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Gametitle-FO4
Gametitle-FO4
I am Super Mutant! I am unstoppable!— Super mutant war-cry

Super mutants are creatures found all over the Commonwealth in 2287, which were created by being exposed to the Forced Evolutionary Virus (FEV). They are massive, muscle-bound creatures with a natural immunity to radiation damage and disease. They are most often encountered in central Boston and can also be found in Fallon's department store, Fort Strong, Trinity Tower, Revere Satellite Array, Big John's Salvage, Gwinnett restaurant, plus many other locations all throughout the Commonwealth - most of which can be identified by the telltale signs of hanging meat bags, twisted girders sticking out of the ground, and gory waste piles that they enjoy decorating their surroundings with.

Background

Personal record, Dr. Brian Virgil. This will likely be my last recording. My requests to shut down the FEV program have repeatedly been denied. We've learned nothing useful in the last 10 years. I have to take matters into my own hands. What we're doing... it's not right. It needs to stop. If anyone should find this after... after I'm gone... know that I never wanted to hurt anyone. Anyone! Do you understand me? I'm going to make sure the whole program is shut down. If not for good, then at least for years to come. After that...I know what I'm about to do will be seen as a betrayal. Treason, he'll probably call it. So... I'm leaving. I have a plan... and if it works, I'll be somewhere safe. Somewhere not even the Coursers can find me. Everything that we've done, the lives we've taken... if there is a god, may he have mercy on us all.Dr. Brian Virgil Ex-Institute Bioscientist

The Commonwealth's strain of super mutant is unrelated to the West Coast and Vault 87 breeds, but they do share many similar traits such as caging their prey, bagging various body parts, and having a great sense of superiority over humans. This is proven in the terminal entries aboard the Prydwen, which states that the mutants in the Commonwealth are not related to those from the Capital Wasteland.

The super mutants encountered in the Commonwealth are in fact failed FEV experiments, created and disposed of by the Institute. They were once normal people, who were kidnapped and experimented on inside the FEV lab of the Bioscience Division. Institute scientists would examine their human test subjects before submerging them into FEV. If they survived the process they were tagged and discarded into the Commonwealth, creating the scourge of mutants now present in the year 2287. The program was most recently under the direction of Dr. Brian Virgil and his predecessor Dr. Syverson, but according to Dr. Elliot in the FEV research notes, it was originally started by a man named Dr. Frederick in the August of 2178. It's currently unknown how the Institute obtained their supply of FEV. The main goal of the FEV experimentation was to improve the synthetic organics program, which was being worked on by the other divisions. Two years after they started their experiments, in the year 2180, a horde of super mutants attacked Diamond City, but were repelled by the newly formed group known as the Commonwealth Minutemen.

The FEV program was ended after over one hundred years of experimentation, when Virgil decided that it was ruining the lives of innocent people and he could no longer live with himself. He states that they have learned nothing new in the past ten years, back to the events of Fallout 3. Virgil destroyed the lab and all of the research, this is logged as "Incident V" in terminal entries. He then transformed himself into a super mutant with a unique strain of FEV and escaped to the Glowing Sea.

The existence of the behemoths suggests a link with the Vault 87 strain of FEV, as they are the only super mutants known to continue growing with age. However, the green-brown coloration is closer to that of Mariposa strain of FEV, specifically resembling the super mutants seen in Fallout: New Vegas.

Unlike their brethren from the Capital Wasteland or the Mojave, the Commonwealth mutants seem to have a comparatively advanced understanding of armor, weapons, greatly increased usage of energy weapons (usually among higher level mutants) and at least some minor knowledge of craftsmanship when compared to their brethren, yet they seem to trade stronger physiques for the ability to utilize/create weapon and armor mods, they even have access to reprogrammed security systems such as searchlights and automated turrets. This is probably because of the advanced experiments in the Institute, however it is unknown if-- and where-- in the Commonwealth other sources of FEV might have been exposed.

Interestingly, much like their Vault 87 brethren, the Commonwealth super mutants seem to seek to preserve their new species, since they can be heard speaking about "green stuff" in some areas (such as Trinity Tower).

