The Star Destroyer hangar bustles in organized chaos of mobilization. The deck officer makes his report to the bridge. "Admiral, we have located the Rebel presence on the planet's surface. We have our orders to avoid indiscriminate planetary bombardment so as to avoid collateral damage to the Emperor's Advanced Weapon project on the planet's surface. We have 48 transports loaded with a legion of the fleet's best ground troopers and assault vehicles led by Lord Vader himself, awaiting your launch command..."
A Rebel Lieutenant concludes his briefing to his tired band of battle-hardened troops, some with silver hair and whiskers and others still too young for whiskers at all. "I can't lie and say this will be easy. This fight will claim most of our lives. But if we can strike a victory here on this planet, where the Emperor himself is testing the Empire's latest technology, we just might have a shot at turning this war around. You have your orders...for Alderaan!!"
QuoteIn an effort to create a campaign experience similar to Armada's Corellian Conflict (which not many people have played, but I feel is one of the best products FFG has released), I did a conversion of that campaign for Legion. It is extremely similar, but I have added a system whereby you can upgrade individual units beyond the upgrade cards that are available. I am still experimenting with the point costs for those abilities, but the rest of the game is ready to play with 2-6 players. The campaign is meant to be played over several sessions, depending on the number of players participating, each player can expect to play anywhere from 5-15 individual matches (two player campaigns will take longer than 3-6 player games). This is ideal for leagues or in-store play, or just flavor for an ongoing rivalry with a friend.
The Siege of Lothal - A Star Wars: Legion Campaign
The game is played with one Rebel faction and one Imperial faction. Every effort should be made to stay consistent within factions, but there is no mechanical problem to having "defectors" within factions to come up with enough army divisions if this is not possible. A faction can be a single player playing with 2 divisions, two players playing with one division each, or three players each with a division. The object of the game is to be the first faction to achieve the required number of Campaign Points.
Each Division will field a list of 600 points to start. Each unit can have no more than one upgrade card to start. Due to the limited releases of Legion products, there is no limitation on different divisions having the same commander or other unique cards.
Each Rebel Division secretly chooses two locations on the map--one to house a secret shield generator that is helping to protect the planet from destruction from the Star Destroyers orbiting above, and another location to serve as a field outpost (if playing as a team, discuss these locations together). Each Rebel division names two locations on the map that is either a shield generator location or a field outpost location, but the Imperial team will not know which is which.
The Imperials choose one location to serve as their Forward Operating Base (FOB), and their other base is automatically located at Lothal's Capital City (flavor as you like based on your terrain and theme). Thanks to Rebel reconnaissance, the location of the Imperial FOB is public knowledge. If playing with a third Imperial division, publicly place a second Imperial FOB.
You will want to choose a location that maximizes supply points, but be careful as these will be tempting targets for assault and in some cases, bonus campaign points for a victorious attacker!
The game is played with the following phases repeated until one faction achieves 9 Campaign Points (or 12 Campaign points if playing with 3-person teams):
- Deployment Phase: Teams discuss their strategy and determine their battle pairings
- Battle Phase: each battle is played according to the pairings
- Logistics Phase: earn and spend resources based on the battle and resulting situation on the planetary map
Deployment Phase
Starting with the Rebel team in Round 1 (or the team with fewer campaign points afterwards), teams alternate declaring a location for an assault and a division that will be making the assault. The Imperial player then commits a division to defend that assault, thereby creating a game pairing. If the location was a secret Rebel generator or outpost, this is revealed to the Imperial team when the location is chosen. Repeat until all divisions have been committed to a location. The team that declared the assault always chooses whether they are the red or blue player for that match.
Special Assaults: Either team may declare at the time of naming an assault location that the attack is a Special Assault. The only difference between this and a regular assault is that the winner of this match will receive a Supply bonus for upgrades rather than campaign points. Each faction can only declare one special assault per campaign turn, and the location named cannot be an Imperial FOB or any Rebel presence location.
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Supply Line Raid: Rebels can declare that one of their deployments for assault is a Supply Line Raid. The location of a Supply Line Raid must be in the Capital Sector or along one of the Supply Routes on the planetary map. The Deployment card used is always "The Long March," and there are special rules for this type of special assault:
The Imperials give an objective token to 4 of their Corps units (if only fielding 3, one unit gets 2 objectives). If dropped (via standard action or through panic/unit defeated), any Imperial trooper unit can claim the objective token. Any Rebel trooper unit can claim an objective token as an action.
