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Super Mutants

Source: Modiphius Entertainment

Purchase from Modiphius.net Purchase from Modiphius.us

 

This is a 'Get You By' List

Get You By Lists allow players that already have some Fallout:Wasteland Warfare miniatures to use those miniatures in Fallout Factions. They are not complete lists like those found in the full Fallout Factions Nuka-World release.

Crew Limits

The Crew’s Tier imposes a number of limits on it, as explained in the rules for creating a custom Crew (pg.31 of the Fallout Factions “Battle for Nuka-World” rulebook).

Crew LimitsTier 1Tier 2Tier 3
Upgrade Limit per Model468
Total Control Limit51015
Champion Limit234

Classes

Master (Champion, Leader)

SPECIAL
65655533

Perks

  • Burly (Innate)
  • Natural Leader (Innate)
  • Rad Resistant (Endurance)

Weapon Sets

  • Heavy Pipe Pistol and Sledgehammer (46)
  • Assault Rifle and Sledgehammer (48)

Brute (Champion)

SPECIAL
65654522

Perks

  • Burly (Innate)
  • Rad Resistant (Endurance)

Weapon Sets

No more than two Brutes in a crew can have the same Weapon Set.

  • Sledgehammer (37)
  • Minigun (48)

Skirmisher (Grunt)

SPECIAL
54545421

Perks

  • Burly (Innate)
  • Rad Resistant (Endurance)

Weapon Sets

No more than three Skirmishers in a crew can have the same Weapon Set.

  • Automatic Pipe Rifle (28)
  • Precision Pipe Rifle (30)

Enforcer (Grunt)

SPECIAL
53535421

Perks

  • Burly (Innate)
  • Rad Resistant (Endurance)

Weapon Sets

No more than three Enforcers in a crew can have the same Weapon Set.

  • Pipe Pistol and Hand Weapon (17)
  • Hand Weapon and Molotov Cocktails (25)
  • Heavy Pipe Pistol and Sledgehammer (25)

Mutant Hound (Grunt)

No more than half of the Grunts in a crew can be Hounds.

SPECIAL
42433511

Perks

  • Beast (Innate)
  • Burly (Innate)
  • Sic 'Em (Innate)
  • Rad Resistant (Endurance)

Weapon Sets

  • Claws & Jaws (10)

Super Mutant Ploys

A Super Mutant Crew can choose from the Ploys here in addition to those listed on pg.26 of the Fallout Factions “Battle for Nuka-World” rulebook.

Surging Advance

Enact this Ploy at the start of any Round after the first. Move each Unengaged model in your crew up to 4”. During this move, models cannot move into Proximity of an enemy model.

The Next Stage

Enact this Ploy at the start of any of your turns.

Remove one Harm from each of your models. Until the start of your next Turn, each of your models counts its Endurance as one higher.

Super Mutant Weapons

WeaponTypeTestTraitsEffect
Claws & JawsMelee 4SFastSuppress (1)
Hand WeaponMelee 3SFast
SledgehammerMelee 4SUnwieldy (5), Wind UpMaim
Heavy Pipe PistolPistol (8")4ACQBPierce
Pipe PistolPistol (8")4ACQB
Assault RifleRifle (20")4PStorm (1)Maim
Automatic Pipe RifleRifle (16")3PAim (+1), Storm (1)Suppress (2)
Precision Pipe RifleRifle (20")3PAim (+2)Pierce
MinigunHeavy (14")4SSlow, Storm (3)Pierce
Molotov CocktailsGrenade (8")2AArea (2"), CQBIgnite (2)