Characteristics

Biology

"You humans made us - now suffer for your arrogance!"— Super Mutant battle cry

Their mouths are depicted as being closed much like Marcus, unlike the Vault 87 super mutants which carry a permanent snarl. Furthermore, in regards to previous appearances, specifically the Vault 87 super mutants, these super mutants have a darker skin tone and appear more scrawny and with less pronounced muscles.

They are roughly the same low intelligence of the Vault 87 mutants and it appears they share the ability to be somewhat educated due to the existence of mutants like Fawkes and Uncle Leo from Fallout 3 and Strong in Fallout 4.

Interestingly, higher rank super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking high ground; compared to their lesser brothers who will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long range weaponry.

Gameplay attributes

Super mutants can randomly be encountered around the Commonwealth in small groups, usually raiding parties, which can attack player character made settlements. Much larger groups can be found infesting various buildings throughout the wastes. They have developed a unique relationship with mutant hounds, and will utilize these beastly creatures as attack dogs, usually encountered in groups of 1-3. Mutant hounds are unique to Fallout 4 super mutants, instead of the centaurs that have normally accompanied them in past installments of the game series.

Lower level mutants are normally armed with various pipe weapons, hunting rifles, and molotov cocktails. For melee, they will often utilize wooden boards.

Higher level mutants can appear with heavier weapons such as miniguns, missile launchers, laser weapons, assault rifles, and fragmentation grenades. For melee, they normally wield large sledgehammers and super sledges.

Variants

Super mutant

The most common and weakest variety of super mutant. They carry a pipe weapon and drop minor and low-tech loot on death. They can usually be taken down with minimal effort. They can often be found amongst more powerful varieties of super mutant such as a skirmisher.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant
000EDCC6
Level
10
Perception
7
Hit Points
120
Damage Resistance
10
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant suicider

A super mutant that will run at the player character with a beeping mini nuke in its arm. It will then detonate itself while in close proximity, killing its enemy and itself in a fiery, nuclear explosion. Shooting the mini nuke in the suicider's hand or targeting the right arm in V.A.T.S. will cause the mutant to explode prematurely, killing it instantly. As a result, shooting the bomb from afar is one of the most effective ways to dispatch them, and potentially other nearby enemies as well. If one is desperate to kill a suicider and the only weapon types available are unarmed and/or melee, the player may either sneak attack it, or run up to it, strike it, step back a bit, and repeat until it's dead (though the latter is not advised as one missed attack will allow the suicider to detonate the mini nuke, and accidentally hitting the mini nuke with either type of attack will detonate it). The suicider can be detected before it is seen by listening for the beeping of its mini nuke. If the suicider is killed without detonating the payload, which can be done with a headshot or body shot, a mini nuke can be looted from its corpse, otherwise only nuclear material will be found on its remains.

Utilizing the Blitz perk, it is possible to kill the suicider in V.A.T.S. with a melee weapon before it explodes, even if it takes several hits.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant suicider
0014AE58
Level
10
Perception
7
Hit Points
120
Damage Resistance
10
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
FrenziedIcon requiredIcon requiredIcon required
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant skirmisher

Super mutant skirmishers are significantly tougher than regular super mutants, taking more damage and usually carrying more powerful weapons. Skirmishers will appear more frequently once the Sole Survivor reaches level 10.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant skirmisher
000EDCC7
Level
16
Perception
8
Hit Points
200
Damage Resistance
20
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Rifles
Melee Weapons
Heavy Weapons

Super mutant brute

Super mutant brutes are a significant step up from skirmishers. Brutes, much like their namesake, take even more damage to put down and are far stronger than their lower-leveled brothers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant brute
000EDCC8
Level
22
Perception
9
Hit Points
275
Damage Resistance
35
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant enforcer

The super mutant enforcer is significantly stronger than the brute and is more likely to be more heavily armored than the lower level super mutants.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant enforcer
000EDCC9
Level
28
Perception
10
Hit Points
375
Damage Resistance
55
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant butcher

Super mutant butchers appear more often at higher levels. They are normally heavily armored and often use heavy weapons and they are much stronger than the enforcer.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant butcher
000EDCCA
Level
35
Perception
10
Hit Points
500
Damage Resistance
80+
Energy Resistance
40+
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant master

