Tabletop Simulator Guide

Galactic Conquest (Legion + X-Wing) for Tabletop Simulator

Galactic Conquest (Legion + X-Wing)

Overview

Have you ever wondered what would happen if you combined X-Wing Miniatures and Star Wars Legion into one glorious game? Do you wish you could play the Galactic Conquest mode from the TRUE Battlefront 2 in tabletop form? Then this game mode is for you! You could also substitute Armada for X-Wing, but I haven’t played that one, so I don’t know how well it substitutes.

Introduction

Galactic Conquest
(Inspired by the REAL Star Wars Battlefront 2 (2005))

Important Note: This game is meant to be played over several gaming sessions, not 1 or 2 (unless you have a lot of time available for those 1 or 2). Galactic Conquest combines both Star Wars Legion and X-Wing Miniatures to create one cohesive game. Take note that some rules of both games are modified to better fit this game and it’s intention. This rule-book assumes you are familiar with the rules of both games and will only specify if a rule is modified. Galactic Conquest does require Tabletop Simulator on Steam (or some other method to play both X-Wing and Legion online), unless you are a millionaire who can afford both Star Wars Legion, X-Wing miniatures, all of their respective expansions and can get all your friends together in one place on a regular basis. The default game mode allows both Resistance and Rebels on Light Side and First Order/Empire on Dark Side, but house rules may be enforced to limit this. This game is very adaptable to any house rules or anything like that (for example, if you want to change or add/subtract planets).

Welcome to the Galaxy and the never-ending conflict between the Dark Side and the Light Side, currently in the form of the Rebellion and Resistance versus the Galactic Empire and First Order. There are currently six planets in the heaviest of the fighting: Sullust, Endor, Hoth, Yavin 4, Scarif and Tatooine. Will you help the Light Side secure their victory or will you help the Dark Side stamp out the Light Side? The fate of these planets is in your hands.

Game Setup

Game Setup

The term army/armies will refer to 1 Star Wars Legion army and the term squadron/squadrons will refer 1 X-Wing miniatures squadron. Each player will need custom Legion armies and X-Wing squadrons (3+ (800pt) armies and 3+(100pt) squadrons for your chosen side is recommended and 1+ custom (80pt) Scum and Villianry (S&V) squadron for each player. You will also want easy access to unused ships and legion units to add to squadrons/armies when needed with reinforcements or bonuses.

Setup an area that is 6’x3’, this will be the map area for both X-Wing fights (reduced to 3’x 3’ for those) and Legion fights (using the full 6’x 3’). If using Tabletop Simulator or other online method, make sure the scale of the maps fits those sizes. Once you have that set up, have an area designated as the Staging area for each player that is hidden from the other player. This area is for unused squadrons/armies that you might be bringing in later and you don’t want your opponent to know the composition of those before you even use them!

Next, have a means to keep track of individual squadrons/armies and which planets they are on (for example, a black generic ship token with the number 1 on it to represent Dark Side squadron #1, moved to other planets as the squadron moves). The squadron/armies themselves will stay in the hidden staging area until they are used in combat. Finally, have the galaxy map (explained in next paragraph) of the 6 planets in an easy to reach area where both players can move tokens, write down or do whatever other means you are using to keep track of individual squadrons/armies.

You will need a map of the 6 planets (hand drawn is fine). You and other players may decide on hyperspace lanes between the planets and how connected they are. You just need to be able to keep track of which squadrons/armies are at a planet (recommended is space for 2 fleets and 2 armies at each planet, unless using custom house rules). Once the map is setup, you can then decide what will be the home planet for each faction. Other planets are guarded by neutral S&V squadrons. You then will decide what special missions and other conditions that X-Wing battles and Legion battles will follow on each planet. Home planet space battles and ground battles are traditional death-matches (no objectives besides kill the other team), but other planets might have special missions that are played instead for their ground and space battles.

The squadrons/armies of each player will be labeled with generic names, such as: Squadron #1, Squadron #2, Army #1, Army #2 and so on until all custom armies and squadrons are labeled. The faction owner can name his squadrons and armies whatever he wishes, but be careful not to let your opponent know what is in the squadron or army until they either battle that squadron/army or get intelligence (surprises are always fun!).

The last thing you need is a way (paper or computer documents that you can update in real time) to keep track of casualties and replenishment for the squadrons and armies.

Once the home planet for a faction has been decided, the faction owner puts 1 custom army and 1 custom squadron on that planet (again, using the token or whatever means you have decided on to represent that squadron and 1 for the army, keeping the actual squadrons/armies in the staging area).

How to Play

Now that the game is setup, it is time to learn how the game plays. Each round consists of these steps in order. If a step references something the rule-book has not covered yet, don’t sweat, it will be explained following this section.

1. Income Phase
A. All income from planets is added to the owning players total treasury (neutral and blockaded planets generate no income).

2. Player 1’s turn
A. Transaction and Reinforcement stage
a. Buy any bonuses that the player wants
b. Buy any additional squadrons/armies the player wants
c. All played squadrons/armies that have less than the standard point value (100pts for squadrons and 800 points for armies) are reinforced to as close as they can get to the standard point value. Any NON-NAMED units immediately reinforce the squadron/army, but any NAMED units spawn at the Home planet and have to move to the squadron/army they are joining (following normal movement rules).

B. Squadron movement phase
a. 1 Squadron may be moved a distance of 1 hyperspace jump. If the destination contains a neutral or enemy squadron, the X-Wing battle is played out and resolved. If the player wishes to not move a squadron, he may pass this phase.

C. Army movement phase
a. 1 army may be moved a distance of 1 hyperspace jump. If the destination contains a neutral or enemy squadron, the army is considered destroyed (What? Did you expect troop transports to somehow fight against fighters and bombers?). If the space is friendly but has a hostile planet, then the army may invade the planet and the Legion battle is resolved. If the player wishes to not move an army, he may pass this phase.

