Minion groups and skill ranks question

By JinFaram, in Game Masters

How many minions can form into a group? I have been limiting it to 6 (due to there being a max skill rank of 5) but is there really a limit? I don't need to use more I'm just asking.

There is no limit to the number of minions in the group, but you cap the skill ranks just like you would a character with the extra minions beyond six acting as an ablative layer to the group.

2P51 has the way of it, as always ;)

But personally, I wouldnt go much above 6 in a group... yes, a few extra ads a buffer before that group becomes less effective and loses eat into their skill ranks, but if you go mad, and create a group of 20... you still only get the one attack.

While you could have 3 groups of say... 7 (21 total) and still roll the same number and type of dice, just.. three times.

And as 2P51 pointed out to me in one of my threads, if you do find your smaller groups taking losses, just combine the battered ones into a new group on the fly... yes, you loose and attack, but you gain the extra dice.

Edited by RebelDave

Well part of the reason I ask is also minion gunners on the bigger ships.

Same applies. You can group them if you like to speed things up.

I believe that they would follow the same rules as in ground combat.

Dont see it as a single attack as a single shot.. see it as a barrage of shots from multiple locations/individuals.

So more gunners focusing on a single target, improve their odds of hitting (Hence the upgraded dice). As you take out turrets (minions) the field of fire lessens, and the chance of hitting lessens (fewer upgraded dice)

But then not ALL turrets could draw a line on a single target, simply due to location on the larger ship, or distance.... so the extra gunners CANT help, (So split them into small groups... Fore, Aft, Ventral, Dorsal), so the extra dice are irrelevant.

If that made sense?

That's what I was going with. Just getting second opinion, thanks.

Also depending on what's going on you might not want to have capital ship guns be attacks, and instead have them be effects. In a starfighter encounter for example the ships guns turning the area into difficult terrain will probably yield better results for the encounter at large.