Club 2d6 (1d6+2 blunt or slashing damage) Pistol 3d6 (1d6 blunt or ballistic damage; range 6) Skills bureacracy 3 (2d6), cooking 1 (1d6), computers 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6) Gear club, pistol
Mob attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.