3. Player 2’s turn
A. Transaction stage
a. Buy and resolve any bonuses that the player wants

B. Squadron movement phase
a. 1 Squadron may be moved a distance of 2 hyperspace jumps or 2 squadrons may be moved 1 jump. If the destination contains a neutral or enemy squadron, the X-Wing battle is played out and resolved. If the player wishes to not move a squadron, he may pass this phase.

C. Army movement phase
a. 1 army may be moved a distance of 2 hyperspace jumps or 2 armies may be moved 1 jump. If the any of the points along the path contains a neutral or enemy squadron, the army is considered destroyed (What? Did you expect troop transports to somehow fight against fighters and bombers?). If the destination(s) is friendly but has a hostile planet, then the army may invade the planet and the Legion battle is resolved. If the player wishes to not move an army, he may pass this phase.
4. Reinforcement Phase
All played squadrons that have less than the standard point value (100pts) are reinforced (using whatever units the owning player decides) to as close as they can get to the standard point value. Any NON-NAMED units immediately reinforce the squadron, but any NAMED units spawn at the Home planet and have to move to the squadron they are joining (following normal movement rules).

5. End of Round

Rules and Bonuses

Rules

This section lists the rules and restrictions of the game, organized by sections.

1. Planets
A. Planets with a neutral squadron in orbit are considered neutral and generate no income for either player.
B. Planets with an enemy squadron in orbit, but have not been invaded yet are considered blockaded and generate no income for the player that owns the planet.
C. When a planet is invaded, if the invading player wins the fight, the planet immediately falls under their control and the defending army is destroyed. If Darth Vader or Luke Skywalker was commanding the defending army, they are considered wounded and are taken out of the game for a duration of 2 rounds (2 turn counter starts at the beginning of the NEXT round).
D. If an invading army fails to take the planet, the army is considered destroyed and if Darth Vader or Luke Skywalker was commanding that army, they are considered wounded and are taken out of the game for a duration of 2 rounds (2 turn counter starts at the beginning of the NEXT round).
E. Owned (except Home) and un-blockaded planets generate a total of +100 credits each during the Income phase for their respective owners.
F. Home planets generate +200 credits per Income phase
G. The player that owns the Home planet gets +50 X-Wing points automatically added to any squadrons they make to defend the planet and +100 points added to any Legion armies that are defending the planet (this effect IS cumulative with any bonuses).

2. Squadron Battles
A. When 2 squadrons fight, any casualties (and their point values) are tracked. If the space battle was not a death-match, any survivors from the losing squadron fly to the nearest friendly space and are not reinforced until the reinforcement phase. The casualties (and their point values) of the winning squadron are also tracked and the winning squadron is not reinforced until the reinforcement phase.
B. Any named pilots that died during the battle are considered DEAD and cannot appear in the game again. Keep track of this using paper or some other means.
C. For the purposes of this game, Luke Skywalker/Darth Vader from X-Wing are separate from the Luke Skywalker/Darth Vader from Star Wars Legion. For example, you could have the X-Wing Luke Skywalker in a squadron and have the Legion Luke Skywalker in an army on other the other side of the galaxy map. You could also have the X-Wing Luke destroyed and not being able to use him in X-Wing, but still have him in Legion armies. The same applies to Darth Vader.
D. You can only have 1 named pilot in 1 squadron. For example, you cannot have 1 Poe Dameron in one squadron and another one in another squadron.
E. When reinforcing, if a pilot is a named pilot, they spawn at the factions home planet and must use normal fleet movement to join up with a fleet. Non-named pilots immediately join the fleet they are reinforcing.

3. Legion Battles
A. When 2 armies fight, the casualties are NOT tracked and the army is immediately at full strength again if they won. The losing army is considered destroyed.
B. If Luke Skywalker or Darth Vader are commanding their respective army, then it follows normal Star Wars Legion rules, however, if they are not, then one unit is chosen to be the commander and the endurance of that unit is doubled. Other commander rules are followed as normal.
C. You can only have 1 Legion Luke Skywalker or 1 Legion Darth Vader at a time, so if you have multiple armies, only one can have Luke or Vader and they cannot immediately be moved to another army. To transfer them between armies, you can detach them and then move them using normal army movement rules to the new army.
D. If an army that Luke or Vader is commanding is destroyed, the losing commander is considered wounded and taken out of the game for 2 entire turns (starting at the beginning of the next turn). They then spawn back at the home planet for the faction and can use normal army movement rules to rejoin an army.

4. Bonuses & Treasury
A. A player may purchase any number of bonuses during the transaction phase and they are resolved immediately.
B. Players start with 500 Credits in their treasuries.
C. Bonus list is as follows:
1. Improved Logistics – Purchase 1 additional squadron or army for use on the galaxy map. This bonus costs 600 credits to purchase.
2. Reinforcements – Purchase +50 X-Wing points or +100 Legion points to use in the next respective battle. This bonus costs 300 credits to purchase. This effect is NOT cumulative (except with the Home planet automatic bonus).
3. Sabotage – Purchase this to prevent the chosen enemy squadron/armies from moving next turn. This bonus costs 500 credits to purchase.
4. Intelligence – Purchase to reveal 1 enemy squadron or army and the units that compose it. This bonus costs 200 to purchase.

I hope that this game brings you and your friends many hours of enjoyment and of course, all credit to Fantasy Flight Games for making and producing both Star Wars Legion and X-Wing Miniatures on the foundations of which this game is built on.

If you have an ideas for how this game could be improved or any questions about anything, feel free to contact me on this forum and I will gladly answer.

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