I didn't see a solo variant yet so I'm sharing a few ideas/missions I've had success with.
Most of the rules are the same with these exceptions:
You control 2 characters, DR cards are drawn every 4 minutes (I use an independent timer), and all systems take 10% less damage.
Both of the scenarios use a total of 9 DR cards including the Game Over card. These are semi randomized as I eliminat most of the text/action cards.
Need Cargo Bay, Infirmary and launch pad (module with roundabouts).
Set up: Grab 12 contraband/fugitive tokens and place only 2 with their faces up. These are the 2 fugitives you need to get off the ship before being inspected.
If the cargo bay were to take damage instead of lossing cargo normally instead shuffle the tiles w/o looking and pull out the shuffle to remove from the game. Fugitives MUST be accompanied by a crew member at all times. They don't have to be in a player's storage but you may not leave a fugitive in any room by themselves outside of the cargo bay.
Use the roundabouts as usual only once a roundabout hits the target space discard your fugitive you're carrying.
You win by flying both fugitives off the ship.
You lose if DR cards say so, hull drops to 0% or any fugitives get lost/killed)
Second scenario involves the science lab and lasers. To win you must fire lasers 3 times. You must also scan for a encryption key. While after a finished scan roll the die (you will need a die)on a result of 6 or better you've got the encryption key. Each failed scan (scan without rolling a 6) will add a -1 to the number you need tI find it.
Let me know what y'all think.