Mob Rule

By Alekzanter, in Star Wars: Edge of the Empire RPG

Please note I do not have or intend to aquire a copy of AoR. Also, this is not intended to represent mass combat. Instead, it is for use in specifically-planned scenarios and unexpected turns of event which incorporate civilian riots and mob mentality. I'm interested in constructive feedback.

A mob can make 1 attack against each target within up to Short range (pawing and pummeling at Engaged, or thrown rocks and bottles at Short), the Difficulty determined as normal.

Mob Attack- Dmg: 2++, Crit: 5, Mob Density (quality, see further).

Similarly to Auto-Fire, a mob may spend Advantage (2 per) to generate additional hits.

A mob's Ability, additional Damage, and additional Advantage is based on its density; Mob Density (the area it occupies) is:

Engaged Radius...5 Ability, +1 Dmg/Adv

Short Radius...4 Ability/1 Proficiency, +2 Dmg/Adv

Medium Radius... 3 Ability/2 Proficiency, +4 Dmg/Adv

Long+ Radius...2 Ability/3 Proficiency, +8 Dmg/Adv

Damage = base (2) + Mob Density + # of Success.

ADDITIONAL Adv is only generated on successful hits which inflict Wounds.

Based on GM discretion, you might want to include some various factors, mostly based on location:

A mob in a prison might get access to things such as truncheons, stun batons, stub weapons or depending on the prison, blasters, if they take out guards, get into armories, etc. A mob in a city might have access things such as broken glass, various household objects (I was gonna say bats but there are no coruscant Yankees or Felucia Cardinals). So, yeah, that might be a factor.

Based on GM discretion, you might want to include some various factors, mostly based on location:

A mob in a prison might get access to things such as truncheons, stun batons, stub weapons or depending on the prison, blasters, if they take out guards, get into armories, etc. A mob in a city might have access things such as broken glass, various household objects (I was gonna say bats but there are no coruscant Yankees or Felucia Cardinals). So, yeah, that might be a factor.

I forgot to include my thoughts on abstracting mob population. Essentially, an Engaged Radius mob might be 10 - 20 people, none with any real skill, all mad as heck about something. Each density population is meant to be abstract, however. No concrete numbers.

I imagine a massive mob, Long+ Radius, moving through the streets (or corridors of a space station) like an angry deluge of flesh. Frightening.

Edited by Alekzanter

Something else you might want to factor in to difficulty, is why they're rioting/mobbing. The reason a mob forms usually effects the dedication, and dedication dictates effectiveness. The best example would be a real life one. Protesters that are protesting about something like the policy of a company, would be far more easily combated/deterred than a mob of religious/political extremists, which, in turn, would change their difficulty.

Interesting. How about using Leadership as a combat skill to fight the mob?

Interesting. How about using Leadership as a combat skill to fight the mob?

This is definitely a possibility. Success gets them listening, Advantage weeds out the demagogues, Triumph diffuses the tension. Failure means the mob keeps right on mobbing, Threat pushes the wrong button and things escalate, Despair...video footage clearly shows the PC whipping the mob into a destructive and murderous free for all.

Of course these are pass/fail results when taken by themselves, but combined they represent the unpredictable nature of the beast within.

While not typically known for its simplicity, I liked the way D&D 3.5 handled swarms (mobs) any creature in the path of the mob was delt damage each turn. Some swarms had different characteristics and were often immune to different things while others were more simplistic.

For an edge of the empire setting I would see it being perfectly acceptable for the PC to take automatic strain each turn depending on the size of the mob (much like the would for being in various other environmental hazards such as radiation). This can be in addition to any attacks the mob may make against them individually.