It was just my son and wife playing but they both really enjoyed it and I think going forward, it will become a great way to get my other kids into the game, without having to spend so much time putting together a squad of complex mechanics. We were tight on time, so played out 15 rounds.
In terms of the actual game itself, I didn't want to do anything overly complicated so the following ships were used:
Duchess - Adaptive Ailerons, Expertise, Lightweight Frame (piloted by myself)
Braylen Stramm - Hera Syndulla, R3-A2, Vectored Thrusters, Alliance Overhaul (piloted by my wife)
Gold Squadron Pilot - Twin Laser Turret, R2-D2, Vectored Thrusters (my son)
After some quality banter between family members and back stabbing, Duchess emerged with 23 points, followed by the Y-Wing on 17 points and the ARC-170 on 13 points. It was a lot of fun and I'm looking forward to the next opportunity for a game.
Standard size mat
Each player brings a single ship worth up to 30 points (including upgrades).
Initiative order determined before starting. Pilot skill ties are broken as usual; by who has the cheaper ship and random if still tied.
One obstacle per player placed in initiative order from lowest to highest as per regular rules, but higher PS players can step in to place theirs at any time. If, due to the placement rules, no more obstacles can be placed then the phase ends.
Ships are placed in the map in regular PS/initiative order. They can placed within range 1 of any edge, but must be outside range 3 from any enemy ships. Again, higher PS players can interrupt and step in to place theirs at any time.
Rounds play out in the same way as a regular game based on the pilot skill of the ships and initiative order.
Only your ship is considered friendly. All other ships are enemies.
Winner is the player with the most points after time limit.
Time limit is player discretion however we went for 15 rounds, but 30 minutes to 1 hour would be good depending on players.
Scoring is done as follows:
1 point per damage dealt.
2 for a face-up damage card.
3 bonus points for a kill.
-1 point for being destroyed
Damage counts from any source originating from your ship or upgrades.
You can only score points from damaging enemy ships.
If you deal more damage to a ship than it has hull remaining you still receive full points for the damage as well as the kill bonus.
When a ship dies it respawns at the start of the following round.
Ships can respawn anywhere outside range 3 of another ship.
Any consumables (munitions, illicits, etc) are reset when a ship respawns.
No large ships
No Lone Wolf
No Captured TIE