Rabble have little or no armour
Rabble are too incompetent to be able to use Special Effects apart from any specified.
Rabble have Hit Points equal to one fifth (rounded up) of the CON+SIZ of an average member of that race (5 HP)
Once they receive any damage, they cease fighting. If the damage is less than their Hit Points they flee cursing or yelling in fear. If the damage equals or surpasses their Hit Points, they collapse clutching the wounded location, and weeping or
screaming in agony. If the damage is double their Hit Points, they die in a spectacular and grotesque manner
Once one third of their number (10) are dead or wounded, the rest of the rabble break and fight as individuals, when half are defeated they take flight
As a group they can do the following, attack in hand to hand or with ranged weaponry:
In hand to hand the rabble can kick, punch, stab and bite. A character can avoid the attack of the mob with a successful opposed brawn or Athletics roll. If successful the mob will attack them with a ranged attack as below. If not they must make an unopposed evade roll, with the following results:
Critical: the character miraculously suffers no damage. They may regain their feet automatically if prone.
Success: the character suffers 1d6 damage to a single Hit Location but if they remain conscious they can attempt to extract themselves from the attackers. They can also attempt to stand if prone as per the rules.
Failure: the character suffers 2d6 damage to either the Head,Chest or Abdomen, and much roll (endurance)to avoid being rendered unconscious from crushing or being repeatedly battered.In either case they are knocked prone so therefore cannot escape the mob.
Fumble: the character suffers 3d6 damage to either the Head,Chest or Abdomen, and is immediately rendered unconscious from crushing or being repeatedly battered. They must roll (endurance)to avoid being trampled to death.
The rabble can unleash a fusillade of broken bottles and improvised projectiles as an action with no reload time. This attack takes the form of an area effect up to the range of 5/10/20. Standard Evade roll are applied as below. All creatures in the areas of effect are hit for:
Critical: 1 x 1d4+1 (no special effect)
Success: 2 x 1d4+1 (Suffer Pin Down, not opposed)
failure: 4 x 1d4+1 (suffer as above+ bleed)
Fumble: 6 x 1d4+1 (suffer as above+ maximum damage and bypass armour(1st roll only and first 2 strikes hit the same location)
If the same location is struck twice or more the damage is added together.