8 hours ago, Mark Caliber said:Thanks for the clarification on the Minion rules. I might use those the next time they go toe to toe with a Cap ship (which have batteries of cannons and would be an appropriate mechanic for dealing with scores of guns being fired at a target).
But otherwise I don't use the minion rules at all. No nay never.
And in the battle in question I'm not sure how you would use the minion rules for a single YT-1300 . . . I guess it has two turrets, but statistically that ship might be able to do more damage with the two single hits (If the gunners had sufficient skill to hit anything). (And in combat, the freighter did attack two different targets . . . while it lasted).
But to answer the original inquiry. No. Not using the minion rules. I don't have minions in my campaign.
I guess as an aside, we found that the gunners with the dice pool of YGB (Single skill gunner with targeting computer) were finding it nearly impossible to hit any enemy ships vs PPB (Similar silhouette ship with 1 Def). It didn't matter if that gunner was Rebel or Imperial for this particular mission.
It felt very much like a Zander Willow fight . . .
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Although the dice can be very weird that way. I had a fight months ago where the PC's were fighting some moderate ranking thugs and I thought the PC's would absolutely MOP the floor with these two thugs, but the thugs actually incapacitated one PC, beat another PC senseless and forced the group to retreat . . . Sometimes the dice giveth and sometimes they taketh . . . but I digress.
Um,, can you clarify a bit more? you NEVER use minion rules? They are a core mechanic of the game and allow for epic firefights that are easily managable by the GM, and clearly represent the whittling down of numbers, plus are key for the use of grenades/blast weapons
how do you deal with squads of stormtroopers, swarms of tie fighters etc without over a dozen NPC initiative slots? I have thrown down 20+ troopers in a battle, managed by only 3-4 slots
Do you only use Rivals/nemesis and limit your battles to more intimate one-on-one fights? or do you always use the squad rules with Rival squad leaders surrounded by ablative armour?
Minion adversaries aren't really suited to acting on their own from the start of an encounter, as they don't have the skills to stand up in a fight (hence the rules for group skills)
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Back to your question - You didn't mention it was just a Silhouette 4 YT - in that case I would man it with a Rival/Nemesis Pilot and 2 Rivals with gunnery for the gunners (maybe YYG+B), thus giving it, thus giving it 3 initiative slots - or 4 if you use the Nemesis rule to give it another slot at the end of the initiative order, and a chance to move again, making it more maneuverable and survivable
If you had two ships of that size, I would shrink it down to just a Rival Pilot and Gunner for each ship, and give the pilot one of the turrets to fire. that keeps the NPCs at about 4 slots
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Your probably picking up that I like to keep the NPC slots to no more than 4, as I find this is the easiest to manage and I change the difficulty of the encounter by increasing group size or using squad rules with leaders. Other things I do for really big fights is group multiple adversaries into one initiative slot, such as two squads of stormtroopers having 1 slot.