Help needed: battle groups

Now, the diffrent source books provides us with many named characters and a lot of different mooks, however they are ofted divided between the different books pages etc. What I would like to do here is some kind of pre-written "battle group", a complete group of named characters with the mooks, build around a central topic which a game master can pick up and throw at his group in an instant. Are there any interests?

I make an example of what I mean (with a quick and dirty format, everything already factored in)

Topic: Butterfly knights, an elite flying knight squad in the netherworld, the close combat champions of Huan Ken

Name: " Squad Purple Rose, 1st squadron of the 3rd crimson legion in the army of his Holyness, the Pope of Europe and the King of Thunder"

Sample Dialogue "DEATH FROM ABOVE and GLORY FOR THE KING OF THUNDER!"

Visual/Acoustic: 8 shining medieval heavily armored knight, a yellow tabard with a lighting symbol, several heraldic markings, trophies, signs etc (think warhammer space marine style). Both the captain and the leutnant have fancy feathers on their steel helmet. On their backs are 2 large buzzing butterfly wings, lots of air push when they close in, lots of dust if hovering over the ground. A definite "BZZZZZZZZZZ" is in the air when they charge in.

Difficulty (for starting characters): high - they are elite combatants and as veteran inner warriors well educated in fighting strange and different enemies and not easily frightened.

Named enemy: Captain Diomedes, Thunder Champion: MA 15, Guns/Intimidation/Leadership 12, other skills 9 to 12, 35 woundpoints, damage resistance 10, Body 8, Chi 0, Mind 7, Reflex 8, Pep -1 if in vehicle combat, weapon: heavy 2h 16 dmg, 3x javelin 10 dmg (thrown), schticks: Signature Weapon, Diving Charge (can be used every 2 rounds if airborne and charging for at least 10 meters, uses same rule as flying sword fu stick), items: magic butterfly armor 2/2, weapon

Named enemy: Leutnant Apollo: MA 13, Guns/Intimidation/Leadership 10, other skills 9 to 10, 35 woundpoints, damage resistance 8, Body 7, Chi 0, Mind 6, Reflex 7, Pep -3 if in vehicle combat, weapon: heavy 2h 15 dmg, 3x javelin 9 dmg (thrown), schticks: Signature Weapon, Diving Charge (can be used every 2 rounds if airborne and charging for at least 10 meters, uses same rule as flying sword fu stick), items: magic butterfly armor 1/1, weapon

6x Mook: MA 10, Guns/Intimidation 10, other skills 9 to 10, AR 15 needed to overcome, Body 7, Chi 0, Mind 6, Reflex 7, Pep -3 if in vehicle combat, weapon: heavy 2h 12 dmg, 3x javelin 9 dmg (thrown), items: magic butterfly armor 1/1, weapon

Fighting style:
=> Charge in from above
=> Captain is picking the the strongest/most combat ready looking enemy,
=> The rest hit hard and tries to scatter the rest of the group
=> Fly away and charge again after 2 rounds or stay in close combat if it looks good
=> repeat.
=> They are veteran soldiers, try to concentrate on their mission objective, if possible they try to avoid civilian casualties (but have no problems declaring civilians "collateral damage" if they stand in the way of their mission objective)

Special: Honor & Death: depending on the situation the captain can be challenged to a fair duel, depending on the circumstances to the first blood or to life and death. The latter is a true test of honor, something all the butterfly knights takes extremely seriously (and to their graves). If one of their fighters would loose such a duel the rest would honor the duel and the results. Honorable foes are treated honorably, murderers, demons etc are heretical scum which need to be burned. Human sorcerer who are not dealing with demons/undead etc are treated with utmost respect (the sorceress power of Huan Ken is concentrated in the thunder clergy and all butterfly knights grew up under this ruling class).

Topic: Highly trained Pleged Mooks for Debuffing and Harassing the players - little direct damage

Name: Blue man Group

Sample Dialogue "Fire on my mark ... MARK!"

Visual/Acoustic: 6 normal looking guys in normal looking clothes (depending on junctures) with normal looking sun glasses wielding normal guns: fully automatic, either from the future like Blue Spears, from today like FN FAL, AK or M60 or from 1850 the Changeling Firearms (Colt Repeating Rifle). No funny sounds, just the sound of fully automatic weapons and 10 000 bulllets hammering on you.

Difficulty (for starting characters): medium - veteran pledged killers, very coordinated, but still mooks.

2x Mook1: Guns 10, MA/Intimidation 8, other skills 7 to 8, AR 15 needed to overcome, Body 6, Chi 1, Mind 5, Reflex 7, weapon damage: rifle 13**, knife 7, items: ranged weapon, combat knife, lots spare magazines, OEDU-M, OEDU-A- shades, schticks: Bullet Storm x3

2x Mook2: Guns 10, MA/Intimidation 8, other skills 7 to 8, AR 15 needed to overcome, Body 6, Chi 0, Mind 5, Reflex 7, weapon damage: rifle 13**, knife 7, items: ranged weapon, combat knife, lots spare magazines, smoke/tear/gas grenade, schticks: Cover Fire x2

2x Mook3: Guns 10, MA/Intimidation 8, other skills 7 to 8, AR 15 needed to overcome, Body 6, Chi 0, Mind 5, Reflex 7, weapon damage: rifle 13**, knife 7, items: ranged weapon, combat knife, lots spare magazines, schticks: Dead Eye x4

Fighting style:
=> Get into cover (+1 to +6 to hit them if the cover applies)
=> start sharing the love of gun schticks
=> Mook1 will analyze the enemy and reduce the attacking AV of the entire PC group by 3 (they wont hurt anyone)
=> Mook2 will use grenades to distract the enemy with smoke grenades and to force him into kill zones with gas grenades, and after that they will use Cover Fire to reduce the shots of enemies hit by 2 (they wont hurt anyone, too)
=> Mook3 will simply shoot every shot with a minor snapshot penalty (they will hurt someone, penalty is already factored in).
=> If one mook group is out, one of the other two groups will continue to harass/debuff the players and the other will switch to lethal damage.
=> Expect a lot of bullets to be fired and a lot of spare magazines to be used. :slight_smile:

Special: Oh yeah, bring it on! Despite being mooks, if they are ordered to defend a place, person or hold the enemy in one place while other escape, they change to a true harassing tactic: cover + move + active dodge (+3 to overcome, except when using stunts or special attacks to break or ignore the active dodge). You can add more mook groups with "shoot weapon" or "whos the big man now"