Minion Rules OK!

By Jabberwookiee, in Star Wars: Edge of the Empire RPG

You will find all this information elsewhere (some links at the end), but I though it would really help some people to have it all one place :)

These rules regarding handling minion groups include stuff our group got wrong at some time or other.

So, if I have made any mistakes, please let me know, and I will make corrections. Thanks!

Minions and Soak

Soak of a minion group is only subtracted once when you hit the minion group. The rest damage adds to the total wounds of the group.

Example: 3 storm troopers, each have 5 soak and 5 wounds, are hit for 15 damage. Then the minion group suffers 10 damage.

Defeating Minions

When minions are defeated you do not reduce the total wound threshold of the group. Instead, you add the wounds to the current wound total of the group and the group looses the benefit (ranks) of the minions that have been defeated.

Taking the example of 3 storm troopers from above: the minions have a combined wound threshold of 15. This is how the various wound levels effects the minion group:

Current Wounds:   Effect:
1  - 5            All minions OK = 2 skill ranks
6  - 10           2 minions OK = 1 skill rank
11 - 15           1 minion OK = 0 skill ranks (but still able to act)
16+               All minions defeated

Blasting Minions

One minion takes the initial hit, but the minion group suffers the initial damage as usual (i.e. soak once, and the rest of the damage applied to the group). Each remaining minion (excluding the one initially hit) is then hit by the blast damage. This damage is first soaked (once for each hit), and then the remainder applied to the group.

Note that the number of successes rolled are also added to the blast damage.

Example: the storm troopers above are hit by a damage 8, blast 5 grenade (and the blast effect is triggered). The number of successes rolled is 3. Initial damage is 11 (8+3) - 5 (soak) = 6. This means that one minion is defeated by the initial damage (this is the minion that was actually hit, so there are 2 minions remaining).

The remaining troopers are each hit by the blast so they each receive 8 (5+3) - 5 = 3 damage. So the group gets an extra 6 (3x2) damage in total. As a result the minion group has taken a total of 12 (6+6) damage. Now there is only one minion remaining.

Engaged Minions

Minions are not necessarily engaged. In other words, it is quite possible for a minion group to "fan out" so that they are not engaged as long as there is enough space to do this. This is determined by the GM, of course.

If the minions are not all engaged then, as usual, a blast can only be applied to any part of the group that is engaged. I assume the "sub-group" can be selected by the attacker.

Critical Hits

Only one critical hit is allowed per hit. This means that multiple Crits against a minion group is not possible with one hit (in general, an extra Crit just means a more powerful Crit).

If minions are caught in a blast then an extra Crit per blast hit is possible. And, of course, repeating weapons that hit multiple times also allow one Crit per hit.

Some forum posts suggest that GM may allow an extra Crit against a minion group per triumph rolled. This is not a hard rule so the GM may make it dependent on the situation.

Edits

Edit #1: (thanks to kaosoe's comment below) Skill ranks were counted incorrectly. I was counting 3 minions as having 3 skill ranks, 2 as having 2, etc. This is not correct. Only the minions after the first one add skill ranks.

Edit #2: (thanks fatedtodie) I was referring to the minions as killed, but more accurate is to say they are defeated. As fatedtodie explains below, whether the minions are actually killed is at the GM's discretion.

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Here are some links with further details on this topic:

http://community.fantasyflightgames.com/index.php?/topic/114411-minion-groups-hit-by-crits-and-blast/
http://community.fantasyflightgames.com/index.php?/topic/108101-ffg-developer-answered-questions/
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=232&esem=4

Edited by Jabberwookiee

Isn't all of this in a single section of the rule book? While it is very kind of you to try and help your fellow players, I seem to be missing the point.

There are often questions about it, this is a great cheat-sheet for folks who need a refresher or want some clarification!

Okay, makes sense I guess. It may be better to post this in the newer forums (Aor & Fad) since they may generate the most new players.

Its also for me. I find the rules a bit tricky, so In case I got something wrong, then it can be corrected... :)

I'm pretty sure no matter how much damage is done to a Minion Group only one Minion is killed per attack.

Though many house rule allowing a Crit to take out one and the damage to take out another.

Your original post was not clear on this: in minion groups, you upgrade group only skills a once for each minion in the group beyond the first. Your example seems like you would upgrade per minion.

So a minion group of one with Ranged (light) as a group only skill would not upgrade their Ranged (light) skill at all, but a group of 3 would upgrade their Ranged (light) 2 times.

If you want corrections, the "dead" isn't always accurate. At full wound threshold they are not dead they are just "taken out of the fight" or unconscious. Narratively you can consider them dead or decide they are dead, but mechanic wise it is in the GM's hands.

The minion section of the CRBs goes back and forth between defeated/killed/incapacitated. The Player section of the book is more clear that hitting the wound threshold is incapacitated. Again, narratively you can kill them, but this is important to note if you are using the Force and Destiny Morality system, Killed is way different than incapacitated in terms of conflict. Also if you instigate a fight and "kill" that could be considered murder, which has a huge conflict penalty.

As to Evil's comment about only 1 killed, I think the CRBs state that when they act as a group damage counts like an individual so your chart is still accurate. The Edge of the Empire Core Rule Book page 390 confirms this is the case.

Edit: clarified the point about "killed" and added Force and Destiny consequences.

