Gathering Legions Campaign

Gathering Legions is an alternative campaign mode for Star Wars: Legion that includes character building, growth, and narrative mission play.

In Gathering Legions each player controls a small group of heroic units that they can modify and customize as they earn experience from playing games. Using the progression trees and unit templates provided in Gathering Legions players can recreate their favorite characters from EU lore or create entirely new ones.

Gathering Legions is played using the Star Wars: Legion Rules Reference Guide and the Star Wars: Legion Tournament Regulations with the following changes:

Force Composition:

Gathering Legions introduces a new unit type, heroic units, as well as additional requirements for force composition while using heroic units. The force composition requirements are as follows:

  • 1-2 Commander Units

  • 0-2 Operative Units

  • 0-3 Special Forces Units

  • 3-6 Corps Units

  • 0-3 Support Units

  • 0-2 Heavy Units

  • Exactly 3 Heroic units, one of which must be a commander, the other two may be of any unit type.

  • Exactly 0 non-heroic unique units.

Note: Heroic units count as both heroic and their unit type for all game purposes including force composition.

Heroic Units:

Heroic units are units that you are able to customize over the course of a campaign. Although your army composition may change from game to game, your heroic units are your protagonists and what ties the story together, and as such must be included in every game throughout a campaign.

Creating Heroes:

Each heroic unit starts with a basic unit card which gives you a starting point, and a class which gives you a progression tree and a path to develop your heroes along. Each heroic unit falls into one of two categories: Commanders/Operatives and everything else.

Heroic Commanders/Operatives:

Heroic commanders and operatives have the most diverse and customizable abilities of all the heroic units. You must include at least one heroic commander in your army, although you may include a second or include heroic operatives using the same creation templates as heroic commanders. All heroic commanders and operative start as one of three base classes - the Force User, the Hired Gun, or the Heroic Officer. To create a heroic commander or operative you will first select the class for that character, the class you chose will determine the units basic unit card, the progression tree they will advance along, and which command cards are available to them. You will find everything you need to create a heroic commander or operative within the classes below.

Commander / Operative Classes:

(Read this for a walk through example on how to build you heroic commander or operative)

All Other Heroic Units:

In addition to your heroic commander you must include two other heroic units, these could be additional commander/operatives, but because of thematic or practical reasons, many players will take non-commander/operatives as their additional heroic units. To create a non-commander or operative heroic unit you first select any existing non-unique unit, you will then use the standard card for this unit and they will have access to all the upgrades, options and abilities that unit would normally have. While you cannot select a unique unit to be to be a heroic unit, you may include unique upgrades normally available to them. After you have selected which unit you to use as a heroic unit you then select which class they will use. Units are limited to which classes they can choose according to their rank and possible other restrictions. You will find the classes you need to create a heroic non-commander/operative unit below.

Special Forces:

Corps: 

Heavy / Support:

(Read this for a walk through example on how to build you heroic units)

Experience:

Experience is a resource that players can spend to improve and customize their heroic units. Players begin each campaign with a number of experience to split as they choose amongst their heroic units, however each heroic unit must have at least 1 experience point. The amount of experience a player starts with is an agreed upon amount determined by all players in a campaign. If players can’t agree on an amount then the reccomended default is 7.

Spending Experience:

To spend experience points first select a unit and its corresponding progression tree. Then select one modification on the progression tree and spend one experience point to mark one box on the upper left of the modification. Spending the experience and marking the box in the modification gives you the benefits listed in the center of the modification and adjusts your units cost by the amount shown in the lower right of the modification box. Some modifications may have multiple boxes to mark, this means that they may be selected multiple times. For each box marked on a modification you must spend one experience, you gain the benefit once for each box marked, and must modify your unit cost once for each box marked. For example a modification that was marked three times would cost three experience, grant the benefit three times, and add to the units cost three times.

Some modifications have an X next to their point adjustment, this means that you multiply the point adjustment for the modification by each model in the unit after upgrades. For example a unit with 4 models that also has a personnel upgrade and a heavy weapon upgrade that each add 1 model to the unit would adjust its cost by 36 points if it has a modification with a +6X adjustment ( [4+1+1]6 ).

