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Capital Wasteland Super Mutants

The Capital Wasteland Super Mutants wage war in the ruins of Washington D.C., keeping grotesque Centaurs and enslaved Puny Humans among their number. [Folio pg. 22]

The Hound is not available to Capital Wasteland crews. [Folio pg. 22]

The Surging Advance Ploy is not available to Capital Wasteland crews. It is replaced by the Quick Snack Ploy. [Folio pg. 22]

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
Centaur Limit 1 1 1

Playstyle

Puny Humans are cheap throwaway Grunts that serve as ablative activations and Quick Snack fodder — sacrifice one adjacent to a friendly model to fully recover its Harm and Health. The Centaur anchors the frontline with solid Endurance and dual weapons. Losing Surging Advance removes the faction's free repositioning, so positioning at the start of the game matters more.

Captive Story Action: Devour

A Capital Wasteland 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).