Edited by fatedtodie

okay, here's a question on how you guys handle minions and initiative: does each group get their own slot? Lets say you have PC A, B and C and Stormtrooper group 1, 2 and 3. Would you go: PC, PC, Stormtropers 1-3 PC or would you go PC, Stormie, Stormie, PC, PC, Stormie?

As to Evil's comment about only 1 killed, I think the CRBs state that when they act as a group damage counts like an individual so your chart is still accurate. The Edge of the Empire Core Rule Book page 390 confirms this is the case.

okay, here's a question on how you guys handle minions and initiative: does each group get their own slot? Lets say you have PC A, B and C and Stormtrooper group 1, 2 and 3. Would you go: PC, PC, Stormtropers 1-3 PC or would you go PC, Stormie, Stormie, PC, PC, Stormie?

I personally tend to try not to have more than two or three Initiative slots for NPCs. I find it just gets confusing. but it really depends on the narrative at that point. In your exact scenario, if it's just three patrols that were guarding the area (say at 3 doors that could all see each other) then I'd go by standard rules (RAW) and roll them separately.

If, however, they all burst through the door and one of the groups contained a Stormtrooper Sgt. (narrative, no stat difference) then I might say they collectively roll an initiative. Particularly if there's also a Sith Acolyte that needs an initiative, and a squad of scouts that needs an initiative, and...

As to Evil's comment about only 1 killed, I think the CRBs state that when they act as a group damage counts like an individual so your chart is still accurate. The Edge of the Empire Core Rule Book page 390 confirms this is the case.

I just went to go find where I had read that rule and now I can't find it.

Did you start with the Beginner Box by any chance? I could see something like that being in there.

I generally use one initiative slot for all the minions, for simplicity's sake.

The cool part is, if your minion groups end up taking too many slots, start using Squads / Squadrons! Then less spots.

Or you can continue as you are now, just random thought insertion time came up and I had to heed the alarm. =)

Edited by fatedtodie

I'm pretty sure no matter how much damage is done to a Minion Group only one Minion is killed per attack.

Not sure where you got that rule (maybe from the begginer box? Didn't purchase that myself but heard that it differs in a few places)

The CRB says that minion groups combine their wound threshold and that when any individual suffers damage that damage is applied to the combined threshold and that any time that threshold is met by damage equivalent to a single members contribution that member dies, but it doesn't say that more than one member can't die. I mean I get that the quote: "Individual members of the group are defeated one at a time, each time the total wounds suffered exceeds that group members share of the wound threshold" might be confusing since it specifies an individual being defeated, but I think that just meant the group as a whole wasn't defeated and instead the group size decreaes by one PER share of damage recieved (ie 5 wt minions would have 2 die if 10-14 damage passed through the soak). Otherwise there would be no point that I can see to combining the WT to begin with.

Your original post was not clear on this: in minion groups, you upgrade group only skills a once for each minion in the group beyond the first. Your example seems like you would upgrade per minion.

So a minion group of one with Ranged (light) as a group only skill would not upgrade their Ranged (light) skill at all, but a group of 3 would upgrade their Ranged (light) 2 times.

Thanks kaosoe, you are absolutely right. I have added an edit (Edit #1) to my original post in order to make it as accurate as possible.

If you want corrections, the "dead" isn't always accurate. At full wound threshold they are not dead they are just "taken out of the fight" or unconscious. Narratively you can consider them dead or decide they are dead, but mechanic wise it is in the GM's hands.

Thanks for the reminder! I have modified my original post (Edit #2) to use "defeated" instead of "killed".

As to Evil's comment about only 1 killed, I think the CRBs state that when they act as a group damage counts like an individual so your chart is still accurate. The Edge of the Empire Core Rule Book page 390 confirms this is the case.

Edit: clarified the point about "killed" and added Force and Destiny consequences.

I agree. As far as I can tell from the rules there is nothing that prevents a single hit from defeating multiple minions.

Worth remembering descriptively that an attack is a full minute of shooting. Easily enough to land a couple solid hits on those mooks running at you.

Worth remembering descriptively that an attack is a full minute of shooting. Easily enough to land a couple solid hits on those mooks running at you.

Yup. I always tend to forget that point as well. As you say, plenty of time to take out multiple targets with one "hit".

Worth remembering descriptively that an attack is a full minute of shooting. Easily enough to land a couple solid hits on those mooks running at you.

I don't agree at all. If my guys are only shooting, I have the combat round last a few seconds.

Per the CRB p 198

"Rounds can last for roughly a minute or so in time, although the elapsed time is deliberately not specified. Players should keep in mind that a round lasts long enough for their character to move to a new location and perform an important action."

Flying, doing a med check or something can take longer, but shooting or an attack I can't see being a full minute of time, especially when you get one attack per round. Now I do like the fact that a round is not 6 seconds or 5 seconds, or even defined amount of time, but per the book, a round is not one minute either, it says it can be up to a minute or so.

In EotE if a minion is hit, it is not "killed". You still have to beat the WT. If you don't, he is still up and fighting. I do believe in AoR they have some different "squad" rules. I am not on top of my AoR knowledge...

EotE is not too clear on what happens if you beat the Minions WT, and still have damage points left over. I apply the points to the next guy in the minion group.

Edited by R2builder

I just went to go find where I had read that rule and now I can't find it.

Did you start with the Beginner Box by any chance? I could see something like that being in there.