Each progression tree is divided into three sections, and each section has a requirement you must meet to be able to select modifications within them. This requirement is shown as a number next to the sections name, and to meet it you must have an equal or greater number of boxes marked on your progression tree. For example if a section has a requirement of 8, you must have a total of 8 modification boxes marked on your progression tree before you may purchase a modification in that section.

Some modifications are linked to other modifications by a path. If a modification is linked to another modification you must have the previous (upper most) modification before you may purchase the following (lower) modification. Some modifications are marked as Base in the upper right corner, this denotes a starting point on your unit card and you don’t need any previous modifications. Base modifications however will be linked to modifications above them, these modifications are called Flaws and work differently from other modifications.

Flaws do not cost experience to check their box and gain their benefit, instead when you check the box on a flaw modification you gain an experience. Just like other modifications though, when you check a box on a flaw modification you gain the ability in the center of the modification and adjust your unit cost by the amount shown in the bottom right (to make this easier, you can think of it as gaining a negative ability). The check marks on flaw modifications also count towards the requirement of sections on the progression tree. Flaws may only be taken during character creation or if the hero was defeated in the previous game. With the exception of weapon progression paths a hero with a flaw may not take any modification linked to that flaw. A hero may spend 2 experience points to remove a flaw, removing a flaw reverses the cost and ability modification and brings the hero back to their base abilities. If removing a flaw reduces your marked boxes below the threshold to gain modifications in a section you do not lose any modifications you have already purchased in that section, but may not purchase more modifications in that section until you meet the requirement again.

Some modifications are linked by three lines, this indicates that the modifications are mutually exclusive - If you have one modification you may not take any other modification in the same path if they are linked by three lines.

Earning Experience: 

After playing a game each player earns two experience points for playing, the winner of the game earns one additional experience point. Some objectives and conditions in a campaign may also provide additional experience as described on their card. 

Upgrades:

Heroic units may gain additional upgrade slots through experience and progression. Unlike other units, heroic units may take multiple copies of the same upgrade as long as it is not unique.

Unit Leaders:

When a heroic unit gains multiple upgrades or card abilities that conflict on which model in the unit is the unit leader, the player decides which model to use as the unit leader. The chosen model is now the unit leader and all other models lose the leader ability.

Modifying Weapons and Defense:

Some modifications on a progression tree allow you to improve a weapon on your unit card. When a modification instructs to add a keyword or upgrade a die, select one weapon available to the unit, this may be any weapon on the unit card or on a weapon upgrade card available to that unit. The modification applies only to that weapon but applies to all instances of that weapon in that unit. To indicate this write each weapon available to the unit on their progress tracker as it is after modifications.

For Example a unit of stormtroopers spend an experience to add a white die to a weapon. They then select which weapon to add it to, they can chose their melee, E-11, or DLT as options because those are the weapons the uses. If they chose the E-11, every E-11 in the unit gains an additional white die. If they chose the DLT every DLT the unit takes gains an additional white die. After selecting which weapon they then make note of the weapon profile change on their progress sheet.

When modifying the range of a weapon all ranges must be contiguous. However when taking a flaw that reduces the range of a weapon you can chose to remove this distance from either the maximum or the minimum range of that weapon.

When modifying a Commander or Operative’s defense die, follow the path on their progression tree which will tell you what defense die to use. When modifying a units defense die because we cannot know where on the path they currently are, the progression tree will simply say to improve or reduce their defense die by one. Using the chart below simply find where on the path the unit currently is and then move them up or down the path accordingly to find their new defensive die roll.

  1. White Defense Die, No Surge

  2. White Defense Die, With Surge

  3. Red Defense Die, No Surge

  4. Red Defense Die, With Surge

Similarly when modifying a commander or operative’s attack surge the progression simply follow the path on the chart to figure out what they convert their attack surge to. When modifying a units attack surge because we cannot know where on the path they currently are, the progression tree will simply say to improve or reduce their attack surge by one. Using the chart below simply find where on the path the unit currently is and then move them up or down the path accordingly to find their new attack surge.

