Minions (not the yellow ones)... again

By ExpandingUniverse, in Game Masters

Fellow GMs... I am planning my first ever GM'ing of Edge soon after a 2-3 year break from playing the game!... I'm good with everything except the minion rules.

In a nut shell I think I have it right - for every minion above the first one, remove a green Characteristic dice and replace with a Yellow skill dice... e.g. four Stormy's have 3 Yellow dice.. when I lose a stormy I remove a yellow dice = 2 yellow and 1 green ... when I'm down to 2 Stormy's I have 2 green and 1 yellow... 1 stormy just has the 3 green agility dice and promptly misses a barn door at engaged range :)

Is this right? except other difficulty & boost dice etc and Destiny point usage

Edited by ExpandingUniverse
I was AFB - checked Stormy stats

For every minion after the first, they get 1 rank in each of their group skills, up to a maximum of 5.

When you make a skill check, you have a number of dice equal to the highest number of their skill or ability, of which the lowest number of skill or ability are yellow. So if you have 6 stormtroopers, that's 5 Ranged (Heavy)/3 Agility and so 2 green, 3 yellow.

An important thing to highlight is that this only applies to their Group Skills. No matter how many Stormtroopers you have in the cockpit, you're not rolling any yellow proficiency dice for their Piloting (Space) check since it's not a group skill.

Otherwise, @Talkie Toaster hit the nail on the head!

4 hours ago, ExpandingUniverse said:

In a nut shell I think I have it right - for every minion above the first one...

It's easier if you think of extra minions (after the first) as "skill ranks". Then you just figure out the dice normally. So 3 stormtroopers have 2 skill ranks in Ranged Heavy, so their dice pool is YYG.

Cheers matey....

4 hours ago, c__beck said:

An important thing to highlight is that this only applies to their Group Skills. No matter how many Stormtroopers you have in the cockpit, you're not rolling any yellow proficiency dice for their Piloting (Space) check since it's not a group skill.

Otherwise, @Talkie Toaster hit the nail on the head!

I used the combat dice pool for the question as that's usually the only one I could ever see as being used the most... I could imagine a VERY cramped tie cockpit with 5 minion tie pilots :D

With TIE pilots, the idea is that you have a minion group of TIE fighters.

On 10/28/2019 at 11:12 AM, Talkie Toaster said:

For every minion after the first, they get 1 rank in each of their group skills, up to a maximum of 5.

When you make a skill check, you have a number of dice equal to the highest number of their skill or ability, of which the lowest number of skill or ability are yellow. So if you have 6 stormtroopers, that's 5 Ranged (Heavy)/3 Agility and so 2 green, 3 yellow.

I thought Characteristic dice were removed and replaced with a Skill dice... so a team of six Stormies with a sergeant would start off with YYYYY + a single boost dice of the sergeant uses his tactic abiilty...

14 minutes ago, ExpandingUniverse said:

I thought Characteristic dice were removed and replaced with a Skill dice... so a team of six Stormies with a sergeant would start off with YYYYY + a single boost dice of the sergeant uses his tactic abiilty...

Nope. Minion groups have always calculated their dice pools the same way that player-characters, rivals, and nemeses do.

So in your example, the squad of six stormtroopers would start with a Ranged (Heavy) pool of YYYGG, using the 5 ranks in Ranged (Heavy) as the base, then upgrading three times for their Agility 3.

Conversely, a group of three stormtroopers would have a Ranged (Heavy) pool of YYG, using their Agility 3 as the base, then upgrading twice for the two ranks in Ranged (Heavy).

I think the penny has dropped :)

Cheers...it has been AGES since I've played

The title of this thread is misleading. It'snot talking about yellow minions but it IS talking about yellow dice for minions.

MeanLameCutworm-size_restricted.gif

And now I challenge someone to stat out 'Minions'. 😀

Characteristics: 121121 Group Skills: Mechanics, Coordination, Ranged (Heavy), Brawl. Talents or special abilities: Indestructible: Minions suffer no wounds from the Blast or Burn quality. Clumsy: Minions add 2 Setback to all skill checks they make. Equipment: Rocket launcher: Damage 8, Crit 4, Ranged (Heavy), Medium, Blast 6, Knockdown. Tool kit. Wound Threshold: 5 Soak: 1.

What do you think?

8 minutes ago, P-47 Thunderbolt said:

Equipment: Rocket launcher: Damage 8, Crit 4, Ranged (Heavy), Medium, Blast 6, Knockdown.

LOL. Perfect.

1 hour ago, P-47 Thunderbolt said:

Characteristics: 121121 Group Skills: Mechanics, Coordination, Ranged (Heavy), Brawl. Talents or special abilities: Indestructible: Minions suffer no wounds from the Blast or Burn quality. Clumsy: Minions add 2 Setback to all skill checks they make. Equipment: Rocket launcher: Damage 8, Crit 4, Ranged (Heavy), Medium, Blast 6, Knockdown. Tool kit. Wound Threshold: 5 Soak: 1.

What do you think?

A monster, created I have :)

i wanted yellow minions. :c

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or at least half yellow minions...

You could just get some ewoks and dye their fur neon yellow :)