I'm running a sword & sorcery game using the Elric! rules, along with some BRP rules, and I am trying to figure out a workable set of rules for mooks. I've seen some of the mook rules on here already, and I've added a few ideas of my own.
In my game, I am interested in presenting my players with nameless hordes of guards, thugs, goons, etc. What I've done so far is to break the gang of mooks into equal groups, based on the number of characters. For example, I recently pitted three players against nine cultist guards. First, I divided the nine guards into three groups of three.
1) Each character, then, was attacked by one group. Since these underlings attack as a group, they only get to attack once. This one attack represents their collective sword strokes, fisticuffs, etc. With this is in mind, I intend to use the following:
2) Attack skill equals 30% + 10% per mook. In the above example, the hit rate would be 60%.
Damage is equal to 1d6 +1 per mook. So, three mooks, together, would attack for 1d6 +3. If the bonus is equal to the die type, just roll two of that die type.
3) I am not sure how apportion hit points. Perhaps it should be 10 + the number of mooks.
I am also considering adding some sort of special tactics, such as ganging up, flanking, etc. My goal is to keep things simple and to replicate the genre. Conan often wades through lesser foes, and I want to give my players the same opportunity.
Please let me know if you have suggestions - especially about hit points and special effects.