Minions And Soak

By Reddicediaries5, in Star Wars: Edge of the Empire RPG

Sure, but that doesn't seem like the example that was given.

What example are you referring to exactly?

Post #9

No example of multiple crits were in that post, just 1 crit to take down one droid and enough damage to take out 2 more.

ETA: Read post #13 where the mechanics are explained.

Edited by Atama

One thing that I have seen mentioned a couple of times in this thread is creating Minion Groups containing large numbers. It should be noted that going beyond 6 members in a Minion Group is fairly redundant, and a little bit deadly for your PCs. The reason is simple - skill ranks.

If using a skill, listed as one of the Minion Group's skills, they gain a skill rank equal to their number minus one. Skill ranks however top out at 5 ranks, so basically its saying that having a minion group with more than 6 is over-kill.

The things to I would suggest when considering Minion Groups are:

  • Spread out your targets
  • Conisder Minions in groups of between 3-5
  • Use cover where possible
  • Consider range (combat starts better at long range)
  • Equip Minions appropriately
  • Add a commander Rival or Nemesis who can provide them with assistance/boosts from a remote distance away from the battle.
  • Know what their role in the story is.
  • Don't be afraid to give a Minion group the Adversary talent (i.e. group of Ninjas).

Minions are a deadly foe if used correctly, and can be used to overwhelm a group of PCs easily - you just have to be smart with them.

Edited by GM Hooly

One thing that I have seen mentioned a couple of times in this thread is creating Minion Groups containing large numbers. It should be noted that going beyond 6 members in a Minion Group is fairly redundant, and a little bit deadly for your PCs. The reason is simple - skill ranks.

If using a skill, listed as one of the Minion Group's skills, they gain a skill rank equal to their number minus one. Skill ranks however top out at 5 ranks, so basically its saying that having a minion group with more than 6 is over-kill.

The things to I would suggest when considering Minion Groups are:

  • Spread out your targets
  • Conisder Minions in groups of between 3-5
  • Use cover where possible
  • Consider range (combat starts better at long range)
  • Equip Minions appropriately
  • Add a commander Rival or Nemesis who can provide them with assistance/boosts from a remote distance away from the battle.
  • Know what their role in the story is.
  • Don't be afraid to give a Minion group the Adversary talent (i.e. group of Ninjas).

Minions are a deadly foe if used correctly, and can be used to overwhelm a group of PCs easily - you just have to be smart with them.

All of those are valid ways to increase the difficulty, but it really depends on the group. If you've got a lightsaber-wielding Ataru Striker who can get linked 4 with enough a good enough roll and can crit at the drop of an Advantage, sending a minion group of 10 after them is just how you make sure it survives two rounds, and still has full effectiveness at the end of the first round to boot. Ditto the character with auto-fire, True Aim, and a fully modded out weapon. It really just comes down to knowing what your players can take and what they can dish out.

And really, few things give a player as much satisfaction as plowing through a squad of 10 dudes.

If you look at the films, no combat occurs in a bubble. It sends a message to the audience. Its never combat for combat sake. Star Wars is supposed to be hard, fast and cinematic. Its not D&D. If the PCs take out the bad guys quickly - hooray for them. So I agree with your points.