Gathering Legions Map Based Campaign Play
Map based campaigns are a great way to enhance the strategy and story of a traditional campaign.
Map based campaigns can give Gathering Legions a new depth to the narrative and strategic aspects of a Star Wars: Legion campaign as well as an enhanced sense of risk and reward for your heroes. In a map based campaign players vie for control over a territory consisting of multiple locations, and each location will have different values and benefits.
Playing a Gathering Legions campaign on a map uses all the normal rules found in the Gathering Legions campaign (found here) with the following changes:
Map based campaigns of Gathering Legions are designed to be played by two opposing teams of either 2 or 3 players. Each team must consist of the same faction alignment, Light Side or Dark Side. Each side must also nominate a General who will serve as the team leader and be responsible for any shared book keeping for the team, as well as resolving team disputes. In addition to the two generals one player is to be nominated the Scribe for the campaign. It is the scribes job to record the state of the map and any campaign data as the campaign progresses.
In the event of an uneven number of players, one member of the team with less players will act as two players; making a second and different set of heroic units, and playing two games during the course of a campaign turn. This system can also be used to play a map campaign with only 2 players, where each player will represent multiple different sets of heroic units.
Seasons and Maps:
After teams have been decided, all players as a group should decide on a season campaign to play. Each season will come with its own map, rules, and suggested starting experience. You can find the list of season maps below, but you should finish reading this page before moving on to any of the season map pages. The map and campaign progress should be stored in a central location such as a shared digital drive or at the game store/home where games are played and kept up to date by the Scribe.
Create Heroic Units:
Once a season has been agreed upon each player should create their heroic units using the starting experience set for the season. Although it is not mandatory, it is recommended that each team has at least one of each type of heroic commander - Force User, Heroic Officer, and Hired Gun. Each player will be responsible for recording and tracking their own characters and game results, and can do so using these resources.
Playing a campaign:
Campaigns are broken down into campaign turns consisting of the Planning Phase, the Engagement Phase, and the Maintenance Phase.
During the Planning Phase both teams gather around the map to coordinate their strategy for the turn, this can be done in person or through correspondence depending on the groups preference and availability.
At the beginning of the Planning Phase each team will total their resources granted by locations they control, rewards, or abilities. During the Planning Phase teams may have some abilities or resources they can use to affect the state of the map or game. Each team will take turns using one ability or asset at a time until they have all been used or both teams pass in sequence, starting with the blue team.
After all planning phase resources and abilities have been used or both teams pass, teams will take turns declaring engagements, starting with the team that currently controls the least total of strategic assets. To begin an engagement a team choses an eligible location and a player (this player is the attacker), the opposing team then choses their own player (this player is the defender), these two players are now considered engaged at their location. Then the opposing team begins their own engagement by selecting a player and a location, and the first team chooses a defender, repeating this process until all players are engaged. (note that when one player is controlling multiple forces, such as in a campaign with uneven teams, the player declares which group of heroic units are engaged in which location. No heroes may not participate in more than one engagement during a campaign turn). Once all players are engaged, move on to the Engagement Phase.
During the Engagement Phase players that are engaged with each other play a game of Star Wars: Legion using the rules set forth by the campaign season and the location they are engaged at.
Unless otherwise noted by the campaign season, the location, the mission cards, or some other game effect, the battle is setup using the normal Gathering Legions campaign rules with the following changes;
when recruiting your mission team during step 8, reduce your total points available by 10 for each casualty point you currently have.
When building a mission team you must attempt to fit 3 corps units, and cannot include any non-heroic non-corps units until you have 3 corps units. If you do not have enough points to field all three corps units due to casualties or the cost of your heroic units being too high, you may play using only your heroic units and as many corps units as you can fit.
At the end of a game you receive 1 casualty point for each full unit of yours that was defeated during a game by a means other than leaving the battle field. In addition, during a campaign game you may voluntarily leave the battle field to avoid casualties.
At the end of each battle both players record the results on their progress sheet and should read and initial their opponents progress sheet.
