OK, so I cooked together something VERY SIMPLE,
The Declaration of Independence: 1,458 words, including the signatures,
Green Knight's Very Simple Post: 1,727 words (admittedly only one signature)
Here is my take on simple campaign system:
START:
400pts each side, or 200 per player if multiple players per side (both sides even total)
A fleet can be 180-400 points, with no more than 1/3 squadrons.
Fleets with too many fighter squadrons cannot use more than 1/3 total points of squadrons in battles (the rest are docked).
Fleets can move together to battle together for over 400 point battles, but must move with separate activations to the battle.
Max 6 fleets.
Fleets do not need an admiral, you can have multiple admirals in a fleet, but only the top admiral (by cost) on the table can use his ability, one admiral max per ship. Multiple fleet forces can use each fleet's admiral(s) for the appropriate fleet
A fleet that falls under 180 points due to battle is inactive. Inactive fleets may only move 1 space max from activations, cannot repair, and cannot be reinforced by production. It cannot take control of a system except by winning a battle. It may have more than 1/3 squadrons. If defeated in battle, an inactive fleet has to move to an adjacent system.
Imps start on Corusant, Rebels in any other system.
Play until one side concedes, has less than 2 active fleets at the end of a turn, or maintains a full 2400 points of fleets for 3 consecutive turns.
3 stages to a turn:
1)ACTIVATIONS:
Each side gets a number of activations per turn:
1 for every 2 active fleets (round up)
1 for every system controlled
1 for every victory in the last turn
Activations are:
Move 1 fleet 1 space
Split or combine a fleet
Repair 1 facedown damage card on a ship
Rescue 1 Admiral, unique officer, or squadron (may assign them to any uncontested fleet, including an inactive fleet)
Whichever side has the least total points in their forces activates first, alternating 2 activations at a time. Fleets may move into systems with opposing fleets, but cannot move out. Forces sharing a system with an opposing fleet cannot repair, add rescues, or split/combine forces.
When finished activations, use a faction token to mark any system with an uncontested fleet as controlled by that faction, and resolve battles in any contested system.
2)BATTLES:
Battles in uncontrolled systems: Lower point force chooses first or second, then scenarios are drawn randomly, one of each type for second player to choose. If lower player has an initiative bid over 30, he may redraw one scenario.. over 60 he may redraw two scenarios (different colors).
Battles in controlled systems: Controlling faction chooses first or second. If first, scenarios are drawn randomly. If second, controlling player chooses the scenarios. If lower player has an intiative bid over 50, he may redraw 1 scenario
Standard rules apply for battles. At the end of 6 rounds decide winner and loser. Record objective specific VP. The losing force must retreat to the nearest friendly controlled system (may choose if multiple have same distance). Winner controls the contested system.
Ships that end a battle or flee the field with faceup damage cards will carry over the damage as facedown cards next turn.
Ships that are destroyed roll 1 blue die:
Acc: 1 facedown card
Hit: 1/2 hull value (rd down) facedown cards
Crit: Destroyed. Unique officers/admirals can be rescued in the next activation phase or are lost for the campaign.
unique titles can be re-bought in production.
Squadrons that are destroyed or flee the field roll 1 blue die (squads that fled may reroll)
Acc: no effect
Hit: -1 hull next round
Crit: Destroyed. Unique squadrons can be rescued in the next activation phase or are lost for the campaign.
3)PRODUCTION
After all battles are resolved, each side earns points to add to their fleets. Sides with more than 1 player split points for controlled systems as they see fit, but earn points from battles individually.
Each side earns 15 points per system controlled
+25 per battle victory
+ 1/2 vp scored via objectives
These points can be used to buy new ships, upgrades, and squadrons, including uniques not yet purchased. Purchasing any ship title requires buying the base ship + title.
New upgrades, ships and squadrons may be added to any fleet of 180 or higher. Sub 180 fleets can only be reinforced by combining or reinforcing with another fleet. Unspent points roll over to the next round.
Once purchases are finished, the turn ends.


