These are some rules my local group are running with and playtesting. We are currently using the "expanded rules" and plan to add the alternate campaign system and skirmish battles in our next one, and are still finalizing ideas there, but I wanted to throw it out here for extra thoughts/critiques. Doing a cut and paste as well as attaching the file. File is better formatted I had to muddle with the cut and paste to make it more readable since it muddled with the format.
Curious what the community thinks and has for additional ideas.
Strategy Phase: Before declaring battles Imperials may spend diplomat, spynet, or skilled spacer tokens to scout rebel controlled systems to see if it is a base or outpost. When setting up a turn's battles, the Grand Admirals each take the upgrade cards for each Admiral being played in their faction. When declaring an attack, the Grand Admiral names the system and places the Admiral attacking face down. Then the other GA places the defending Admiral face down. Grand Admirals may spend diplomat, spynet, or skilled spacer tokens to flip cards face up at any time (1 token per card). After all battles are set, flip all the cards face up to assign matchups.
Hyperlane Raid: Any tokens on Imperials who are not completly out of their deployment zone on turn 6 give the rebel player 20 resource points and a victory token.
Victory Tokens: A squadron can discard an unspent (green) victory token when activating in the squadron phase to gain the rogue skill for that round.
Alternate Campaign System
This is an alternate victory condition system intended to provide a longer, more narrative play, and avoid issues having to schedule 4-10 player mega-games. It includes additional optional rules to play xwing/imperial assault skirmishes, and assumes you use the CC expanded rules above.
Special assault (hyperlane/show of force) = 1cp. In addition you do earn 1cp for winning the battle.
Skirmish Battles:
These can be played either at standard points (100 xwing/40 IA) or with varying points based on the fleet total. (1/10 fleet value for IA, and 100 + 1/2 fleet total over 400 for xwing).. choose which at the start of the campaign.
Armed Station: station has 10hp instead of 13
Ion Cannon: defender only places 2 ion tokens instead of 3