  1. Convert surge to Miss

  2. Convert Surge to Hit

  3. Convert Surge to Critical

Command Cards:

Building a Command Hand:

Each player’s starting command cards consist of two copies of Ambush, two copies of Push, two copies of Assault, and one copy of Standing Orders. Players may spend experience points on their heroic commander or operative progression trees to replace one of their current command cards with another generic command card or a command card from their class. When spending experience to gain command cards you may gain any command card available to your class, however you must still abide by the following rules; you may only have 2 of each initiative speed (1 pip, 2 pip, 3 pip), and you may not have multiples of the same command card (except Ambush, Push, and Assault). The command cards available to each class are listed within that class above.

Note: when including unique characters in your army, you may include their command cards but still may not have more than one copy of each card. In addition their cards may be issued by any commander or operative of the appropriate class.

Issuing an Order:

Command Cards and issuing orders uses all the normal rules of Star Wars Legion with the following changes:

  • Command cards are not unique to a unit, but unique to each class. (for example; a player with two force users could issue orders using a force user command card using either force user regardless of which one spent the experience to gain it).

  • When a command card references the character in the picture on the top right of the command card, substitute the hero issuing the card order instead.

  • When a command card references a character that isn’t pictured on the top right of the command card, substitute any commander or operative other than the one issuing the card instead.

  • All other unit references remain the same. Keep in mind that heroic units count as both their unit rank as well as a heroic unit for army building and game effect purposes.

Playing a Game: 

Gathering Legions uses uses the traditional Setup rules found on page 6 of the Star Wars: Legion Rules Reference Guide with some changes and rearrangements to create a more dynamic and cinematic feeling that ties the mission, battlefield, and opposing forces together. The changes are as follows:

1) Establish Battlefield, Gather Components, Set Points, and Ready Heroic Units: Establish a 3' x 6' battlefield on a flat surface. The players sit across from each other on the 6' edges of the play area and place their heroic units, cards, order tokens, movement tools, and other game components off the play area. If the total points for the game have not been decided already (such as in an escalation league, etc.) players then agree upon a point total for the forces in the game. If players cannot agree on a total then the default is 800 points.

2) Select Player Color: The player whose heroic units have the lowest combined experience total chooses to be either the red player or the blue player. Then, the blue player chooses one of the long table edges and sets their army near that edge. The red player takes the other long table edge. If both players’ heroic units have the same experience total, the player whose heroic units have the lowest total points cost chooses to be red player or blue player. In the case that it is still tied roll a die or flip a coin to determine which player chooses to be red or blue.

3) Reveal Battle Cards: Shuffle the blue player’s objective, deployment, and condition decks separately. Then, draw and reveal three cards from each deck, laying out each category in a horizontal row oriented right side up according to the blue player’s side of the battlefield.

4) Define Battlefield: Starting with the blue player, players take turns choosing a category and eliminating the leftmost card in that category (see the example below). A player may also forfeit their opportunity to eliminate a card if they wish to do so. After each player has had two opportunities to eliminate a card, the leftmost card remaining in each row is the card used during the battle. If players eliminate the first two cards in a category, the final card cannot be eliminated.

5) Declare Terrain: It is important to determine what the terrain effects will be before the game begins. Players should briefly discuss each piece of terrain that is available for the battle and come to a consensus on its cover type and other characteristics.

6) Place Terrain: Players cooperate to set up terrain in a mutually agreeable fashion to create a map that is fun and thematic to the mission defined by the battle cards. If they cannot or do not wish to, they may use the Competitive Terrain Placement rules found on page 9 of the Star Wars: Legion Rules Reference Guide.

7) Resolve Objective and Condition Cards: Resolve any setup instructions on the objective card; then resolve any setup instructions on the condition card.

8) Recruit Mission Team: Players then agree upon an amount of time to create their remaining force, if players cannot agree then the default amount of time is fifteen minutes. Using the agreed upon game points minus points spent on heroic units, players build a force tailored to the mission at hand. Players may add or remove upgrades on their heroic units during this step but may never exceed the agreed upon point total for the game.

9) Reveal Mission Team: Players reveal and place their non-heroic units, cards, and order tokens with the rest of their revealed units and components and assign ID tokens to their units, if necessary.

