Yeah, I agree (especially when GMing) that they can all be the same. The only time I might make 'goons' different is if they're a bit beyond the standard thug. For example, when facing some vampires one time, our heroes ran into a squad of mercenaries (sort of familiars for the vamps). Each was a fairly decent mercenary (probably 4th to 5th level), with solid stats; I probably rolled them all up on the skills table. And I found some cool markers that made them really unique (cool and individual tattoos on their faces, distinct races and hair styles, etc.). So in a case like that, where they're not just a generic soldier, guard, or thug (that are pretty much interchangeable), I might do individual stats. But that's the exception that proves the rule, and mostly I do just what Mike said. I will usually even have them only roll one initiative (and have them all move on that initiative); the only thing that I keep track of separate is HP and Power (and Armor). I will often even tell the heroes what their chance to hit (and be hit) with these generic thugs (which I figure out ahead of time). So they'll at least know the "base", so that the only thing that needs modification (usually) is facing. So I might say "You have an 18 or less with your Power Blast to hit these thugs" or "a 16 or less will take these guys out, as they can only take one hit". That moves combat along even faster, as I don't have to even consult my chart after that, as each player can remember what their chance to hit is, and anyone can quickly factor in if they are behind the target, above them, beneath them, to the side, etc. and add the simple +2 or +4.
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