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For a cross-game overview, see super mutant.
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Secrets of West Tek only for Super Mutant!— Super mutant

Super mutants are creatures found in Appalachia.

Background

The Appalachia Super Mutants were created shortly before the Great War, when the local West Tek facility contaminated the river water that ran through Huntersville with a unique strain of FEV as part of an experiment.[1]

The super mutants of Huntersville are similar to those of Mariposa and the Institute: they have green skin, highly developed musculature, and they are smart enough to build improvised armor from waste or scrap. Although they do not use large fortifications like the Vault 87 or the Institute strain super mutants, they can occasionally build small fortresses or take entire buildings. Like Vault 87 and Institute super mutants, Huntersville super mutants can develop into behemoths, which can be seen guarding their main bases. The majority of the super mutants will attack the player character, but some super mutants like Grahm are friendly and will even trade with humans.

They possess superhuman strength, allowing them to inflict serious damage with melee weapons. Super mutants are carnivorous and hunt all kinds of creatures and animals, including humans, Scorched and large predators, to devour them or stock their meat to build up reserves. Many bags of meat are strewn about in the fortifications of super mutants or carried in their inventory. Despite the nature of FEV and its origins as the Pan-Immunity Virion Project, Huntersville super mutant behemoths are susceptible to the Scorched Plague.

In 2103, a super mutant attack was mounted on Fort Atlas, multiplying via an unknown means,[2] and demonstrating threatening attributes to the recently-arrived Brotherhood First Expeditionary Force,[3] who were unfamiliar with them before their arrival.[4]

Characteristics

Most Huntersville super mutants travel in small, well-organized groups, often led by a much stronger super mutant. They wear randomly generated armor made from scrap iron or rubbish that can provide varying degrees protection. These armors include a mask fashioned from a propane tank. They attack their opponents most often with rudimentary weapons like pipe rifles, boards or sledgehammers. Some carry more advanced weapons like laser sniper rifles, miniguns or even missile launchers. Others may throw explosives to attack from a distance. All super mutants may perform bash attacks in close proximity, which will stagger their target.

Super mutants may be accompanied by mutant hounds, floaters or super mutant behemoths. They will not become Scorched when fighting scorchbeasts.

Variants

Super mutant

Name (Form ID)AbilitiesItems
Super mutant
0001A00C
Attack
Unarmed (21 Damage)
Super mutant
003D131D
Attack
Unarmed (25 Damage)
Super mutant skirmisher
003D131E
Attack
Unarmed (30 Damage)
Super mutant fighter
003D131F
Attack
Unarmed (35 Damage)
Super mutant brute
003D1320
Attack
Unarmed (40 Damage)
Super mutant enforcer
003D1321
Attack
Unarmed (45 Damage)
Super mutant butcher
003D1322
Attack
Unarmed (50 Damage)
Super mutant master
003D1323
Attack
Unarmed (55 Damage)
Super mutant overlord
003D1324
Attack
Unarmed (60 Damage)
Super mutant primus
003D1325
Attack
Unarmed (65 Damage)
Super mutant warlord
004920BB
Attack
Unarmed (70 Damage)
Super mutant pillager
003F4C8C
Attack
Unarmed (75 Damage)
Super mutant demolisher
003F4C8D
Attack
Unarmed (80 Damage)
Super mutant gladiator
003F4C8E
Attack
Unarmed (85 Damage)
Super mutant champion
003F4C8F
Attack
Unarmed (90 Damage)

Super mutant berserker

FO76 creature supermutant berserker.webp

A chalky white super mutant with glowing red eyes created by Doctor Blackburn. They paint their bodies with smeared blood and are first encountered in Uncanny Caverns during A Knight's Penance. Berserkers will attack exclusively with melee - boards, sledgehammers or their bare hands.

Perks
  • Swift-Footed: +45% movement speed
  • Attack damage increased by 25%
  • +25% melee swing speed
  • +54 two-handed and unarmed weapon damage

Super mutant firestarter

FO76 creature supermutant firestarter.webp

A powerful super mutant serving as a final boss for Daily Ops. They will be armed with a unique assault rifle modified to fire floater flamer grenades, and will occasionally throw molotov cocktails to burn player characters. Their orange-toned skin is covered with scar tissue. Their eyes glow a hot orange beneath white war paint depicting a skull.

Name (Form ID)AbilitiesItems
Super mutant firestarter Daily Ops
004920BB
Attack
Unarmed (70 Damage)

Super mutant suicider

A super mutant that will run at its enemy with a beeping mini-nuke in its arm. It will then detonate itself while nearby by slamming the mini nuke into the ground like spiking a football, setting it off, 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.

Name (Form ID)AbilitiesItems
Super mutant suicider
Attack
Unarmed (30 Damage)

Injured super mutant

FO76 Injured Super Mutant.png

Super mutant met during the Super Mutant Massacre random encounter, mourning his dead comrades after a sheepsquatch attack. This super mutant will not attack.

Name (Form ID)AbilitiesItems
Injured super mutant Random chance
0046062F
Attack
Unarmed (21 Damage)
  • Dead

Locations

Notable super mutants

Appearances

Huntersville super mutants appear only in Fallout 76.

Bugs

Icon pc.png Icon xboxone.png Icon ps4.png Super mutants wielding laser sniper rifles may rarely deal significantly more damage than intended. This can kill an end-game player character with full health.[verified]

Behind the scenes

Icon cut content.pngThe following is based on Fallout 76 cut content.
  • Cut variants of Ghoulified and Scorched super mutants exist within the game's files, but were never implemented into the game. The Scorched super mutant had unique voice lines that were also cut. A partially finished record for a Glowing super mutant was cut. Shielded super mutant data was added with One Wasteland For All.
Icon cut content.pngEnd of information based on Fallout 76 cut content.
Creation Club logo.jpgThe following is based on Creation Club content and is not canon.
Creation Club logo.jpgEnd of information based on Creation Club content.

Gallery

References

  1. Fallout 76 loading screens: "The first Super Mutants in Appalachia were created right before the Great War, when West Tek poisoned the drinking water of Huntersville with the FEV Virus, in a sinister, secret experiment gone horribly wrong."
  2. Daniel Shin: "Eliminate any Super Mutant you encounter. It remains unclear what's causing them to multiply, so we can't take any risks. Besides that, they are an abomination to humankind, and a threat to civilians across Appalachia. They cannot be allowed to live. Be ready for new orders at a moment's notice. As soon as we put together a more targeted plan for dealing with them, we'll need you at the forefront."[verification needed]
  3. The Vault Dweller: "What do you think of the Super Mutants that attacked?"
    Odessa Valdez: "They're unsettling. They can use human weapons, mount an organized offensive, and they targeted us for an attack. I get the feeling we haven't seen the last of them."[verification needed]
  4. The Vault Dweller: "Why are the Super Mutants such a big concern?"
    Daniel Shin: "One: they're an unknown. I understand these creatures have been sighted around Appalachia for some time now, but this is the Brotherhood's first time dealing with them. We need more information before we can count this threat as controlled. Two: they targeted us directly. The blow they dealt to this base is unacceptable. We must determine their motives, if any, and take appropriate steps to ensure this never happens again. Three: they're an abomination. We've seen all kinds of mutants, but these are... uncannily human. It's an affront to nature to simply let them be."[verification needed]