
When making an Adversary that uses Minions, they are known as Dangerous Minions. Dangerous Minions are akin to normal Minions, but they have a few unique rules.
Dangerous Minions
Danger Levels. Unlike normal Minions, Dangerous Minions have their Power Level based on that of the players, rather than their Master. This is calculated by choosing a Danger Level from the table below, using the average Power Level among players as their baseline.
The table also depicts modifications to Life Points (before any calculations), and how many Adversary Transformations to grant your Minions, which you should consider as an additional buff to make your Minions stand out.
| Danger Level | Power Level | Life Points | Adversary Transformations |
|---|---|---|---|
| Very Easy | -2 | -1 per Power Level | 0 |
| Easy | -1 | N/A | 0 |
| Medium | +0 | +1 per Power Level | 1 |
| Hard | +1 | +2 per Power Level | 2 |
| Very Hard | +2 | +3 per Power Level | 3 |
Pathetic Minions. If you create a Minion of the Easy or Very Easy Danger Level but the Power Level of your players is too low for them to be able to reduce it, instead reduce their Combat Rolls by the amount of Power Levels they should have lost.
Dangerous Minions cannot possess a number of Adversary Transformations that exceed their base Tier of Power.
Ascended Minions. Dangerous Minions cannot be selected for the Ascended Minion Talent. Instead, it’s highly encouraged to simply use weaker Adversaries to represent a similar situation.
Marvelous Minions. For Marvelous Minions (see — Marvelous Master) that would be created for an Adversary, create them as usual, but treat them as an Adversary of the same Adversary Category as the Adversary who possesses the Warlock Manifested Power. If for some reason that Adversary dies, the Marvelous Minion will effectively serve as an unshackled Adversary – no longer a Minion. Consider this for when your players obtain a Marvelous Minion, it can be fun to prepare Adversary rules to apply to that Marvelous Minion if they ever become free from their connection to that player, or if that player is Defeated in a Combat Encounter in which the Marvelous Minion is not.
Duplicate Minions. If a Dangerous Minion is a Duplicate Minion, ignore these rules and use them like any normal Duplicate Minion.
Dangerous Minion Traits
Dangerous Minions have access to a few additional Minion Traits, making them more able to serve as tools for your Adversaries. You may allow your player’s Minions to possess these Minion Traits, but it’s not encouraged.
Aggressor: Far less passive than most, this Minion is ready to throw down.
-[Passive]: This Minion ignores the effects of Recovery Periods.
-[Triggered/Start of Turn]: If this Minion is not given a command through the Command Maneuver, they will still use a Basic Attack Maneuver on their turn against the nearest Opponent. If multiple Opponents are at the same distance, you can choose which Opponent is targeted.
Phalanx Fighter: A trained soldier, this Minion is disciplined and fearless.
-[Triggered]: When the Master of a Minion with the Phalanx Fighter Trait uses the Command Maneuver with that Minion as the target, all Minions with the Phalanx Fighter Trait can be controlled, and are treated as if targeted by the Command Maneuver. However, all Minions with the Phalanx Fighter Trait must make the same Maneuvers and every Attacking Maneuver or Unique Ability used by a Minion with the Phalanx Fighter Trait costs an additional 2(T) Ki Points. If they use the Movement Maneuver, they can move in different directions but if they use an Attacking Maneuver, it must be the same Attacking Maneuver (using the same Foundation and Profile if applicable).
If the Transformation Maneuver is used by Minions with the Phalanx Fighter Trait, the Minions must enter a Transformation of the same type (Alternate Form/Enhancement Power) but they do not need to enter the same Transformation.