Grunt

Peon. Cannon-fodder. Foot-slogger. Grunt. The simplest type of opponent you can throw out to fight against your PCs, there's nothing really special about Grunts. They're the basic enemies representative of their particular type. In battle, they reach their caps in all the most basic combat areas, and you could say they're well-rounded, but they're mostly rounded around such a low power level anyway that it really isn't something to write home about.
Often a Grunt's biggest advantage isn't in the individual Grunt, but rather in the sheer number of them which you can use at any given time. Grunts are usually sprinkled liberally into a fight, and while they can do little individually, they do tend to work well as a team. Ideally, you want to have them use options like Combined Attack to bring their damage up to a level that actually threatens the characters.
GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A	GRUNT N/A 	GRUNT N/A
PL 	Attack 	Effect 	Defense 	Toughness	Fortitude	Will 	Might 	Reflex 	Perception	Special
1 	+1 	+1 	+1 	+1 	+0 	+0 	+0 	+0 	+0 	n/a
2 	+2 	+2 	+2 	+2 	+1 	+1 	+1 	+1 	+1 	n/a
3 	+3 	+3 	+3 	+3 	+1 	+1 	+1 	+1 	+1 	n/a
4 	+4 	+4 	+4 	+4 	+2 	+2 	+2 	+2 	+2 	n/a
5 	+5 	+5 	+5 	+5 	+2 	+2 	+2 	+2 	+2 	n/a
6 	+6 	+6 	+6 	+6 	+3 	+3 	+3 	+3 	+3 	n/a
7 	+7 	+7 	+7 	+7 	+3 	+3 	+3 	+3 	+3 	n/a
8 	+8 	+8 	+8 	+8 	+4 	+4 	+4 	+4 	+4 	n/a
9 	+9 	+9 	+9 	+9 	+4 	+4 	+4 	+4 	+4 	n/a
10 	+10 	+10 	+10 	+10 	+5 	+5 	+5 	+5 	+5 	n/a
11 	+11 	+11 	+11 	+11 	+5 	+5 	+5 	+5 	+5 	n/a
12 	+12 	+12 	+12 	+12 	+6 	+6 	+6 	+6 	+6 	n/a
13 	+13 	+13 	+13 	+13 	+6 	+6 	+6 	+6 	+6 	n/a
14 	+14 	+14 	+14 	+14 	+7 	+7 	+7 	+7 	+7 	n/a
15 	+15 	+15 	+15 	+15 	+7 	+7 	+7 	+7 	+7 	n/a
16 	+16 	+16 	+16 	+16 	+8 	+8 	+8 	+8 	+8 	n/a
17 	+17 	+17 	+17 	+17 	+8 	+8 	+8 	+8 	+8 	n/a
18 	+18 	+18 	+18 	+18 	+9 	+9 	+9 	+9 	+9 	n/a
19 	+19 	+19 	+19 	+19 	+9 	+9 	+9 	+9 	+9 	n/a
20 	+20 	+20 	+20 	+20 	+10 	+10 	+10 	+10 	+10 	n/a
In a fight, Grunts are there to hold the line and take hits that would otherwise be damaging more important allies, especially dangerous-but-vulnerable allies like a Boss or Artillery. They'll be the first to go down, and they'll go down in droves, but in the meantime, they'll make the heroes look cool, and make their more powerful and potent allies really stand out and seem more special (and more dangerous). The Grunts are going to go down even faster against opponents who can target their Fortitude or Will resistances, both of which are quite poor, and they really get tripped up special actions in combat like Subdue, Knockback or Disarm.
Grunts are the most basic of any type of opponent, and they'll likely be the most numerous. They'll have the most basic armaments for their team, and likely the most basic protections. But they can become incredibly dangerous when backed up by an Enchanter, a Boss, or a Support ally, who can multiply their capabilities by impressive factors. In such situations, Grunts are very dangerous.
Also, all the other NPC charts are variations of the Grunt's. All the NPCs which follow the same basic guidelines: hitting their caps at each PL in the combat skills (after trade-offs) who may or may not be more capable in other areas (like Fortitude and Will resistances, or their Reflex to determine initiative order in combat).
And unlike other NPCs, Grunts don't have a key ability which is higher than their others. Instead, they tend to be all-around mediocre and more representative of their different groups.
Category:Rulebook
Category:NPC Archetypes
Category:GMing