A force to be reckoned with, super mutant masters have an extremely high hit point pool and superior damage resistance compared to their weaker brethren. They are generally equipped with heavy weapons such as the missile launcher or minigun. They can be generally found in locations with a large mutant concentration, an example being Big John's salvage.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant master
000EDCCB
Level
42
Perception
10
Hit Points
600
Damage Resistance
85
Energy Resistance
50
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant overlord

A super mutant overlord is stronger than most mutants. They may be seen traveling in pairs.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant overlord
002983E5
Level
48
Perception
11
Hit Points
750
Damage Resistance
0
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant primus

The primus spawns at level 45+ and is seen with large groups of super mutants, most commonly at major super mutant outposts. They commonly wield, super sledges or assault rifles, but may be seen also with missile launchers, and rarely, Fat Man launchers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant primus
000BC1EF
Level
59
Perception
11
Hit Points
950
Damage Resistance
120
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Super mutant warlord

The third strongest super mutant, the warlord is very dangerous as he is much stronger than most of his brethren. Their extremely high hitpoints means that they can withstand multiple head or limb shots from extremely powerful weapons like Gauss Rifles without being crippled.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant warlord
002983E7
Level
68
Perception
12
Hit Points
1535+
Damage Resistance
0
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (0 Damage)
Attack
empty

Behemoth

Behemoths are the most powerful super mutants by far, towering above any player character, at about 20 feet tall. These super mutants are the oldest and strongest of their kind. As well as being many times larger than any other humanoid creature, almost as large as a mirelurk queen, unlike regular super mutants they will not speak - instead they will make monstrous roars. They are armed with a fire hydrant mounted on a large pipe; other than that, they have the ability to throw heavy boulders at their enemies. Either way, both weapons are heavy-hitters, and will cause major damage against any enemy smaller than them. They carry a cage made from shopping carts on their backs, similarly to their Vault 87 counterparts, which they use to carry boulders that they use during combat.

A behemoth has a scripted appearance in Fort Strong during Show No Mercy where it must be killed. One can usually be found west of Sunshine Tidings co-op, at a power station to the west of Natick Banks, and south of Walden Pond. A behemoth can also be spawned by going to Med-Tek Research and heading north towards Greentop Nursery, where there will be a vehicle with a Jangles the Moon Monkey sitting inside, which will trigger a behemoth spawn point nearby when picked up. A behemoth is also encountered on the way to the C.I.T. ruins during the quest Ad Victoriam, where it will be effortlessly crushed by Liberty Prime.

Behemoths in Fallout 4 respawn, unlike Fallout 3, where they were unique encounters. The player character can find a unique behemoth named Swan at Swan's Pond in Boston Common.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Behemoth
000BB7DD
Level
50
Perception
6
Hit Points
1000
Damage Resistance
0
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (125 Damage)
Attack
Throw boulder (75 Damage)

Glowing behemoth

The glowing means the mob is highly irradiated and can damage enemies with radiation when nearby. Unlike other glowing enemies, this variant is identical in appearance to regular behemoths.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Glowing Behemoth
0012B97A
Level
65
Perception
6
Hit Points
1300
Damage Resistance
0
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (156 Damage)
Attack
Throw boulder (94 Damage)

Epic behemoth

Epic behemoths are an immensely powerful variation of average super mutant behemoths, and, to some extent, are more clever in combat. They tend to appear in forest areas, which they may use to their advantage by hiding behind trees. They also will block their face with their hand quite often, especially when being meleed, allowing for a chance to get in several hits. They are more upright than many standard behemoths in appearance, and although they are quicker, they use similar fighting techniques, such as smashing, knocking the player character down and hurling boulders. Aside from being able to sustain more damage, they can be crippled if low on health, and will slump to the ground on their side, where they can be finished off.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Epic behemoth
0012B97B
Level
80
Perception
6
Hit Points
1600
Damage Resistance
0
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (187 Damage)
Attack
Throw boulder (112 Damage)

Ancient behemoth

These behemoths are the toughest and oldest mutants found in the Commonwealth. They are most likely some of the first FEV experiments that the Institute conducted and have grown over the decades into ancient behemoths.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Ancient Behemoth
0012B97C
Level
95
Perception
6
Hit Points
2100
Damage Resistance
195
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
?
Aggression
Very aggressiveIcon requiredIcon requiredIcon optional
Confidence
FoolhardyIcon requiredIcon requiredIcon requiredIcon required
Assistance
Helps nobodyIcon optionalIcon optional
Attack
Melee (197+ Damage)
Attack
Throw boulder (146+ Damage)

