Mob Rule

A quick post today with some rules for handling large mobs of extras in a fight against our heroes.

Whenever the heroes face off against a large group of extras it may be beneficial to represent the opponents as one enemy, instead of lots of independent entities. This reduces bookwork and will ease the load at the table.

The mob will have one Health Pool that is shared by all members. It represents both the number of active combatants and the morale of the mob. A mob will scatter or surrender when reduced to incapacitated. Generally speaking, a ‘model’ should be removed per Health Level suffered, even when a single level represents more than one opponent.

Any penalties suffered by the mob due to Health Pool apply to all members of the mob. This represents the accumulation of minor injuries, fatigue and loss of morale. Whenever a mob reaches a new penalty level it must pass a Virtue check – usually Courage, although Conviction could suffice if the situation warrants – or immediately suffer a further Health Level of damage due to loss of morale.

Any healing Feats applied to a mob have their effectiveness halved.

A mob may make a number of attacks per round at full value. These attacks count as coming from the same enemy when determining their effect on DV. Thus if three peasants attack a single character, the second and third attacks will be against -1 and -2 DV respectively. A mob’s DV is not reduced when it attacks as this is already figured in.

Any member of a mob that is in base contact with an enemy may make an attack, up to a maximum of three (3) against any one target. In addition, a mob may make a number of missile attacks equal to DEX +1, providing they are armed appropriately and conditions permit.

Mobs have a Hardness value to be considered, based on the quality of troops – training, mental conditioning and leadership. This means that a mob cannot be whittled down by a series of weak blows.

And there you have it. These are quick and dirty rules and, obviously, may change after they’ve been baptised at the table.

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~ by occam99 on September 17, 2012.

One Response to “Mob Rule”

  1. I know part of your intention is to reduce the amount of times the GM gets to roll and paperwork tracking but having the enemy act as a complete group lets the players ‘time’ their actions to avoid some DV negatives which they cannot do when you have distinct groups. Another way around this would be to allow any mob to have a -1 speed to all actions taken e.g. The sailors from last Monday split into deck, archers, and dock mobs with lower health levels or option two would mean daggers would be speed 2 and chopping sword speed 3. This could be explained thematically by the number of people attacking basically = a higher speed.

    That said it worked really well and gave the feel of a mob fight without the time it has taken in the past.

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