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Hardy Minions (AoE Protection)

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Some times minions can lose a bit of their appeal, when the AoE capabilities of the heroes get so good that any amount of minions are effortlessly dealt with.

To avoid that, one can use especially "hardy" minions. Hardy Minions have a damage threshold called "Hardiness". When hardy minions are affected by AoE damage, not all of them die automatically, but only some of them according to the formula: damage/hardiness (rounded up and at least 1).

Good and easy to use hardiness values are the minions "die size" or "die size/2".

Examples: --A group of 8 Kobold minions (size: ) with a Hardiness of 2 is hit by an oathsworns explosive judgment for 11 dmg. 6 of them die, 2 survive.

  • A group of 4 Hill Giant minions (size: ) with a Hardiness of 12 is hit by an oathsworns explosive judgment for 11 dmg. 1 of them dies, 3 survive.

One could use Hardiness for single target thresholds as well, but in my experience it feels bad when you spend actions to damage a minion without any positive result at all. Therefore I would not recommend it.

Augments

Minions

Minions are low-threat monsters that are easy to kill individually but dangerous in numbers. They add dynamic movement and excitement to battles without bogging down gameplay. Minions have:

  • No HP to Track. Any damage kills a minion.
  • Easy Attacks. Each minion attacks with a single damage die, cannot crit, misses on a roll of 1, and ignores advantage/disadvantage.
  • Simplified Defense. When multiple minions attack a single target, their damage is combined and counts as a single attack, so heroes can Defend or Interpose against them all at once.

Act Together! If your heroes are facing down a pack of goblin minions, rather than moving them one at a time, all minions attacking a particular hero should move and attack at the same time.

For Example: 5 minions move next to Grudge and attack him. Roll and add up (ignoring any 1s). Fast and easy!