What Data to Record:
When recording the results of a game you should record which game number it was, this should be the same number as the campaign turn number. You should also record your opponents name (they will also sign your sheet), the result (whether you won or lost), the experience you gained from this game, which mission parameters where used (objective, condition, and deployment), a summary of the game (this may be season specific information, personal quest progress, or can be anything note, including any narrative elements you especially liked), and also record how many casualty points you received during the game.
During the maintenance phase players will modify the map according to the results of their battles during the engagement phase, players will also gain credits according to which locations they control, and players may then spend credits to recover casualties or improve their heroes (some seasons may have other ways to spend resources as well).
At the beginning of the maintenance phase a team will gain control of a location if they won their battle there as the attacker, if the defender won or there was no engagement at the location the location does not change status.
Next each team totals the credits granted from each location they control and divides it amongst each player as the team sees fit, if the team cannot agree the General allocates the resources as they see fit. Each player may then spend their resource pool as they see fit. Any credits not spent during the maintenance phase are lost and cannot be saved from turn to turn.
Each campaign season may have additional ways to spend credits, but universally you can spend 10 credits to remove 1 casualty point, or you can spend 40 credits to gain 1 experience point.
Any resources that are spent during the maintenance phase are totaled now and distributed as the party sees fit.
After all players have finished their parts of the maintenance phase the campaign turn is over and the next one begins at the planning phase. Repeat this process until the win conditions of the campaign season are met.
Campaign Map Rules:
In addition to any special rules set in each season there are some universal rules that can be gained in various ways while playing in a map based campaign.
Navigating the Map:
Part of the excitement of playing a campaign on a map, is the map! In a Gathering Legions campaign, each map and some of the rules to the map are unique. As a general rule any rules written in a season over ride any general rules written here. Below you will find the general rules for incorporating a map into your Gathering Legions campaign.
Each team will be assigned a color based on the season rules, and each color comes with an associated role in the story and starting locations. All locations matching a teams color are locations that team controls. Locations with no color are neutral locations and can be claimed by either team.
When declaring engagements a location is eligible to be chose only if it is neutral or controlled by the opposing team. In addition if a location is linked to other locations by a path, the attacker must control an adjacent location to declare an engagement at the location. If a location is not linked by a path it is assumed to be an eligible location. A team may not chose to start an engagement at a location they control. As a general rule a location marked as a base can have engagements, but can never be claimed by the opposing team.
Each location on a map will grant the team that controls it benefits for each turn it is in their possession. This may be in the form of Credits, Resources, Strategic Assets, Rewards, or various abilities that can be used in the course of the game.
Credits are marked in the upper left corner. During the Maintenance Phase each team totals the credits granted from each location they control and divides it evenly amongst each player, if the total does not split evenly among the team it is divided as evenly as possible and the General for the team allocates the remainder. Each player may then spend their resource pool as they see fit. Any credits not spent during the maintenance phase are lost and cannot be saved from turn to turn.
Strategic Assets are marked in the top right corner. Strategic Assets represent how valuable a location is to story or the mission. Generally strategic assets are tied to the win condition of the season, but may be used in other ways as described in the season rules.
Rewards will be listed in the location description as a Reward and represents one time gains of an asset or resource. When a location changes status from neutral to controlled, the team that gained control also gains the listed reward. This generally means that locations can only grant their reward once per campaign, but in the event that a location does change back to neutral its reward can be claimed again.
Resources are noted in the location description and grant a team an ability or token during each round that they control the location. Resource tokens must be spent during the turn they are gained and cannot be saved. Below you will find some universal resources, but each season may not use them, may modify them, or may have new resources depending on the season rules
Supply Center: During the Maintenance Phase a team gains a number of Aid Tokens equal to the number of locations they control with the Supply Asset, as well as any abilities or rewards they have that grant Aid Tokens. The team then can split the Aid Tokens amongst their players as they see fit. Each Aid Token may be spent to remove one Casualty Token. Any unspent Aid Tokens are lost at the end of the Maintenance Phase.
