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Commonwealth Super Mutants

Commonwealth Super Mutants haunt the ruins of Boston, infamous for the beeping Suicider that charges enemies with a mini nuke strapped to its wrist. [Folio pg. 22]

The Skirmisher is not available to Commonwealth crews. It is replaced by the Suicider. [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

Playstyle

Suiciders replace Skirmishers as the faction's key Grunt. Hardy makes them difficult to put down before they reach their target, and Kaboom! threatens to delete clumped enemies when they do. The full standard ploy set (Surging Advance and The Next Stage) still applies, so the crew keeps the faction's baseline mobility and sustain while adding a credible kamikaze threat.

Starter Roster

A suggested crew featuring the Suicider (total: 250 pts).

Unit Weapons Rating
Master Assault Rifle 46
Brute Sledgehammer 37
Suicider Claws and Jaws 27
Suicider Claws and Jaws 27
Suicider Claws and Jaws 27
Enforcer Pipe Pistol, Hand Weapon 17
Enforcer Pipe Pistol, Hand Weapon 17
Enforcer Pipe Pistol, Hand Weapon 17
Enforcer Hand Weapon, Molotov Cocktails 25
Hound Claws and Jaws 10
Total 250

Captive Story Action: Devour

A Commonwealth 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).