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Quirky Miniboss Squad

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Kevin: We've confirmed three key captains in Desperado. Their codenames are all wind-themed. ... Collectively they're referred to as the "Winds of Destruction."
Raiden: The... what? They all have action figures, too?

An ensemble of Elite Mooks more developed than faceless mooks. 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 might 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. Assuming none have undergone the process beforehand, this is also a common point for the group to have a collective Face–Heel Turn, setting the stage for future days in the limelight.

Sometimes overlaps with Psycho Rangers, if the squad members are also each the Evil Counterpart of the main characters. See also Terrible Trio (incompetent Quirky Miniboss Squad, although they may be made a threat with Team Rocket Wins), Elite Four (generally more competent squad commonly seen in Japanese media), Goldfish Poop Gang (a sillier recurring enemy that doesn't pose much of a threat), Carnival of Killers, Standard Evil Organization Squad (a larger and more serious version) and Praetorian Guard (if the Big Bad happens to be some form of royalty or official authority and they're explicitly bodyguards, albeit quirky). 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.


Example subpages

Other examples:

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    Asian Animation 
  • Tobot Galaxy Detectives: Team Mayhem are a trio of goofy-but-villainous criminals who all wear yellow clothes and drive around piloting a giant robotic lizard. They usually introduce themselves in a rather flashy manner, announcing their names as they do.

    Fan Works 

    Films — Animation 

    Films — Live-Action 
  • The Three Storms from ''Big Trouble in Little China.
  • The Bloodpack in Blade II are an elite group of vampire warriors formed to hunt down Blade. Ironically, they're only introduced to team up with Blade against the Big Bad. Ultimately some of them remain villains throughout the shaky alliance.
  • Top Dollar's gang from The Crow are all pretty quirky. Oddly enough, they were the ones responsible for the rape and murder or Eric's girlfriend as well as his own murder, making them his actual targets. We soon find out that Top Dollar was ultimately responsible for their actions leading to a climatic battle with the real Big Bad.
  • The five traitors in Dead in Tombstone are all colorful criminals, each of whom has their own shtick.
  • The US Marshals in The Fugitive until the end.
  • The goblins in Legend.
  • In Masters of the Universe, the mercenary team hired by Skeletor to track down He-Man on Earth.
  • The five artists (Sky, Paul, Bill, Lexi, and Macon) from Murder Party.
  • In Mystery Men: Casanova Frankenstein's allied gangs, each sharing their own quirky theme.
  • Repo! The Genetic Opera has the Largo siblings: Luigi, Pavi, and Amber Sweet.
  • Clarence Boddicker's squad of eccentric, racially diverse criminals in RoboCop (1987).
  • The Stalkers in The Running Man.
  • The Tremor Bros. of the Smokin' Aces series.
  • The Knights of Ren from the Star Wars sequel trilogy.
  • The Gang of Four in The Story Of Ricky.
  • Despite not having a big bad commanding them, the gangs from The Warriors the titled gang has to go through before reaching the safe haven of their territory.

    Pro Wrestling 
  • Some power stables become so large that they end up having other power stables inside of them.
    • The Brood for the Ministry of Darkness, until they broke off due to being mistreated.
    • New World Order had this after the infamous 1999 "Fingerpoke of Doom". The most important members switched to the Wolfpac's red and black colours, whilst the minor members stsyed in black and white and were referred to as "The B-Team". They largely went off on their own escapades when they weren't involved in NWO beatdowns, and had their own leadership struggles (won mostly by Stevie Ray).
    • Raven's brainwashed cult, the Gathering, in Sports Entertainment Xtreme
    • Team TNA and Las Gringas Locas in La Legion Extranjera, which would itself become just one of many members of AAA's La Soceidad.
    • Team Canada (which in of itself might have been the largest Team Canada ever with ten members) to Planet Jarrett (which was headed by "The Kings Of Wrestling" Scott Hall, Kevin Nash and Jeff Jarrett rather than those guys from Chikara\ROH)
    • Fortune inside of Immortal, at least until they rebelled against the larger group.

    Tabletop Games 
  • Fellowship: One of the options for the Overlord's forces is the Organization, a small but powerful group of elite villains with unique abilities and personalities, such as the Braniac, the Honor-Bound, and the Tough Guy.
  • 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.
    • With the introduction of formations that let you field only characters (Council of Da Waaagh, Librarius Conclave, Seer Council, The Eight) it is now possible to field an army consisting of only characters and nothing else. As it turns out, this isn't as impractical as it seems, as due to the way some special rules work these characters can share their skills to each other as long as they're joined up in the same unit. This type of army is nicknamed "Superfriends", taken from the MTG deck type of the same name (which is in-turn named after the show Super Friends due to the amount of heroes in it).
    • Codex: Deathwatch allows you to field a specialist team of xeno-hunters, each with his own special equipment. The formation takes this a step further; allowing you to join different units together. However, due to the rules making it so that all units have to move in coherency, this means that all units have to move at the pace of the slowest model, and as it turns out there are a lot of models that are a lot slower than "normal".

    Toys 

    Web Original 

    Real Life 
  • 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.


 
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