How Do Mobs Work?

Just wanted to get my head around dice rolled for mobs when they attack PCs.
The way I have it is a mob just acts as I entity with a single minion only rolls 1 die, but is supported by the other minions in its mob and, so therefore a mob of 5 minions will roll 5 d20 to attack a PC?
Physical attacks against a mob remove vigour as normal once 5 vigour is removed then harm is dealt and any remaining hits are carried on to the vigour of the next minion in a mob??
Thanks

Let me check my Conan realm in Realm Works and extract the summary I made :slight_smile:

  • A Mob consists of up to five identical Minions acting as a rough, unruly, and poorly disciplined group. There is no distinct leader, and while the Mob is more effective in battle than the individuals that comprise it, it is still a poor force and often falters against a more disciplined foe.
  • Each group gets a single turn each combat round, during which they must all take the same action.
  • Each creature in the group not leading the action contributes a single d20 to the test, using their own attributes and skills, effectively assisting the nominated creature’s actions
  • The dice gained from being part of a Mob or a Squad are, as already noted, a form of assistance (multiple characters contributing towards a single task), and thus do not count towards the normal limit of three bonus d20s.

Now on the Minions

  • Minions act and fight using the normal rules, but do not have hit locations.
  • Minions roll only 1d20 on tests instead of the normal 2d20 (though they can gain bonus dice as normal).
  • A Minion has Stress equal to half the associated attribute, rounding up, and is taken out of action after suffering a single Harm.
  • Minions cannot attempt Reactions, and they cannot sacrifice armor or shields to ignore Wounds.
  • New Minions can be brought into a scene by spending one Doom per Minion, so long as there is a logical and plausible reason for reinforcements to turn up
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Yes Sarge- most common error i see is people forgetting (As Valyar mentioned) minions dont have reactions, and cannot sacrifice armour/shields to ignore wounds. Your summary is correct

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Thanks…looks like I’m getting the hang of this game…:slightly_smiling_face:

Have a questions for this great group. with Mobs, say they are fighting a group and want them to attack different party members, should I break up the dice they roll say there are 6 mob members and 3 PC. should I break them up to roll 2 dice on each or roll all 6 dice at once and then divide the successes?

Bear in mind though that if they are acting as a Mob, that counts as one “creature” with one attack (using as many d20 as there are individuals in the Mob, up to 5. You could I believe spend Doom to just make a second attack at +1 to the difficulty, but would not split a single attack.

Would anyone mind correcting me if I have that wrong? Thanks all!

Okay, I don’t know if there is an “official” answer, but my understanding is that Mobs comprise “up to 5” Minions. So I see no problem arbitrarily splitting a Mob of 5 into say, 2 and 3, going for two separate targets. In this case the Mob dice rolled for attacks would be 2d20 and 3d20, respectively.

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Thanks. That’s how I was doing it.

Pretty sure I get how the mob attacks and takes damage, but what about causing damage? If say a mob of 5 Minions successfully hits a player character with a sword, do you just roll the damage for the one sword or roll damage for each sword (which seems really powerful so feels wrong)? Or is it like the attack where you contribute an extra CD to the one sword CD per extra minion?

The Mob rules are a form of Assist: the way to think about them is that all actors in the Mob are working together to get one blow through to their target. The damage, therefore, is just one weapon value. Single points of bonus damage always can be added, however, per Momentum/Doom generated by the attack roll.

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Many thanks! That is how I was playing it today,

For mobs, do excess successes build Doom?

That’s how our group plays it!

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WRONG - IGNORE (there isn’t a strikethrough text format option to mark this):Double-check on that - I’m sure that excess successes create a Doom-like pool but it has to be used on that attack and any excess doesn’t end up in the standard Doom pool.

NPC dice results producing extra successes are Momentum for the task the test was made. Any unspent Momentum generated by NPCs goes into the Doom pool. There is not exception. It does not matter on what type of test such Momentum was generated, if it is not used right away, it gets added to the Doom pool, although the GM could choose not to add NPC Momentum as Doom - but why would a GM do that?

Yes, sorry, you are quite correct - hence why I said “double-check on that” as I wasn’t quite sure. From the RAW:-
Non-player Character Momentum: Non-player
characters with unspent Momentum cannot save it as
player characters can — non-player characters don’t
have a group Momentum pool. Instead, a non-player
character can add one Doom to the pool for each
Momentum unspent.