The Rebels get 40 supply points and 1 victory token for each objective token they hold at the end of the game. The Imperials get 40 supply points for each objective token they hold at the end of the game IF that unit is within range 4 of the Rebel player's edge. The overall battle winner (based on units in Breakthrough objective area, regardless of objective tokens held) gets an additional 80 supply points.
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Show of Force: Imperials can declare that one of their deployments for assault is a Show of Force. The location of a Show of Force must be outside the Capital Sector and cannot be along any of the Supply Routes on the planetary map. The Imperial Player selects Deployment and Condition cards, and there are special rules for this type of special assault:
The Rebels choose 3 small pieces of terrain to serve as civilian structures and place an objective token on them. These structures must be at least range 1 from other obstacles/blocking terrain and at least range 3 from either player's deployment zone. These structures each have 12 hull/health, no armor, and roll no defense dice.
The Rebels get 1 victory token for each civilian structure that is still standing at the end of the game. The Imperials get 1 victory token and 50 supply points for each civilian structure destroyed. The winner of the battle gets an additional 80 supply points.
Battle Phase
- Command Hand: each division's command hand is free to change as desired between battles, within limits specified in the Legion RRG.
- Campaign Points: Battles are played normally according to Legion RRG and Forum FAQs, except where these rules say otherwise. Win conditions are determined by the objective card used for that battle, and the winning side receives 1 campaign point (plus any bonus campaign points for winning a base assault as determined by the planetary map).
- Tracking Unit Condition: If a unit was destroyed during the battle, that unit is depleted. If a unit destroyed another unit (killing blow) and survived through the end of the battle, it becomes a veteran unit.
Depleted units start the next battle with one fewer health (-1 mini for multiple mini units or 1 fewer health for single mini units).
Veteran units gain a Veteran token at the beginning of each game. The unit can use the Veteran token up to two times in a game (flip, then discard) to EITHER gain a dodge token as a free action OR reroll any number of their dice in a single attack OR defense roll.
Furthermore, if a non-commander depleted unit is defeated in a battle, that unit is destroyed and is permanently removed from the division along with any equipped upgrade cards. Commanders suffer no penalty for being defeated beyond being depleted.
Logistics Phase
- Battle Effects: In addition to the campaign point earned for winning a battle (except for Special Assaults), if the location was an Imperial FOB, Rebel outpost, or shield generator there may be additional Campaign Points awarded as noted on the planetary map. The FOB/outpost/generator is destroyed if the assaulting side wins the battle on that location.
- Gain Supplies: Every location controlled by a team (base, outpost, or generator) has a Supply Value associated with it. The team gains this many supply points that can be used to resupply and upgrade its units. Each Imperial FOB or Rebel Generator location provides 50 points of supply PLUS the supply value associated with that location, and each Rebel Outpost provides 10 points of supply PLUS the supply value associated with that location. Teams must divide supply points as evenly as possible among their divisions, with any remainder going to the division with the fewest list points/most depleted units. Also, each faction receives 60 Equipment Points that can only be spent to resupply depleted units.
- Construct New Fortifications: Players who won a battle in the battle phase have an opportunity to build a new FOB (Imperials) or Shield Generator/Outpost (Rebels). FOB or Generator costs 30 supply points, and there is no cost to establish a Rebel Outpost. If the Rebel team establishes a new Generator or Outpost, the Imperials are simply notified that there is a "Rebel presence" at that location and will not know if it is a new generator or outpost. Base limits: Imperials can only have a total number of Forward Operating Bases (FOBs) equal to the number of Imperial divisions +1. Rebels can only have a number of Shield Generators equal to the number of Rebel divisions +1. They can only have a number of outposts equal to the number of Rebel divisions x2.
