dustin5 1 Posted February 21, 2013 #1.) When it is time for a group of minions to attack, do they just do one super roll (because their group skill is enhanced) or do you make separate rolls for each person in the group of minions? #.2) and this might seem weird to ask: any easy way to keep track of stun & regular damage with minions? (there was a disagreement between the players on whether to kill or stun people, but combat started before they came to a consensus, so some where shooting to kill and some shooting to stun). Thanks in advance! Quote Share this post Link to post Share on other sites
Yoshiyahu 545 Posted February 21, 2013 To answer your first question, at least, a minion group only has one "turn" per round, and the dice pools for their skill checks are going to be based on the number and type of minions in the group. For example, a minion group of three stormtroopers has a Ranged: Heavy skill of 2, which translates to a dice pool of two proficiency dice and one ability die. If one of those stormtroopers is killed, however, (represented by the minion group taking 5 or more wounds) the dice pool drops to one proficiency die, and two ability dice. Essentially, the Ranged: Heavy skill for a minion group is based on the base minion's ability score (3) and every additional minion in that group upgrades a die in the pool. If you had four stormtroopers in a minion group, the Ranged: Heavy dice pool would be three proficiency dice. If the minions are not in a minion group, (subject to how the GM wants to use them) you would make a roll for every single minion at their base ability. For four stormtrooper minions that are not in a minion group, that would mean four minion "turns" and three ability dice for each roll. Place those four minions in a minion group, and now they all act on one turn but have a significantly upgraded dice pool. I hope that makes sense. Quote Share this post Link to post Share on other sites
AK_Aramis 1,002 Posted February 22, 2013 Dustin said: #1.) When it is time for a group of minions to attack, do they just do one super roll (because their group skill is enhanced) or do you make separate rolls for each person in the group of minions? The group acts as a single "figure"… One roll. Dustin said: #.2) and this might seem weird to ask: any easy way to keep track of stun & regular damage with minions? (there was a disagreement between the players on whether to kill or stun people, but combat started before they came to a consensus, so some where shooting to kill and some shooting to stun). Use different colored poker chips. 1 Kulikov reacted to this Quote Share this post Link to post Share on other sites
mouthymerc 4,483 Posted February 22, 2013 Dustin said: #.2) and this might seem weird to ask: any easy way to keep track of stun & regular damage with minions? (there was a disagreement between the players on whether to kill or stun people, but combat started before they came to a consensus, so some where shooting to kill and some shooting to stun). Minions only have wounds and no strain. Any strain damage taken is deducted from their wounds. How you describe this as a GM when characters are using a mix of weapons is conmpletely up to you. The benefits of a narrative style. 1 Kulikov reacted to this Quote Share this post Link to post Share on other sites