I based my mook-swarms around that when I ran 3E.
I'm glad there are people talking about a need for these kind of rules (I agree). I think the advice on adapting my Mass Combat and Boarding Battle rules from the new Airships and Riverboats chapter will go a long way towards speeding up situations like these. There are a couple of rules that make Units (groups of 3-20 similarly trained characters in mass combat 1-minute turns), and Squads (3-5 "mook" types from the Unit in 6-second combat rounds) work really well with the ED system.
I have it working fairly smoothly on the 1-minute turn scale as that's is a _lot_ of action to roll into a few tests (see the Airships and Riverboats Peak thread for the Decisive Moments mechanics that players can use to influence 1-minute turn combat if playing abstractly), which grants some lee-way.
Squads in 6-second combat may need tweaking. Here is the base rule currently applied to both scales. The other option is to track damage points for Squads (just not for Units), and some-how re-work the Squad Wound mechanic- when you are not rolling individual tests, what do Wound penalties mean?
Telarus wrote:Up or Down
Units and squads of 3 or more similar characters do not track individual damage points. Instead, individuals are either considered “up” and in the action, or “down”—seriously wounded or dying. They can take multiple Wounds from a single Damage result, one for each full increment of the Wound Threshold achieved. If the unit takes any Wounds they must check for Casualties at the end of the current set of Maneuvers. Squads in 6-second combat round check for Casualties as soon as the Wounds are received. If a unit or squad’s size falls below 3, treat the remaining characters as individuals. If they succeed at a Regroup test, they may be recombined into a unit or squad alongside others with the same base statistics.
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(When running 6-second combat rounds) Squads may take multiple Wounds from one hit, but they ignore the first Wound dealt to them in a combat round. This represents damage being spread out among the members. Each additional Wound immediately triggers a Casualty test.
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A Casualty occurs when an individual is wounded so severely they cannot continue fighting. Units and squads do not track damage points. Instead, a unit that has suffered one or more Wounds must check for Casualties after the ship Maneuver and any response Officer Maneuvers have been resolved. Squads check for Casualties as soon as the triggering Wound is received. The unit or squad rolls a Casualty(6) test using the base member’s Toughness step for each Wound that it has suffered and consults the Casualties table.
Result Effect
1-5 Fatality
6-10 Casualty
11+ Recovered!
A failure indicates a Fatality, a fatal wound which will probably kill the injured unit member within a minute’s time. Success indicates a Casualty, the character has taken so serious a wound that they are doubled up in pain, cannot stand, or are otherwise incapacitated, but not in direct danger of death. One or more additional successes (11+) means that the character takes the hit and manages to shake off shock and keep fighting.
It's REALLY FUN, btw, to roll a bunch of Casualties checks at once if the Toughness step is a single die--and pick out Casualties and Fatalities.