- Resupply, Upgrade, and Recruit Units: Both teams can use supply points to resupply depleted units, upgrade existing units, or recruit new units to add to the division within a new 900-point cap after the first round. Divisions are still limited by the RRG-defined unit type limit, however. Depleted units can be resupplied by paying Equipment points OR supply points equal to half of the unit's base cost (do not include the cost of upgrade cards). Existing units (whether depleted or not) can be upgraded from a list of available upgrades with supply points. Finally, new units and upgrade cards can be purchased with supply points within the point and unit-type limits. You may also shuffle upgrade cards around any of your units as desired (unless they were part of a unit that was permanently destroyed in the previous battle), but only within a single division. You may also completely remove any upgrade cards, but you do not get the points refunded to you (useful for remaining under division point caps). If you remove any upgrade cards, they remain available to that division for a later game round at no cost. You may bank any unused supply points for a specific division (the points do not go back into a general pool), but any unused Equipment points are lost.
- Disband: If a division has suffered losses that are too heavy to compete, it may disband and a new 700 point division can be formed with fresh recruits and upgrades. The commander must remain the same, though all commander upgrades are discarded. The new 700 point division receives its share of supply points, but must immediately discard them and build the 700 point division from scratch.
Strategic Retreats
In any battle, only during rounds 4 or 5, a non-commander unit can choose to retreat from the battlefield at the start of its activation. This does not trigger any game effects, nor is any action allowed such as "at the start of your activation." The decision to retreat must be made at the beginning of the activation, so there is no chance to rally or take any other action before retreating. Then the activation is complete and it is the opponent's turn to activate. That unit must drop any objectives it is carrying. The unit remains on the battlefield until the End Phase, when it is removed from play (it cannot score points for objectives during that round). Panicked units cannot perform a strategic retreat.
Base Assaults/Generator Assaults
When an assault on an Enemy-controlled location is determined to be an Imperial FOB or Rebel Shield Generator, special rules apply to the battle. The Objective is always Breakthrough, the deployment is always Long March, and the condition card is always Clear Conditions. The defender then chooses from three special Condition Cards: Ion Defense Bombardment, Fortified Stronghold, or Partisan Defense.
Ion Defense Bombardment: if this card is selected, the defender deploys all units before the attacker. Then the defender places 3 objective tokens anywhere in the play area (outside of deployment zones). At the beginning of the Activation Phase, the defender may select 1 enemy unit at range 1-3 of an objective token and perform an attack against that unit (Line of Sight not required, the attack originates from orbit unlike Veers' or Leia's card ability). The attack rolls 2 red attack dice with Impact 2 and Ion 1.
Fortified Stronghold: if this card is selected, the defender places a terrain piece to serve as a base cannon (use appropriate terrain for a weapon turret if possible). The turret must be placed beyond range 4 of the attacker's edge, and at least range 1 from any other terrain. Once per round during the Activation phase, the defender can choose to activate the turret instead of a unit. The turret attacks with range 1-4 and draws Line of Sight from the center of the terrain piece at a point that is exactly Height 2. This attack rolls 4 black and 6 white dice with Impact 1 and Suppressive 1. The turret can be attacked, it rolls no defense dice and has a hull value of 8 as well as the Armor keyword. The Stronghold is immune to Ion and does not trigger Standby.
Partisan Defense: If this card is selected, before deploying units the defender may choose up to 80 points of Corps units to add to the division, ignoring the 6-unit cap on corps units. These units can receive upgrades as normal, as long as the total of the added units and upgrades does not exceed 80 points. During play, if all Partisan units are completely defeated, the attackers receive an additional victory point. The extra partisan units and upgrades are then removed from the division following the base assault battle, regardless of the outcome.
Location Bonuses
There are four location bonus types available on the planetary map: Supply Depot, High Value Prisoner, Spynet, and Skilled Tacticians. These benefit players in a given game round, and tokens generated cannot be carried over to a future round (though supply points from a Supply Cache may be banked for a future round).
- High Value Prisoner: At this location, forces have captured a high-value prisoner that can be held hostage, dissuading the enemy from forcing an attack. If a team controls a location with this icon (meaning a base/generator/outpost is present), that team receives a prisoner token for each of these locations controlled. Then, during the Deployment Phase, teams that have a prisoner token (starting with the team with initiative) alternate placing these tokens on the planetary map. These locations cannot be declared as locations for assaults that round.
