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.
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). |