So looking for ways to entertain my 4 year old daughter the day before payday, without resorting to the TV or Tablet, I came up with this set of rules to play.
Heroes
Start at 20 health. go over this and they pass out.
3 Stats -> Fighting, Flying, Fixing
Each Hero allocates a trait to each stat
Good - 4 Green
Better - 2 Yellow, 2 Green
Best - 4 Yellow
Millenium Falcon - 25 Health, add 1 boost for those heroes in the turrets shooting
Bad Guys
3 Stats, Fighting, Flying, Running
Each bad guy is allocated a trait to each stat, note they have more traits then stats, this helps determine the difference between a Imperial army soldier and a stormtrooper, or a TIE fighter verse Interceptor
Bad - 2 Purple
Good - 3 Purple
Better - 2 Red, 1 Purple
Best - 2 Red, 2 Purple
Most bad guys have 5 health.
Army Soldier - Good at running, Better at fighting, Bad at flying
Storm trooper - Good at running, Bad at flying, Best at shooting
TIE fighter - 8 Health, better at shooting
TIE Interceptor - 8 Health, Best at shooting
GAMEPLAY
Turn order alternates between a Hero and a bad guy. GM (the adult) should even out which bad guys activate, not always the same one.
Each character can move once and do one thing in their turn.
Doing something requires a roll, they roll the stat they want to use with the trait assigned to it.
To succeed they must get a number of (any) symbols over a threshold set by the GM (health of bad guy in the case of fighting) Less than the required threshold means the action failed. Damage accumulates against Heroes , but bad guys only die if their health threshold is reached.
Triumphs/Despairs allow for that character to take another action, up to a limit determined by GM (shooting a quad laser, can take 3 more actions for example)
GM can add boosts to heroes and setback to bad guys if they do something to help their action, or if it fits what the character is doing/using (lightsaber in close combat, standing still and firing a rifle, etc)
For space combat, I used x-wing minis and the manouvre templates, to add a bit of structure to moving around. No dials though, any ship can do any move.
Running can be used to raise the alarm or setting traps
Fixing can be used for opening doors, healing, starting up ships etc
Flying is any sort of piloting/riving, and also athletic feats
Fighting is fighting
Test run was fun. After our daughter demanding to be the bad guys, the wife and I played Mummy and Daddy escaping from the Death star prison on the Falcon.
We killed a lot of her troopers, jumped accross the bottomless chasm, escaped in the falcon, only to be shot down in the asteroid field by the Imperial Guard in his Red Interceptor.
Daughter loved it, Wife was also entertained (its been too long since our usual group meetup for our Campaign, she needed her yellow dice fix)