- A Mob is a group of near identical Threats
- Shooting at a Mob is like making a regular attack; declare an individual target in the Mod, then make a Test to hit
- If your Icons equal the Mob’s Defence, you hit and roll damage as normal
- If you do more damange than the Mob’s Resilience, your target dies
- If your Icons exceed the Mob’s Defence, you hit extra individuals
- Every Icon you roll over the Mob’s Defence counts as a hit against another target
- The extra targets are chosen by the GM – usually whichever unlucky individuals are closest to the target
Mobs & Multi-Attack
- You can use the Multi-Attack to target multiple individuals of your choice in a Mob
- When you Test to hit as part of a Multi-Attack against a Mob, each Icon over the target’s Defence means you hit an additional target in the Mod, as normal
Mobs and Shock
- Every individual Threat in a Mob is treated as having the same Maximum Shock
- If you deal more Shock damage than the Maximum Shock, one individual in the Mob is removed as a casualty
- When you make an attack that deals Shock damage to a Mob and your Icons exceed the Mob’s Defence, additional individuals are removed as casualties
- Every Icon you roll over the Mob’s Defence counts as an additional casualty
Interaction Attacks & Mobs
- Every individual Threat in a Mob is treated as having the same Skills and Resolve
- For every 3 Icons you roll more than the Mob’s Skill Rating or Resolve, an additional individual in the Mob is affected by your Interaction Attack
- At the GM’s discretion, you can use the Player’s Call result to apply a penalty to the entire Mob, but no additional effect is applied