We're playing through a Jabba's Palace campain and Panic in the Streets came up as the second side mission. It's funny that I read the mission reports from June and they stated that the mission was impossible for Rebels. Now I found the situation to be quite opposite.
The rebels are Shayla, Murne, Onar and Saska. So, not a very strong group initially. But for this mission, they were perfect. The mission doesn't give any starting threat unlike many of the other side missions, there aren't that many groups on the board and the Rebels have abilities that allow Murne to move when another hero takes a move action etc. So, Rebels cut through the units I had on board in 2 turns. Well, except the Probe Droid. Onar had the upgrade that he can do mechanical or foresight test with strength. So, he gets to throw two yellow dies and a blue (I think). He got 6 successes with a roll. So, every citizen in 3 spaces of him, moves 6. That ended up being 3 civilians. That was a huge movement that got most of them waiting by the door. In addition, as the neutral figures do block line of sight, the Rebels used them as a shield to protect themselves from the stormtrooper group I deployed as well as stunning one of them with Murne's Sonic Bellow. They also managed to do their attacks so that there's always someone blocking line of sight to the citizens. So, no citizen seems a rebel attack, no panic for the Imperial player.
By turn 4, the Rebels had moved all except 1 Citizen to the safe room and locked the doors. At this time, I'm able to bring units to the board and the Rebels can't handle them but I have no way to get into the room as it's locked for me. When the Rebels opened the door to bring in the last Citizen, I managed to get Bossk and Probe Droid in. Turn 5 and 6, Rebels fight off Bossk and Probe Droid. Saska is outside with many of my troops and I just kill her. But the Rebels indoors kill Bossk and the Probe Droid. At least, I finally get some Panic though.
So, for this mission it feels like the Rebels had a very good team. Murne can stun, order Imperials to shoot each other (no panic for me if a Trandoshan kills his squadmate), Onar can push friendly and enemy figures and order civilians. Shayla has a whip to potentially pull a pesky Imperial away from the Safe Room. And Saska...well, she's useless.
In the end I think I was a bit too late to get enough threat to deploy. And the Rebels did a terrific job at avoiding giving me panic. I could have used that to move civilians. Anyway, Murne got his annoying Camdroid which I'm sure I'll hate by the end of the campaign.