Super Mutant (Fallout 76)

Huntersville super mutants are humanoid creatures found in Appalachia in 2102-2103.

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

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.

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

By 2287, the status of super mutants in Appalachia is unclear, but at least one, Scratch, left the region for the Capital Wasteland and joined the Good Fighters.

Biology
Huntersville super mutants have green skin, hyper-developed musculature and are a slightly larger size than humans. Due to the nature of FEV and its origins as the Pan-Immunity Virion Project, super mutants should be completely immune to the Scorched Plague. However, behemoths are still able to become infected.

They possess great strength, which allows them to inflict serious damage with melee weapons, but strong protection can limit the damage done.

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.

Gameplay attributes
The Huntersville super mutants live mostly in small, well-organized groups, often led by a much stronger super mutant.

They often build armor made from scrap iron or rubbish that can provide some protection against the player character's attacks. These armors include the same ones from Fallout 4 and some new ones the most common of which is a mask fashioned from a propane tank. They attack their opponents most often with rudimentary firearms like pipe pistols or more advanced weapons like rifles, shotguns or even missile launchers. Many super mutants fight with melee weapons or use explosives to attack from a distance.

It's rare to see a super mutant escape during a fight because they are not afraid to attack big predators. This includes deathclaws, mega sloths or Scorchbeasts, and will continue to fight even if they are injured.

Super mutant
The weakest variant. Found commonly in The Forest and the Toxic Valley at a low level.

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.

Super mutant skirmisher
Super mutant skirmishers are slightly tougher than regular super mutants, with higher resistances and a larger health pool.

Super mutant fighter
A stronger Super Mutant, they typically wield ranged weapons into battle, and may be equipped with plasma and cryo grenades.

Super mutant brute
A step higher on the chain, super mutant brutes have higher resistances and more health.

Super mutant enforcer
A slightly higher level of the super mutant brute.

Super mutant butcher
A very high level super mutant with high ranged damage and high resistance.

Super mutant master
A very high level super mutant with high ranged damage and high resistance.

Super mutant overlord
One of the tougher super mutant variants. Overlords are armed with ballistic weaponry ranging from Pipe guns to miniguns, usually fully automatic. For melee attacks they tend to use anything from boards to super sledges.

Super mutant primus
The second strongest variant of the super mutants, Primus' are armed with anything ranging from fully automatic pipe weapons to miniguns, possibly a scoped laser rifle. For melee, they use anything from boards up to super sledges.

Super mutant warlord
The strongest variant, armed commonly with a fully automatic assault rifle or super sledge. Can also be armed with a minigun or missile launcher.

Super mutant pillager
An unused high-level variant meant to spawn in vault locations, added during the introduction of vault raids.

Super mutant demolisher
An unused high-level variant meant to spawn in vault locations, added during the introduction of vault raids.

Super mutant gladiator
An unused high-level variant meant to spawn in vault locations, added during the introduction of vault raids.

Super mutant champion
An unused high-level variant meant to spawn in vault locations, added during the introduction of vault raids.

Injured super mutant
Super mutant met during the Super Mutant Massacre random encounter, mourning his dead comrades after a sheepsquatch attack.

Super mutant firestarter
A powerful super mutant normally only seen as the boss of the Daily Ops quests. He will usually be armed with a assault rifle with the ability to fire Floater flamer grenades, and will occasionally throw Molotovs to burn enemies. His appearance is also different as his skin is observed to be a more red-toned color compared to the normal green of other super mutants. He also has a skull pattern painted onto his face.

Behemoth
Behemoths are powerful super mutants that have grown to an enormous size. Being the oldest and strongest of their kind, they lack intelligent speech, having to resort to guttural roars to communicate.

Behemoths are armed with a fire hydrant still mounted to a massive water pipe. They also can throw heavy boulders from the shopping cart on their back.

A behemoth can be reliably found at Solomon's lower pond, southeast of The Vantage. Other locations where behemoths can possibly appear include The Whitespring Resort attacking robots near the gates and abandoned bog town near Pylon V-13. A prime variant will appear as the final boss of the Primal Cuts event in the Cranberry Bog.

Epic behemoth
A stronger variant of the behemoth that serves as the boss enemy of some areas in the Cranberry Bog, such as guarding the workshop at the Abandoned bog town.

Ancient behemoth
This behemoth can be found as a high level behemoth in the Cranberry Bog or Toxic Valley.

Glowing behemoth
A super mutant behemoth that was caught in a nuclear Blast zone and irradiated beyond the Forced Evolutionary Virus's inherent radiation immunity. It can also spawn southeast of the vantage in the middle of a lake.

Scorched behemoth
A super mutant behemoth infected with the scorched plague.

Prime behemoth
A super mutant behemoth that only spawns during the Primal Cuts event.

Locations

 * Always found in Abandoned bog town.
 * Always found on a house between Bolton Greens and Ingram Mansion.
 * Always found around Charleston.
 * Always found in Crevasse Dam.
 * Always found in Eastern Regional Penitentiary.
 * Always found in Grafton.
 * Always found in Grafton Dam.
 * Always found in Grafton Steel.
 * Always found in Horizon's Rest.
 * Always found in Huntersville.
 * Always found in National Isolated Radio Array.
 * Always found in New Gad.
 * Always found in Nicholson's End.
 * Always found in North Kanawha lookout.
 * Always found in The General's Steakhouse.
 * Always found in West Tek research center.
 * Sometimes found in Federal disposal field HZ-21.
 * Sometimes found in Harpers Ferry.
 * Sometimes found in RobCo Research Center.
 * Sometimes found in Red Rocket Mega Stop.
 * Sometimes found in Summersville.
 * Sometimes found inside Watoga High School.
 * Sometimes found inside Watoga Emergency Services.

Notable super mutants

 * Grahm - A wandering trader and chef who travels with their pet brahmin Chally the moo-moo.
 * Harrison "Mad Dog" Malone - A pre-War gang leader and prison escapee.
 * Gail - A super mutant living in the Crater along with the resurgent Raiders.
 * Scratch - A super mutant from Appalachia that joined the Good Fighters in the Capital Wasteland in 2287.

Appearances
Huntersville super mutants appear only in Fallout 76.