Super Mutant (Fallout 76)

Super mutants are humanoid 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.

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.

In 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.

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
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 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 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.

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

Super mutant firestarter


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 players. Their orange-toned skin is covered with scar tissue. Their eyes glow a hot orange beneath white war paint depicting a skull.

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.

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.

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

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.

Appearances
Huntersville super mutants appear only in Fallout 76.

Bugs

 * Super mutants wielding laser sniper rifles may rarely deal significantly more damage than intended. This can kill an end-game player from full health. The cause is not yet known.
 * Scorched super mutant behemoths are marked as cut content, but are susceptible to being Scorched by scorchbeasts.

Behind the scenes

 * 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.


 * At least one Huntersville super mutant, Scratch, left Appalachia for the Capital Wasteland and joined the Good Fighters by 2287.