An ensemble of Elite Mooks
more developed than faceless mooks
but not as developed as the Five-Bad Band
. Occasionally The Dragon
or other major villain is part of the team, and will be the official or unofficial leader
. The competency of this group varies wildly.
This group is typified by an overarching design theme, but also an individual quirky personality to each which may seem oddly familiar
. They are allowed to act funnier than The Dragon
. They mainly provide a distraction
to the heroes until the real plot kicks in. The Big Bad
has little qualms with killing them off if they fail
consistently, possibly because their jobs often entail a bare minimum of intelligence needed. Some groups are filled with backbiting and betrayal
, with the occasional Minionshipping
. Occasionally, one or two of the bunch will have a change of heart, and do a Heel-Face Turn
. That person is almost always a loner to the rest of the group anyway, especially if they become the Sixth Ranger
If the heroes defeat their Dragon
and their Big Bad
, some or all of them may survive. They usually don't stick around in-show after that, but if they do, they may become the Terrible Trio
or a bunch of Sixth Rangers
See also Terrible Trio
(incompetent Quirky Miniboss Squad, althought may be made a threat with Team Rocket Wins
), Goldfish Poop Gang
(a sillier recurring enemy independent of the Big Bad
), and Standard Evil Organization Squad
(a larger and more serious version). Contrast Co-Dragons
for a situation where multiple characters split the Dragon role, but don't necessarily work together the way a Quirky Miniboss Squad
would and are usually treated more seriously.
Contrast The Family for the Whole Family
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- Warhammer 40,000:
- Command Squads and HQ choices with retinues can come across this way — particularly for players who assign personalities to the characters.
- Encouraged for Space Wolves players, where they not only have tons of named units, but also encourage the player to make their own characters with distinct personalities, plus the special rule that allows them to pick two HQ units for one HQ slot, meaning one can go to war with a large group of infantry choices and put two rune priests in a HQ slot and still have room for more HQ units like a wolf lord or one of the named HQ choices if you spend your points right.
- The Grey Knights' Paladins have statistics equal to most HQ choices, having an almost identical statline as a Librarian in Terminator Armor and having just as much equipment choices. They can be taken in as few as 1 to as many as 10. Another character can allow them to be taken as Troops, effectively allowing you to field a miniboss squad as an army. To a lesser extent, Terminator armies (Deathwing, Loganwing) are also this, as Terminators are often elite unit choices.
- An odd example is the Tennessee Valley Killer's posse, made up of a cow doctor who bred roosters for illegal fighting, and one guy who wanted to eat said roosters. Their case was dramatized in an episode of radio drama Gangbusters! on April 6, 1958, "Tennessee Triggermen".
- The turn-of-the-century "Molasses Gang." They got their name because one of their favorite crimes was to all go into a shop and hold out a really big hat and tell the shopkeep they had a bet as to how much molasses the hat would hold. He'd agree to fill it as full as he could, then with a quick move they'd clap it over his head, covering his eyes, and while he struggled to get it off, they'd make off with whatever they were after. Supposedly they also once got bored during a bank robbery and left without the money.
- Napoleon had his twenty-six Marshals who were the most powerful military and political figures in his empire and varied widely in competence from guys like Massena and D'avout who probably could have taken over the world themselves if they weren't sharing time with Napoleon down to borderline incompetents like Victor and Grouchy. There was also his main diplomat, Talleyrand. Subverted, though, in that the marshalate was infamous even among contemporaries for being a veritable snakepool. The primary reason Wellington was so successful in Spain, beside superior intelligence, was that the up to five French marshals Napoleon had left to lead his armies in the Peninsula hated each others' guts and refused to cooperate until 1814.