- Supply Depots: Around the planet, there are a limited number of supply depots placed by the Empire and by local partisans. During the Logistics Phase, if a team controls a location with a supply depot icon (meaning a base/generator/outpost is present), that team gains an additional 10 equipment points for each location controlled with a supply depot.
- Spynet: Each faction employs a number of spies to keep HQ abreast of movements around the planet--sometimes the same individuals! During a battle, after both sides have deployed their units, a player may spend a Spynet token to redeploy any deployed unit to a new location within the legal deployment zone. Players must alternate spending these tokens, but can spend as many as are available. The Blue player has first opportunity to spend tokens, but has the ability to pass and spend the token after the red player, or to not spend the token at all.
- Skilled Tacticians: Certain locations allow for the recruitment of locals sympathetic to your cause. These individuals can provide key intel about the battle ahead. At the beginning of the Battle Phase, each team gains a number of Skilled Tactician tokens equal to the number of locations with a Skilled Tactician icon under their control (meaning a base/generator/outpost is present). These tokens can be distributed among that faction's divisions in any fashion. During the battle phase, after the Deployment, Objective, and Condition cards are drawn, a division with a Skilled Tactician token can spend that token to rearrange the drawn Deployment, Objective, and Condition cards in any order, then remove one from the game. Only the Red player may spend a Skilled Tactician token.
Unit Specialization Upgrades
In addition to resupplying depleted units, purchasing upgrade cards, and adding new units to a division, players have the opportunity to purchase unit-specific improvements during the Logistics Phase to simulate the combat specialization of certain units. These specializations will be very powerful in combat and have the potential to turn the tide of any battle. However, they are also a significant risk as the points spent can be lost if a unit is depleted and then subsequently destroyed in later battles. However, while these specialization upgrades cost supply points, they do not count against your division point limit of 900. Also, if you have an existing specialization you can trade it in for the value of a new specialization for the same unit only.
Very fun and mandatory flavor rule: when you purchase a specialization for a unit, you must give a name to that unit (e.g., "Krayt Squad," "Vader's Fist Squad," etc).
Rerolls and Tokens
- Lucky: Single use reroll tokens (any of your dice pool rolls, once per game) = 20 points
- Trained Shot: Automatic Aim tokens = 40 points
- Agile: Automatic Dodge tokens = 40 points
- Improvised cover: Defensive rerolls (once per game) = 15 points
- Coordinated strike: Offensive rerolls (once per game) = 15 points
Speed Increases
- Tactical Awareness: Single use 1-speed boost free action (once per game) = 20 points
- Mobile Specialists: Unit speed upgrade = 40 points
Attack Range Increase
- Improved Weapon Sights: Range 2 max to Range 3 max = 40 points
Command Sphere Range Increases
- Chain of Command: Range 3 max to Range 4 max (permanent Commanding Presence) = 30 points
Command Effectiveness Increases
- Combat Focus: Remove 1 Suppression to any unit receiving an order = 40 points
- Meticulous Planning: Issue 1 additional order in range = 40 points
Keyword Purchases to apply to a unit
- Furious Fire: Gain keyword Suppressive = 40 points
- Academy Weapons Training: Gain keyword Precise = 30 points per rank
- Superior Athletes: Gain keyword Nimble = 25 points
- Sniper Training: Gain keyword Sharpshooter = 40 points each rank
Cover Upgrades
- Improved Camoflauge: Cover 1 bonus = 40 points
- Hard Target: Auto upgrade to heavy cover when in light cover (does not apply to cover granted from suppression) = 20 points
Armor Upgrades (for speeder bikes)
- Heavy Armor Upgrade: Adds Armor keyword, reduces max speed to 2 (passive) = 50 points
Surge Purchases
- Heavy Overcharge: Add Offense: Surge to hit (passive) = 40 points
- Armor Piercing Overcharge: Add Offense: Surge to crit (passive) = 60 points
- Personal Combat Armor: Add Defense: Surge to block (passive) = 40 points
Dice Upgrades
- Royal/Imperial Guard: (upgrades Guardian die rolled by that unit from White to Red) = 40 points
- Weapon Mastery: Upgrade Attack die color (White to Black or Black to Red)= 75 points
- Veteran Survival: Upgrade Defense die color (White to Red)= 75 points

Link to full color Rulebook PDF
Edited by Big Easy