Neophyte Mob
A mob of insurgents rising from the workforce.
Threat File — Neophyte Mob
TR 4 · Genestealer CultsRising Tide. While above half Vitality, the mob gains +1 to hit as numbers and fervor carry it forward. Below half Vitality, its Massed Autofire loses one damage die as the wave thins.
From Every Door. Once per scene, the mob adds a section of itself from a hatch, tunnel, or crowd the party had dismissed as empty, regaining 10 Vitality and appearing to extend up to 15 feet in any direction.
Riot, Not a Regiment. The mob takes one extra die of damage from area effects, and attacks against it never suffer Disadvantage for cover its individual bodies provide each other.
Massed Autofire. Ranged Attack: +4 to hit, range 60/180 ft., one target or a cluster of targets within 10 feet of each other. Hit: 2d8 + 2 ballistic damage. Targets in the area who are not in cover make an Agility Save DC 12 or become Pinned by sheer volume until the start of the mob's next turn.
Surge Forward. The mob moves up to its full Movement as a wave, ignoring difficult industrial terrain it knows by heart, and may end wrapped around cover and corners.
Morale: Holds fanatically while the uprising has momentum. If its leaders die and the icon falls, it fragments into panicked survivors and dead-eyed believers who keep coming.
Tactics: Run the mob as terrain that shoots: it blocks streets, floods chokepoints, and forces the party to spend ammunition and Suppression just to move. Keep one more wave in reserve than the party expects.
Loot / Evidence / Hooks: Crates of licensed autoguns with filed serials and a hand-drawn map of the district's service tunnels.
Enemy Dossier
GM ReferenceA Neophyte Mob is a work shift that has become a firing line — dozens of the faithful rising at once with autoguns, picks, and absolute certainty. Individually weak, collectively a tide.
Use this enemy for the moment the uprising goes loud: streets filling, sirens dying, and the party realizing they are outnumbered by the census.
Horde Vitality pool, massed ranged fire, weak individual accuracy, dangerous in enclosed industrial terrain, morale tied to icons and momentum.
Rising Tide. While above half Vitality, the mob gains +1 to hit as numbers and fervor carry it forward.
From Every Door. Once per scene, the mob may add a section of itself from a hatch, tunnel, or crowd the party had dismissed as empty.
Massed Autofire. One attack against a target or cluster; failed Agility Save leaves exposed targets Pinned by sheer volume.
Surge Forward. Moves as a wave, ignoring difficult industrial terrain it knows by heart.
Morale: Holds fanatically while the uprising has momentum; if leaders die and the icon falls, it fragments into panicked survivors and dead-eyed believers who keep coming.
Tactics: Run the mob as terrain that shoots: it blocks streets, floods chokepoints, and forces the party to spend ammunition and Suppression just to move. Damage falloff should feel like breaking a riot, not killing a monster. Keep one more wave in reserve than the party expects.
Full Stat Block Priority: Medium