept and capture his ship. If they cannot capture him, they will destroy him.
15 points of upgrades to Jek Farsky
Jek Farsky (Recon A-Wing)
Elite Pilot, Elite Pilot, Missile, Sensor Upgrade
May take two ship upgrades. These upgrades cannot be duplicates.
Actions: Scan, Evade, Focus, Boost, Target Lock
Special Pilot Ability: You may perform a free scan action after performing a green maneuver.
May only use Tie Fighters, Tie Advanced, and Tie Interceptors.
Declare one edge of the table as the Rebel board edge. Use two (2) sets of asteroids and spread them out on a 3x3 table. You may not place asteroids within range 1 of the board edge or range 1 of any other asteroids. Place six (6) sensor buoys, one per asteroid, on the board. No Sensor buoy may be places within range 1-2 of any other buoy unless it is absolutely necessary. Alternate placement of the buoys between the players.
Place Jek Farsky in the center of the board with one stress token. For the rest of the game, regardless of pilot skill, Jek Farsky moves first.
Imperial forces start with two fighters on the board edge at the start of the game. The Imperials may enter the board from any edge they wish and move as normal. The Imperial Forces may place one (1) fighter to enter the board every turn until there are no more imperial models to place. The Imperials must place the fighters on the board edge before Jek Farsky places his movement dial. Jek Farksky may only place his dial after the Imperial player has set his ships on the board edge.
Imperial reinforcement placement
Imperial fighters entering the board must place the back on their base flush against the board edge and then move as normal.
Jek Farsky must recon the area while under fire from the Imperials before too many Imperial forces show up as reinforcements. He must use his Scan action on a buoy at range 1 and then he may place that buoy in his token pile. The Imperials Job is to stop Farsky from scanning all the buoys before the end of the game. The Rebel player may move off his board edge at any time to end the scenario. If Farsky is destroyed, the Imperials win.
Scan 0-1 buoys: The Imperials have driven off Farsky and his mission is considered a failure.
Scan 2-3 buoys: Farksky has been driven off by the Imperials but he has gathered some useful information about the capabilities of the Imperial forces, but not much else.
Scan 4-5 buoys: Much information has been gathered about the Imperials. Their strike capabilities have been determined and the information will be used to assist with future Rebel raids.
Scan 6 buoys: So much information has been obtained that the Rebels have managed to secure information of the personal dossiers of all the officers in the sector. Assassins will be able to be dispatched to their families and much confusion and distrust will be sown in the Imperial ranks.