Notes

  • If the Sole Survivor manages to shoot a suicider's mini nuke while hidden, it will not affect the detection status, even when the suicider explodes in direct sight of other mutants. They may or may not start to investigate the body for a short period of time. This is most likely a glitch instead of a design choice.
  • Interestingly, the mini nukes that super mutant suiciders carry seems much larger than the standard mini nuke, appearing more similar to the Mark 28 nuclear bombs used by Liberty Prime and found inside the Sentinel site.
  • The Sole Survivor can find a semi-educated super mutant named Strong at the top of Trinity Tower. He can be recruited as a companion after completing the quest Curtain Call. Unlike super mutant companions from previous games, Strong is far from civilized, often stating his desire for mutants to kill all humans and mentions wanting "someone to eat" when hungry.
  • The noise of a suicider's mini nuke is comprised of two parts, a continuous beeping and a tone. This tone is a Shepard tone illusion, wherein the tone sounds like it is continually rising in pitch, but in reality it is not and is just a loop.
  • Super mutants have been heard wishing to hunt humans not only for food, but for sport, in contrast to their Vault 87 brethren which have only been seen to hunt for food and FEV fodder. They also occasionally kidnap settlers in exchange for ransom in the form of caps.

Notable super mutants

Notable quotes

Miscellaneous taunts:

  • "Bleed! Bleed and die!"
  • "Ha ha ha! You hit like a radroach!"
  • "Human time is done! This is the age of the Super Mutant!"
  • "I am a super mutant! I am unstoppable!"
  • "I'll wear your guts around my neck"
  • "I'm going to eat your legs when you're dead, human!"
  • "I'm super mutant, you're super mutant, we're all super mutant."
  • "Just stand still!"
  • "Kill you!"
  • "Only one of us survives this, and it won't be you!"
  • "Rage, rage!"
  • "Scream - Scream for your worthless life!"
  • "Stop moving, stupid man!"
  • "Stupid blue lady!"
  • "Suffer!"
  • "The Commonwealth is OURS!"
  • "This is no game, human! We win. You die."
  • "We are the future!"
  • "We are unstoppable!"
  • "Why you stupid humans always fight?!"
  • "You humans made us - now suffer for your arrogance!"
  • "You humans! So stupid! So weak!"
  • "You move too much!"
  • "You'll never leave here alive!"

When attacking with a melee weapon (usually):

  • "Break you!"
  • "Here it comes!"
  • "Smashie, smashie!"

When throwing a grenade:

  • "Catch!"
  • "Ha! Hot potato!"
  • "Throwing grenade!"

When a grenade is thrown:

  • "Get away, get away!"
  • "Gonna blow!"
  • "Gonna kaboom!"
  • "Run away!"

When taking damage:

  • "You pay for that!"

When injured:

  • "Paaaiiiiiiin!"

When dying:

  • "Aaaaiiiieeee!"

When a comrade dies within a second's line of sight:

  • "Brother, nooooo!"
  • "Dead! No!"

When going from Hidden to Caution:

  • "A noise?"
  • "Come out, come out, wherever you are!"
  • "Someone there?"
  • "That sound! What is it?!"
  • "What?! Who's there?"

While in Caution:

  • "Here, human human human. Got a treat for you!"

When going from Caution to Danger:

  • "Can't escape me!"
  • "I knew it! Gonna tear you apart!"
  • "Now...I'm...Angry!"

When going from Danger to Caution:

  • "Aggh... face me, you coward!"
  • "Hey! You disappear! No fair!"
  • "Where'd you go? Huh? Gonna find you! Gonna KILL you!"

When going from Caution to Hidden:

  • "Agh. Nothin'."
  • "Hmph. No fight today."
  • "Must have been nothin'."
  • "What, scared already?"
  • "You hide! No fair"

Appearances

Super mutants appear in Fallout 4.

Bugs

  • PCPC After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills.[verification overdue]
  • PCPC Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again.[verification overdue]
  • PCPC After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterwards.[verification overdue]

Gallery

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