Star Wars_ Edge of the Empire Rule Book

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more likely to fail than succeed on all but the simplest
combat checks. GMs should only do this if they wish to
pit their characters against an easy combat challenge.
The more typical way to use minions involves deploying
them in groups, as described later in this section.


MINION RULES

Minions have several unique rules that reflect their
status as disposable adversaries.



  • Unless otherwise specified, minions do not suf-
    fer strain. Anything that inflicts strain on a minion
    inflicts wounds instead. They also cannot voluntarily
    suffer strain. This means that when a minion is taken
    out of combat due to exceeding his wound thresh-
    old, it is up to the GM whether he was incapacitated
    or killed, depending on the circumstances.

  • Minions do not possess ranks in skills. One
    thing that makes minions significantly weaker than
    Player Characters is their lack of ranks in skills. They
    can compensate for this by operating as a group. A
    minion's profile lists several skills in which they can
    gain ranks when acting in a group.

  • Minions can fight as a group. As noted previ-
    ously, the GM does not have to deploy minions
    in groups. However, deploying them in a group
    has several advantages. It simplifies combats and
    makes minions more dangerous while allowing GMs
    to include large numbers of adversaries. Minions
    are only deployed in groups of the same type. The
    minion group has a single wound threshold, shared
    by all members of the group. This wound thresh-
    old is equal to the sum of the wound threshold of
    every member of the group. (For example, a group
    of 3 stormtroopers—each with a wound threshold
    of 5—has a wound threshold of 15.) Each time any
    member of the group suffers wounds, the wounds
    are applied to the group's wound threshold. Indi-
    vidual members of the group are defeated one at a
    time, each time the total wounds suffered exceeds
    that group member's share of the wound threshold.
    For example, when the stormtrooper group passes
    5 wounds, one stormtrooper is defeated. When
    characters attack a group, they attack the group as
    a whole, not an individual. Likewise, minions make
    one attack per group, not per individual. Working as
    a group allows minions to use skills. A minion group
    gains one skill rank for each member of the group
    beyond the first, if that skill is on the minion's list.
    So, a group of four stormtroopers would count as
    having three ranks (for the three troopers after the
    first) in any checks the group is called on to make.

  • Minions are killed by Critical Injuries. If a minion
    suffers a Critical Injury, it is immediately incapaci-
    tated. If a group of minions suffers a Critical Injury, it
    suffers one minion's worth of wounds (so that one of
    the minions in the group is incapacitated).


RIVALS


Rivals are more dangerous than minions but still infe-
rior to most Player Characters. Rivals are very similar
to Player Characters in many respects, being general-
ly more innately gifted and well trained than minions.
They possess skills and operate individually rather
than in groups. They are generally less skilled than
the PCs, however, seldom possessing more than two
ranks in any one skill.

RIVALS RULES

Rivals follow most of the same rules as Player Charac-
ters do, except as noted here.


  • Rivals suffer Critical Injuries normally. Howev-
    er, when a rival exceeds his wound threshold, he
    can be killed outright (instead of incapacitated) at
    the GM's discretion.

  • Rivals cannot suffer strain. When a rival would
    suffer strain, he suffers an equivalent number of
    wounds instead. He can, however, use abilities or
    invoke effects that would cause him to suffer strain;
    this simply causes him to suffer wounds instead.
    Remember, because he does not suffer strain, he
    cannot recover it either. Like minions, if a rival is in-
    capacitated, the GM can decree if he was killed or
    rendered unconscious based on the circumstances.
    GMs can decide to track strain on certain rivals,
    even though this is not the norm. This does cre-
    ate extra bookkeeping for the GM but also allows
    some additional granularity for rivals that might
    prove important to the plot. In essence, this allows
    the GM to create Nemesis class characters with
    weaker than average statistics.


NEMESES


The nemesis is the opposite of the Player Character.
They are identical to them in virtually every respect
and may in fact be more powerful; this is necessary
to ensure that they are able to pose a threat to an
entire party. Nemeses frequently possess a number
of talents, high characteristics, and skills, and their
equipment can often rival that of even the most well
supplied parties. Nemeses suffer strain and wounds
normally and do not have any special rules govern-
ing their operations.

ADVERSARIES
'EDGE OF THE EMPIRE
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