Minions

By Santiago, in Black Crusade House Rules

Though I haven't started play yet I was wondering if the Current Minion rules make a Minion functional enough.
Would giving them a starting profile line of 10 be to much?

from france

i didn 't have the oppotunity to look at minions and my self i am wondering what there purpose is. thank those who can help.

There is few topics in BC forum about minions.

Minions are nice adition but they should be used as narrow specialists. For example Greater Minion Forbiden Lore Schoolar (rough mathematic):

Int 40 WP 40 (rest dosen't matter)

talent infused knowledge

skill x4 forbiden lore +20

trait unnatural int +4

So lets ask him abouth forbiden lore deamonology:

int 40 + 20 from skil = 60 and if he passes he add 2 DoS from unaturall int

If your PC wanted to gain such knowledge he would pay 4200 xp only for skills and only if you unaligned or aligned with Slaanesh if you are with K or N it's even worse. This minion cost only 750 xp.

Other examples of uselfull minions:

heavy weapon servitor, ogryn bodyguard, psyker and so on.

This is from a thread I made some time ago.

I love the idea of minions, but I'm not 100% satisfied with the rules for them in the rule book. Traits in Particular needs a change imo. If a player get the choice between Machine 1 or machine 6 at the same cost for their minion, chances are that they will go for machine 6 9 0ut of 10 times, unless the Gm imposes some restrictions.

Characteristics also seems to handled pretty strange imo, so I felt the need to change how the minion rules work before launching my Black Crusade campaign.

Jackal_Strains Minion houserules.

Talents and Traits may be exchanged for Characteristics points, at the rate of 10 Characteristic points for each Talent or Trait.
Characteristics may not exceed the maximum for each level of Minion Talent (30 for lesser, 35 for normal and 40 for greater).

Talents may be exchanged for Skills at rate of one Skills for one Talent.
Talents may be exchanged for Traits at the cost of one Trait for two Talents.

Traits may be exchanged for Skills and Talents at the rate of two skills for one Trait and one Talent for one Trait.

Traits that come in levels (eg. Unnatural characteristics, brutal charge, machine etc) are bought at the rate of one for one. So unnatural agility (+2) and sonar sense would reduce the pool of available traits by 3.
Lesser Minions get 6 Traits, Normal Minions gets 10 Traits and Greater Minions get 14 Traits.

Nice rules, but I have a question.

Would you allow to sell characteristics for talents/skills/traits? I'm making archivists so for me only important stats are Int and maybe Wp so I could sell the rest and buy more skills. I would propose if only to limit min char as for WS/BS 10 and rest 20.

I personally wouldn't, but you are free to do as you choose in your games. I belive that characteristics and skills are the core (mechanically speaking) of characters, and minions, so I would allow my player to trade those for talents and traits.

I've just made with your rules hilarious minion ;]

for only 250 xp you can have sniper-skull (TM!)

Most importand skills, talent, etc.

BS 30 Agi 30 Per 30

Dodge, awarnes, scrutinity, stealth

Hover 3

Machine 1

Size 2 (-20 BS to hit +20 to stealth)

Weapon long las k10+5 p3 (always overload) accyrate, unreliable, felling 4

+ red dot laser

So we have very small minion that doesn't look like any danger to someone strong like SM, but to 75 meters (1/2 range) shooting single shoot each round it have 70 BS or 80 if it would wait one round more ! And if it would hit with 4 DoS it is k10+5 p3 +2k10. Goonna buy it when i will have spare xp maybe not becouse of it power but for lulz on face of our GM when it will punch big holes is his elite monsters or burn theri dodge when he would learn true power of sniper-skull of death :D

You can also ditch BS and equip the servo skull with hand flamer, the fun thing would be that it's first atack would almost always be a suprise because noone would expect a skull to breathe fire (or meaby they would?)

I haven't really looked at it yet, but I was wondering about the benefits of taking a minion with the demonic trait and whether or not that would help with making a Demon weapon or how those 2 would interact.

Well of course minion can make deamonic weapon but they don't need to have deamonic trait. They need only to be a psyker with demonology ;)

Making a minion and then shoving it into a daemon weapon would be... iffy rule use in my mind. There's already ways of getting daemon weapons. By the rules I suppose you could use the greater minion rules, make a Daemon and then attempt to bind it into a weapon, but it would definitely be a bit suspect to me.

The main advantages of the Daemon trait is supposed to be the increased resistance to damage and the ability to ignore phenomena for Daemon psykers (though that has more use for Psyker PC's sniffing Daemon Dust). As well as the fluff-based fact that Daemons killed in the real world merely get banished back to the Warp instead of completely killed.

I'm pretty sure the moment you try to bind your daemonic minion into a weapon, he'll start resisting as any other daemon would, so the only upside is that you have a daemon handy.