Appalachian Super Mutants
Appalachian Super Mutants roam the mountains of West Virginia, accompanied by bloated Floaters that use gases to keep themselves aloft. [Folio pg. 21]
The Enforcer is not available to Appalachian crews. It is replaced by the Floater. [Folio pg. 21]
The The Next Stage Ploy is not available to Appalachian crews. It is replaced by the Going Underground Ploy. [Folio pg. 21]
Crew Limits
| Tier 1 | Tier 2 | Tier 3 | |
|---|---|---|---|
| Upgrade Limit per Model | 4 | 6 | 8 |
| Champion Limit | 2 | 3 | 4 |
| Control Limit | 5 | 10 | 15 |
| Facility Limit | 2 | 4 | 6 |
Playstyle
The Floater replaces the Enforcer as the entry-level Grunt. Cheap and fragile, Floaters compensate with mobility — Going Underground lets two Floaters teleport anywhere outside enemy Control Areas, making them threatening objective grabbers. Self-Destruct turns even a dying Floater into a threat. Losing The Next Stage removes the faction's built-in sustain, so Appalachian plays more aggressively than the base faction.
Captive Story Action: Devour
An Appalachian Super Mutants crew may take the Devour Captive Story Action. [Rulebook pg. 62]
Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a die. This Action cannot be made if the Captive was taken in your last game.
| Score | Result | Effect |
|---|---|---|
| 1 | Escape! | The Captive escapes, returning to its original crew. The owner clears the Absent box. |
| 2–8 | Devour | The Captive is devoured and removed from its owner's Crew Roster. Each non-Absent model in your crew may remove the Penalty from one Penalized statistic. |
| 9–10 | Feeding Frenzy | The Captive is devoured and removed from its owner's Crew Roster. Choose a non-Absent model to Upgrade for free (0 XP). |