I've been stewing this one for a bit, especially now that I'm making some of the higher level opposition for my party to take on (it's a bunch of layers, and I'm ensuring there's tough situations at each step), so I have to ask:
How would you handle hitting many non-minion targets with a single object?
Note that I am specifying non-minions as any narrative way to crush multiple minions works out in the end.
I have two examples as to HOW it can happen, followed by how I think it can work mechanically:
Example 1: Physically Moving
Let's say I have a wookiee with Brawn 6 that wishes to club the party members (or Rival/Nemesis NPCs) with the large table they are all sitting at (on the smaller end of Silhouette 2). In this example, the victims are all considered "engaged" due to sitting in close proximity.
In this example, it is entirely feasible to hit all of the targets.
Example 2: Force Power - Move
After checking out the power in detail, I realized a strong enough Force user can lift a ship, such as a YT-1300, and throw it at a target (and deal 40 wounds in the process!).
That said, let's say that a powerful Dark Side Adept needs to escape from a party that is chasing her. She sees a speeder truck that can hit them and, barring that, block the road.
In this example, the party isn't exactly engaged with each other, but they are pretty close (close enough that more than one can possibly be hit by something with a Silhouette of 3)
The Mechanics
I have a few ideas here, but I don't know which one is really best.
Blast Quality: My least favourite option is to use the Blast Quality equal to the Silhouette + Brawn (or in the case of the Move power, Silhouette + the number of pips rolled for the power). This means a strong character with Brawn 6 swinging a Silhouette 2 table has a Blast Rating of 8.
Sadly, this doesn't feel as great for the Move power, as that means the Blast rating of a Silhouette 3 truck being thrown at the party will be around Blast 7, which feels less than deadly with something weighing in the area of tons can be stopped by decent armor. An alternative was using the standard damage for throwing things with the Move power (Silhouette x 10), but that may be considered too deadly (in the example, 30 damage is the blast rating).
Auto-Fire: This one feels a bit more realistic. Do the usual increase the difficulty for auto-fire, and spend the advantages to his multiple targets. Narratively, anyone that is "missed" got out of the way before the object in question landed.
GM Caveat: Everyone gets hit, regardless! To be fair, Destiny Points can be spent to make this happen.
I know, it's cheap, but sometimes you need this to happen.
Initiative Decision: Roll for Initiative; whomever acts before the object connects (i.e. when the attacker's turn comes up) gets out of the way. Again, not horribly balanced.
The first two are serious approaches, while the latter two aren't nearly as well supported, but they are still options.
Any and all input would be appreciated here!