Super Mutants — Demo Crew
Super Mutants
148 pts
Master
Champion, Leader
46 pts
S6
P5
E6
C5
I5
A5
L3
H
Perks: Burly, Natural Leader, Rad Resistant
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Plasma Pistol | Pistol | 12" | 4A | CQB | Meltdown |
| Sledgehammer | Melee | — | 4S | Unwieldy (5), Wind Up | Maim |
Brute
Champion
48 pts
S6
P5
E6
C5
I4
A5
L2
H
Perks: Burly, Rad Resistant
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Minigun | Heavy | 14" | 4S | Slow, Storm (+3) | Pierce |
Enforcer ×2
Grunt
17 pts each
S5
P3
E5
C3
I4
A4
L2
H
Perks: Burly, Rad Resistant
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Pipe Pistol | Pistol | 8" | 4A | CQB | — |
| Hand Weapon | Melee | — | 3S | Fast | — |
Hound ×2
Grunt
10 pts each
S4
P2
E4
C3
I3
A5
L1
H
Perks: Beast, Burly, Sic' Em, Rad Resistant
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Claws and Jaws | Melee | — | 4S | Fast | Suppress (1) |
| Perks | ||
| Natural Leader | Friendlies in Control Area may use your Intelligence. | RB 108 |
| Burly | Harm Limit is 4 instead of 3. | RB 108 |
| Rad Resistant | Unaffected by Radiation Tokens. | RB 105 |
| Beast | Cannot be a Leader and never gains Perks (other than Outsider). | RB 108 |
| Sic' Em | Can receive Movement Orders even if outside the Active model's Control Area. | RB 109 |
| Weapon Traits | ||
| CQB | Cannot target models beyond Effective Range. | Folio pg. 132 |
| Slow | Only one Attack Action with this weapon per Round. | Folio pg. 133 |
| Storm (+X) | Add X Bonus Dice if target is within half Effective Range. | Folio pg. 133 |
| Unwieldy (X) | If Strength < X, attack cannot gain Bonus Dice. | Folio pg. 133 |
| Wind Up | Gain 2 Bonus Dice (instead of 1) when moving into Engagement this Turn. | Folio pg. 133 |
| Fast | Make up to two Attack Actions with this weapon per Turn. | Folio pg. 132 |
| Critical Effects | ||
| Meltdown | Opponent makes Meltdown Test (2E) for target; fail (fewer Hits than current Harm) → Injury. | Folio pg. 130 |
| Maim | Target suffers 1 Harm. | Folio pg. 130 |
| Pierce | Target's Endurance treated as 1 lower (min 1). | Folio pg. 130 |
| Suppress (X) | Opponent rolls X dice; any above target's Intelligence → target Suffers 1 Fatigue. | Folio pg. 131 |
Round Structure
The game lasts 4 Rounds. Each Round:
- Player with Initiative Token activates first.
- Players alternate activating one non-Exhausted model at a time.
- Each model takes one or more Actions per Turn.
- Continue until all models have activated.
- End of Round: remove all Fatigue tokens; first player to Pass takes the Initiative Token; advance Round tracker.
Each Action costs 1 Fatigue. A model with 2 Fatigue is Exhausted.
Actions
| Unengaged | |
| Get Moving | Move up to 8" (or 12" if Hurrying — take extra Fatigue). |
| Open Fire | Make a Ranged Attack. |
| Patch Up | Recover 2 Harm from yourself. |
| Engaged | |
| Brawl | Make a Melee Attack. |
| Back Off | Move up to 3" to leave Engagement. |
Models cannot take the same Action twice in one Turn (except with the Fast weapon trait).
Making an Attack
Ranged
- Target must be Visible — trace line to any part of the model.
- Wide Open (all parts visible): +1 Bonus Die.
- Outside Effective Range: attack is Unlucky (no Luck dice, no Bonus Dice).
- +1 Bonus Die per Harm on target.
Melee
- +1 Bonus Die if moved into Engagement this Turn.
- +1 Bonus Die per Harm on target.
- +1 Bonus Die per other Friendly Engaged with target.
Damage
Compare total Hits to the target's Endurance (E):
| Hits | Result |
|---|---|
| Less than E | 1 Harm |
| Equal to E or more | 1 Injury + 1 Harm |
| Double E or more | Incapacitated |
Harm Limit: 3 (or 4 with Power Armor / Burly). Harm beyond the limit → 1 Injury.
Injury: mark one H circle. When all H circles are filled, model is removed from the battlefield. Grunts have 1 circle — one Injury takes them out.
Dice
- Create Pool: dice count from the test notation (e.g. the "4" in "4S"), replacing up to L with Luck dice.
- Add Bonus Dice (Wide Open, Aim, etc.).
- Roll: each die ≤ Test stat = Hit; all others = Dud.
- Remove Duds.
- Fortune Smiles: each remaining Luck Die → roll 1 extra die.
- Count Hits. Trigger Critical Effect if any Luck Die remains.
Fatigue
Taking Fatigue: most Actions add 1 Fatigue token to the model.
Exhausted: 2 Fatigue tokens → model cannot be activated this Round.
Recovering Fatigue: all tokens removed at the end of each Round.