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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
WeaponTypeRangeTestTraitsCritical
Plasma PistolPistol12"4ACQBMeltdown
SledgehammerMelee4SUnwieldy (5), Wind UpMaim
Brute Champion 48 pts
S6
P5
E6
C5
I4
A5
L2
H
Perks: Burly, Rad Resistant
WeaponTypeRangeTestTraitsCritical
MinigunHeavy14"4SSlow, Storm (+3)Pierce
Enforcer ×2 Grunt 17 pts each
S5
P3
E5
C3
I4
A4
L2
H
Perks: Burly, Rad Resistant
WeaponTypeRangeTestTraitsCritical
Pipe PistolPistol8"4ACQB
Hand WeaponMelee3SFast
Hound ×2 Grunt 10 pts each
S4
P2
E4
C3
I3
A5
L1
H
Perks: Beast, Burly, Sic' Em, Rad Resistant
WeaponTypeRangeTestTraitsCritical
Claws and JawsMelee4SFastSuppress (1)
Perks
Natural LeaderFriendlies in Control Area may use your Intelligence.RB 108
BurlyHarm Limit is 4 instead of 3.RB 108
Rad ResistantUnaffected by Radiation Tokens.RB 105
BeastCannot be a Leader and never gains Perks (other than Outsider).RB 108
Sic' EmCan receive Movement Orders even if outside the Active model's Control Area.RB 109
Weapon Traits
CQBCannot target models beyond Effective Range.Folio pg. 132
SlowOnly 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 UpGain 2 Bonus Dice (instead of 1) when moving into Engagement this Turn.Folio pg. 133
FastMake up to two Attack Actions with this weapon per Turn.Folio pg. 132
Critical Effects
MeltdownOpponent makes Meltdown Test (2E) for target; fail (fewer Hits than current Harm) → Injury.Folio pg. 130
MaimTarget suffers 1 Harm.Folio pg. 130
PierceTarget'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:

  1. Player with Initiative Token activates first.
  2. Players alternate activating one non-Exhausted model at a time.
  3. Each model takes one or more Actions per Turn.
  4. Continue until all models have activated.
  5. 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 MovingMove up to 8" (or 12" if Hurrying — take extra Fatigue).
Open FireMake a Ranged Attack.
Patch UpRecover 2 Harm from yourself.
Engaged
BrawlMake a Melee Attack.
Back OffMove 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):

HitsResult
Less than E1 Harm
Equal to E or more1 Injury + 1 Harm
Double E or moreIncapacitated

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

  1. Create Pool: dice count from the test notation (e.g. the "4" in "4S"), replacing up to L with Luck dice.
  2. Add Bonus Dice (Wide Open, Aim, etc.).
  3. Roll: each die ≤ Test stat = Hit; all others = Dud.
  4. Remove Duds.
  5. Fortune Smiles: each remaining Luck Die → roll 1 extra die.
  6. 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.