Fallout 4 Super Mutant

Super Mutants are the variant of creature found throughout the Commonwealth, Nuka-World and the Island $$

Background
These mutants were created by the Institute using exposure to the Forced Evolutionary Virus. They are large, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently 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, The Gwinnett Restaurant and several other locations throughout the Commonwealth, most of which can be identified by hanging meat bags, twisted girders protruding out of the ground, cages and gory waste piles.

In Far Harbor, a group of super mutants have traveled to the Island and are located in the Vim! Pop factory, National Park HQ and Aldersea Day Spa. In Nuka-World, small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park. They consider themselves the superior race of the Commonwealth. They express an interest in locating FEV, or "green stuff," to produce more mutants.

Institute
Research on samples acquired by the team was authorized by the directorate and the program began despite the objections of BioScience. Citizens were abducted from the Commonwealth and submerged in the Institute's modified FEV, their mutations carefully tracked and investigated. The first super mutants attacked human settlements as early as 2180.

Despite perfecting two FEV strains, the accumulated radiation damage in test subjects was a barrier to further development. The FEV research effort continued for several more decades, despite producing no useful data, except for manufacturing more super mutants for the surface to contend with.

In April 2286, Dr. Brian Virgil succeeded Dr. Syverson as head of the project, and it quickly became evident to him that the FEV program had run its course, having produced no new data within the past ten years. As Virgil's conscience took its toll, the scientist lodged a formal complaint with the directorate. They did not respond and Virgil rebelled, escaping the Institute after destroying as much of the project as he could. This became known as "Incident V" within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the Glowing Sea. At the time of the Sole Survivor's arrival at the Institute, the research wing remains in a security lockdown.

Gameplay
Super mutants are randomly encountered around the Commonwealth in small groups, usually raiding parties, which can attack settlements allied with the player character. 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 exclusively used by super mutants in the Commonwealth, 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, Gauss rifles, laser weapons, assault rifles and fragmentation grenades. For melee, they normally wield large sledgehammers and super sledges.

Named
Category:Fallout 4 super mutant characters, 3

Appearances
Super Mutants appear in Fallout 4 and its add-ons Far Harbor and Nuka-World.

Bugs

 * After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills.
 * Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again.
 * After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterward.
 * Stunning a super mutant in V.A.T.S. will result in it becoming stuck in a T-pose, unable to do anything but follow its target around while stuck in the pose, with occasional vocalizations from its dialogue options.

Behind the scenes

 * Jonah Lobe originally designed the Fallout 4 Super Mutants to have a "softer, more approachable humanity", and "wanted them to have more speaking roles, and to be potentially loveable". In the end, Bethesda Game Studios "went for a more thuggish design".