Super Mutants: How to Start
Super mutants are the result of various genetic experimentations by nefarious groups across the Wasteland. Although the reasons behind these researches are varied, they all share the use of the Forced Evolutionary Virus (FEV). This compound warps the subject into a hulking brute with a hatred for humanity. Woe betide those who assume the muscle of a super mutant signifies a lack of intelligence — each super mutant possesses an animal cunning and the desire to use it. [Rulebook pg. 70]
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
Super Mutants are straightforward brawlers. Nearly every model comes with Burly and Rad Resistant, raising the Harm threshold and ignoring Radiation Tokens. Their two faction ploys define the gameplan: Surging Advance moves the whole crew forward without triggering Proximity, and The Next Stage heals every model while temporarily boosting Endurance. The tradeoff is a lower Champion limit than other factions and modest Luck across the roster.
Captive Story Action: Devour
A Super Mutant 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). |