Super Mutants
Source: Modiphius Entertainment
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 Limits | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Upgrade Limit per Model | 4 | 6 | 8 |
Total Control Limit | 5 | 10 | 15 |
Champion Limit | 2 | 3 | 4 |
Classes
Master (Champion, Leader)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
6 | 5 | 6 | 5 | 5 | 5 | 3 | 3 |
Perks
- Burly (Innate)
- Natural Leader (Innate)
- Rad Resistant (Endurance)
Weapon Sets
- Heavy Pipe Pistol and Sledgehammer (46)
- Assault Rifle and Sledgehammer (48)
Brute (Champion)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
6 | 5 | 6 | 5 | 4 | 5 | 2 | 2 |
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)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
5 | 4 | 5 | 4 | 5 | 4 | 2 | 1 |
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)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
5 | 3 | 5 | 3 | 5 | 4 | 2 | 1 |
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.
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
4 | 2 | 4 | 3 | 3 | 5 | 1 | 1 |
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
Weapon | Type | Test | Traits | Effect |
---|---|---|---|---|
Claws & Jaws | Melee | 4S | Fast | Suppress (1) |
Hand Weapon | Melee | 3S | Fast | |
Sledgehammer | Melee | 4S | Unwieldy (5), Wind Up | Maim |
Heavy Pipe Pistol | Pistol (8") | 4A | CQB | Pierce |
Pipe Pistol | Pistol (8") | 4A | CQB | |
Assault Rifle | Rifle (20") | 4P | Storm (1) | Maim |
Automatic Pipe Rifle | Rifle (16") | 3P | Aim (+1), Storm (1) | Suppress (2) |
Precision Pipe Rifle | Rifle (20") | 3P | Aim (+2) | Pierce |
Minigun | Heavy (14") | 4S | Slow, Storm (3) | Pierce |
Molotov Cocktails | Grenade (8") | 2A | Area (2"), CQB | Ignite (2) |