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Super Mutants Training

When purchasing Upgrades for models in a Super Mutant crew during the Crew Training story action, roll two dice and choose one result on the table below.

Score Upgrade Champ Rating Increase Grunt Rating Increase
1-2 Increase Strength by 1 +10 +7
3 Increase Perception by 1 +10 +7
4-5 Increase Endurance by 1 +15 +9
6 Increase Charisma by 1 +8 +5
7 Increase Intelligence by 1 +8 +5
8 Increase Agility by 1 +10 +7
9 Choose one of the results above - -
10 Choose one: Increase Luck by 1 OR Increase Health by 1 +15 / +20 +9 / +12

XP Cost

Each Upgrade costs XP based on the model's class and how many Upgrades it already has. ^[Rulebook pg. 58]^

Existing Upgrades Champion Grunt
0 3 2
1–2 4 3
3–4 5 4
5 6 5
6+ 7 6

Gaining Perks

A model gains a Perk on its 2nd, 4th, 6th, and 8th Upgrade. Choose any Perk from the Perks list — Innate Perks cannot be gained this way. If the chosen Perk is from the same S.P.E.C.I.A.L. category as the Upgrade just gained, the crew gains 1 XP. ^[Rulebook pg. 58]^

Statistic Limits

S, P, E, C, I, A cannot exceed 9. Luck cannot exceed 5. Health can only be Upgraded once. If a stat is rolled at its maximum, re-roll that die. ^[Rulebook pg. 58]^