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An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.

The super stimpak is a more advanced version of the regular stimpak in Fallout Tactics. While it heals more severe wounds, it also has unpleasant side effects, causing minor damage sometime after use.

Background[]

Main article: Stimpak

More advanced variants of the stimpak were developed. The super stimpak is the most common variant, containing an additional vial of more drastic healing chems, dramatically increasing the healing effect. However, the healing effect will eventually cause minor trauma to the tissues healed due to the potency of the drug.[Non-game 1]

Characteristics[]

The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to the limb. When injected, a super stimpak heals 75 HP immediately, but the powerful nature of drugs used in the process will cause an adverse reaction from the organism, resulting in draining 9 HP after two minutes.

This allows larger amounts of super stimpaks to be used as an improvised assassination tool, by dividing the target's hit points by nine, rounding up, and using that amount of drugs on the target, then waiting a few minutes.

Locations[]

References[]

Non-game

  1. Vault Dweller's Survival Guide p. 5-19: "The Super Stimpak contains more drastic chems, increasing the healing effect at the cost of eventual damage to the very tissue it heals! A larger cousin to the Stimpak, the Super Stim will heal more damage. It will, however, cause a small amount of hit point loss after a period of time. You should be aware of this function, and prepare for it. But nothing works like a Super Stim when time is short, and danger grave."