10) Deploy Units: Resolve any setup instructions on the deployment card; some deployment cards have ongoing effects during this step. Then, starting with the blue player, players take turns placing a single unit from their army within their respective deployment zones. Players continue taking turns until all units have been deployed.

11) Prepare the Supply: Place the wound, suppression, aim, dodge, and other tokens near the battlefield to create the supply. The blue player takes the round counter and sets it to “1.” Then, players are ready to start the game!

Playing a Standard Campaign:

A Standard Campaign is a series of games played between a group of players over a set amount of time. Over the course of a Gathering Legions campaign players will grow their heroic units and build a story around the missions and conflicts they engage in. There are some suggested standards to use when playing a Gathering Legions campaign, but these standards may be changed as a group if everyone agrees upon the changes.

Army Building Points: 800

Number of Games: 8

Interval of Games: 2 / Month

Unique Characters: Not Allowed Normally (Mission cards may allow)

Optional Rules:

Below are a list of optional rules that players may, as a group, elect to use. When playing with optional rules everyone must agree to use the same rules throughout the campaign.

Map Based Campaign:

Map Based Campaigns are a map based story driven campaign that delivers the full Gathering Legions experience. Teams of players will grow their armies as they vie for control over strategic locations. Map Based Campaigns can be combined with either the Slow Grow League rules, Less Than A Legion rules, or played on its own. Map Based Campaigns are played with the normal rules of a Gathering Legions campaign with additional rules that cover how to interact with the map. Those rules can be found here.

Mission Accomplished Campaign:

Mission Accomplished is a 2 player campaign format that follows all the normal rules with the following exceptions - the campaign plays for exactly 8 games. After each game is completed the mission cards (objective, deployment, condition) are marked as accomplished and discarded. This will result in the pool of available mission cards growing smaller as the campaign progresses. Before a game if blue player does not have enough cards in their mission deck to fill all 3 categories, the red player selects cards at random from their mission deck to fill in the missing cards, the cards are then shuffled and set out in a 3x3 grid as normal. Once there are not enough cards to lay out a 3x3 grid, the players will use the remaining cards to lay out a 3x2 grid and will only get one elimination each. On the final game there will only be one card remaining in each category and will be the mission played. The shrinking mission cards available can be a fun way to add strategic depth and a narrative element to Star Wars: Legion.

Gathering Operations Campaign:

Gathering Operations is also a two player campaign format using the Fantasy Flight Organized Play Operations for an additional touch of narrative gameplay. Because Gathering Legions progression trees are designed to be used in a campaign with around 8 games, it is recommended that groups play multiple operations as part of one campaign or increase the starting experience for each player. This can be a great way to play a narrative shorter faster campaign than the Map Based Campaign.

Slow Grow League:

Slow Grow Leagues are a popular way to build a community and Gathering Legions is an excellent way to introduce a new player to the game in a fun and engaging format. Slow Grow League rules can be combined with any of the other optional rules and follows all the normal rules of Gathering Legions with the following exception: Your available army building points start at a low amount and increase for each successive game. The recommendation is to start at 500 points and to increase your point limit by 100 after each game - making the first game 500 points and the final game 1200 points in a 8 game campaign. However as a group you may elect to change these numbers.

Less Than A Legion (‘Kill Team’):

Less than a Legion campaigns are played using only heroic commanders and operatives. there is no minimum or maximum to the number of commanders or operatives a player may include, but each player must build a force that falls within the points limit of the campaign. The suggested points limit is 600 and the suggested starting experience is 20.

  • Less Than A Legion also has the following change to issuing orders and drawing random order tokens: Players do not use standard rank tokens for units, but instead gives each unit a unique number, players then use tokens with the same numbers as their units. when issuing orders and pulling random tokens you must activate the exact unit that matches the number on the order token.

  • Less Than A Legion uses the following change to command cards: Although every unit in a Kill Team campaign is a commander or operative, only one unit will be designated a team leader, only the team leader may include command cards in the players command hand, and only the team leader may issue orders. If the team leader is defeated, nominate a new leader per the normal rules, the new leader may issue orders using generic command cards or command cards that match their class.

  • Less Than A Legion is played on a 3x3 board instead of a 6x3 board, and terrain should be slightly denser than in a standard game.