Diplomats: At the beginning of the Planning Phase a team gains a number of Diplomat tokens equal to the number of locations they control with the Diplomat Asset, as well as any abilities or rewards they have that grant Diplomat tokens. During the Planning Phase a team may place a Diplomat Token on a location, a location can have any number of Diplomat Tokens on it. If a location has an odd number of Diplomat Tokens on it it may not be chosen as a location for an engagement. If a location has an even number or no diplomat tokens then it may be chosen as a location for an engagement. At the end of the Planning Phase remove all Diplomat Tokens from the map.
Spy Network: At the beginning of the Planning Phase a team gains a number of Spy tokens equal to the number of locations they control with the Spy Network Asset, as well as any abilities or rewards they have that grant Spy tokens. Before engagements are declared teams may split up Spy tokens amongst players as they see fit. During an engagement, after step 3 Reveal the Battle Cards each player may alternate spending a Spy token to swap positions of two adjacent mission cards of the same type starting with the attacking player. A card position may be changed several times through the use of Spy tokens. Note that Attacking/Defending and Red/Blue player are both used during this phase but are not tied to each other.
Destiny: At the beginning of the Planning Phase a team gains a number of Destiny tokens equal to the number of locations they control with the Force Destiny asset, as well as any abilities or rewards they have that grant Destiny tokens. After engagements are declared teams may split up Destiny tokens amongst players as they see fit. During an engagement Destiny Tokens may be spent after any player rolls dice, but before dice are modified, to reroll all dice. A pool of dice may be rerolled multiple times through the use of Destiny tokens. You may spend a Destiny token to force an opponent to reroll their dice. A Destiny token can be spent to reroll any die during a game, Attack Die Pool, Defense Dice, Clamber Dice, Die Roll to split initiative ties, etc. After spending a Destiny token, dice may be modified as per normal, including Aim rerolls.
When playing a game at a location you will have some guidelines to help you decide what to include in your terrain for building a board. Each location will have a descriptive keywords at the bottom right and each keyword should be interpreted as you see fit with the terrain available to you. Some of these keywords will be a style that you can use your best judgement on such as Urban, Wild, Ruins, Fortified, etc which describe the style of the terrain. Some other keywords describe more concrete elements such as density, key elements, or even terrain mechanics. Some general Keywords are listed below:
Moderate: terrain density should be at or near the reccomended 25% table coverage.
Dense: terrain should be above the reccomended 25% table coverage.
Confined: terrain should be above the reccomended 25% table coverage, and there should be plenty of items that block line of sight.
Sparse: terrain should be below the reccomended 25% table coverage.
Desolate: terrain should be below the reccomended 25% table coverage, and there should be limited items that block line of sight.
Personal quests are a multi-part narrative set of missions specific to each hero, and different from campaign to campaign. The rules for each personal quest mission can be found in the season rules but the general rules for them are below.
Some locations on the map will be marked as personal quest locations specific to a class. The force upgrade icon indicates a Force Users personal quest at that location, while a command upgrade icon indicates a Heroic Officer quest and a training upgrade icon indicates a Hired Gun quest. When an attacker with a hero matching the location’s named class engages at that location, during the reveal battle cards step of game setup, the attacker may chose to replace the objective card in the third slot with the personal quest mission card, the personal quest cannot be moved from the third position by a Spy Token or any other method. A hero may complete multiple parts of their personal quest at the same location but still may not chose to begin an engagement at a location they control in order to do so. If the attacking hero has already completed their personal quest they may not chose to replace the objective card with a personal quest and instead play the game as normal.
If the attacker wins the mission they claim the reward and advance their personal quest as detailed in the season rules. If the defender wins the mission with a hero of the named class they may claim the reward and advance their personal quest if they have not already completed their quest. If the defender wins the mission with a hero with a different class than the one named, resolve the game normally with no additional effects from the personal quest mission.
Personal quest missions must be completed in order unless instructed otherwise by the season rules. A player should track their personal quest progress in the game summary section of their progress sheet.