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Minions in ICONS

Started by drkrash, June 05, 2015, 01:57:32 PM

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drkrash

How have you handled minions in ICONS? The Assembled Edition presents an optional rule that any successful hit takes out a minion, which is fine, but it seems that minions are truly "glass cannons" against most heroes.

A thug with a pistol has Coordination 2 and, with a big gun, damage 4.  This may not be an appreciable threat for a Coordination 6 hero (only about a 3% of hitting for 4 damage), but against a more modest Coordination 4, that becomes 17%.  Not huge, but it seems that a fight against 10 thugs is a pretty dangerous thing.  Make them trained soldiers with damage 5 assault rifles and things get worse.

M&M3 seemed to have the opposite problem.  Either thugs couldn't hit your huge dodge bonus (and even if they did, a hero could withstand several hits most likely) or they could do no damage at all against Impervious Toughness (which most characters seem to have enough of to withstand bullets).  Critical hits pose a problem, but again, M&M characters can withstand quite a few bullets without armor or force fields before going down.

Anyone use rules to make "minion sweeping" easier in ICONS?

Soylent Green

I have in the past borrowed the minion rules from Fate 3.0 in which groups of minions act as one character, the bigger the group the higher it's quality.

If I'm feeling lazy I might just give minions less Stamina, which in practice maps to if you hit they go down unless the character has really crap powers.
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Christopher Brady

You mean...  'Ananas!'
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RPGPundit

I just ran them the regular way. The only difference from more significant opponents being that they didn't have determination points.
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