More for Minions

Minion Talents

In addition to the minion talents from the core book and the Grand Tome of Adversaries, these are some homebrewed minion talents I’ve been using in my game to give minions a bit more bite.  They are designed with the idea that no minion will possess more than one such Talent, so use a light hand with them.

Disciplined: In the company of a skilled Lieutenant or Villain, these minions receive +1d to all dice pools.  If the leader is slain, this bonus is lost.

Formidable: Formidable minions get +1d to all attack rolls.

Merciless: Merciless minions double all damage dealt.

Opportunistic: Whenever an opponent attacks and misses, or fails to kill at least one minion in this band, these minions may make an immediate counter-attack at –1d as a Trivial Attack Action.

Overbearing: This band of minions specialize in overwhelming their foe with numbers and wrestling them to the ground.  When attempting to bring down a lone target, these minions roll an opposed Attack roll with a +2d bonus. If successful, the target is considered grappled and pinned.  This tactic is opposed normally, but may not be reversed. Minion bands may not be overborne, though a single minion can.

Resilient: Resilient minions are treated as one threat rating higher (max 4) against attack rolls directed against them.

Swordsmen: These highly trained minions are skilled in at least one Fighting Tradition. An opponent who is not trained in a Fighting Tradition (ie. lacks the Basic Talent) suffers –1d to all attack and damage rolls against this band.

Treacherous: Treacherous minions always roll at least 4 dice, regardless of how few are banded together.

Unruly: This band of minions add +2d to all attack and damage rolls, but immediately flee after the first casualty suffered.


Wild Talents

Wild Talents are meant for animal minions (or lieutenants).

Poison: This creature is venomous. The potency of the venom depends on the creature. Usually, the target must suffer damage from the animal’s primary attack to be poisoned (a snake’s bite, a scorpion’s sting). When exposed to a poison, you roll Endurance against the poison’s potency. If you fail the Endurance roll, the GM adds the difference between your roll and the poison’s potency to its DM, and then rolls damage as usual.

Poison Potency DM
Scorpion 2 +3
Rattlesnake 3 +4
Cobra 4 +6


Morale for Minions

Sometimes the GM knows when a group of minions will break and run.  Sometimes it’s more fun to let the dice decide.

After the first casualty suffered, the band must make a D1 Morale roll. Roll dice equal to the bands Threat Rating x the number of remaining minions.  If they succeed, they stay in the fight.  Otherwise they flee.  The GM can raise the difficulty of the roll as he or she sees fit, though keeping it at D1 will reduce the amount of time spent counting successes and thus keep the combat flowing quickly (these are minions, after all).

When reduced to 2 or 1 members, mortal minions will automatically break and flee.

Bands with a Threat Rating of 2 or greater, or who possess the Disciplined Talent (above) will  defensibly disengage and withdraw in the most tactically sound manner.  Others will simply break and run.


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