I wanted to get some clarification on how minion groups work in combat.
Q1 - Attacking minions where the attack has enough advantage to trigger the critical value of its weapon more than once.
There's a little example blurb on page 158 that says "Example: Multiple Critical Injuries. Pash the smuggler fires his blaster at a Rodian mercenary, generating a total of three Critical Injuries! Pash rolls one Critical, but adds +20 to the result." The bullet point description of minions says that "Minions are killed by Critical Injuries". If Pash had shot at a group of 4 minions, would his (her?) attack have instantly killed three minions (assuming that's what the player had chosen to spend their advantage on)?
Q2 - Running up and punching a group of gun toting thugs in the face.
So once again, we've got a group of 4 minions armed with blaster rifles. On his turn, Randy P. Knifeweilder runs up and stabs one of them for no particular effect. The next time the minion's turn comes up, how should it be handled?
Option 1. The minion group is really just treated like one entity. Randy P. K. is now engaged with that group, so they will attack Randy as a single character would and will suffer the penalty for firing a ranged weapon at close range while engaged with an opponent.
Option 2. Randy is now engaged with one individual minion who will return fire all by himself as a character weilding a ranged weapon whilst engaged. The remaning three minions will act as a group and shoot at the pairing of Randy and Minion Q. Suddenlyfeelingveryalone suffering the penalties for shooting into an engagement.
Option 3. Something else I didn't think of?
The book says 'Minions can fight as a group', but I'm curious if other people would split groups up (or combine groups of stragglers) as situations warrant, and if so, how would you play that situation?