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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).