Super Mutant (Fallout 4)

Super mutants are creatures found all over the Commonwealth in 2287, which were created by being exposed to the Forced Evolutionary Virus (FEV). They are massive, muscle-bound creatures with a natural immunity to radiation damage and disease. They are most often 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, Gwinnett restaurant, plus many other locations all throughout the Commonwealth - most of which can be identified by the telltale signs of hanging meat bags, twisted girders sticking out of the ground, and gory waste piles that they enjoy decorating their surroundings with.

Background
The Commonwealth's strain of super mutant is unrelated to the West Coast and Vault 87 breeds, but they do share many similar traits such as caging their prey, bagging various body parts, and having a great sense of superiority over humans. This is proven in the terminal entries aboard the Prydwen, which states that the mutants in the Commonwealth are not related to those from the Capital Wasteland.

The super mutants encountered in the Commonwealth are in fact failed FEV experiments, created and disposed of by The Institute. They were once normal people, who were then kidnapped and experimented on inside the FEV lab of the Bioscience Division. Institute scientists would examine their human test subjects before submerging them into FEV. If they survived the process they were tagged and discarded into the Commonwealth, creating the scourge of mutants now present in the year 2287. The program was most recently under the direction of Dr. Brian Virgil and his predecessor Dr. Syverson, but it was originally started by Dr. Frederick in the August of 2178. It is unknown how the Institute obtained their supply of FEV, but it was most likely discovered by one of the synth scavenger parties that comb the Commonwealth for supplies and technology. The main goal of the FEV experimentation was to improve the synthetic organics program, which was being worked on by the other divisions. Two years after they started their experiments, in the year 2180, a horde of super mutants attacked Diamond City, but were repelled by the newly formed group known as the Commonwealth Minutemen.

The FEV program was ended, after over 100 years of experimentation, when Virgil decided that it was only ruining the lives of innocent people and he could no longer live with himself to continue it. He states that they have learned nothing new in the past 10 years, back to the events of Fallout 3. Virgil destroyed the lab and all of the research, this is logged as "Incident V" in terminal entries. He then transformed himself into a super mutant with a unique strain of FEV and escaped to The Glowing Sea.

The existence of the behemoths suggests a link with the Vault 87 strain of FEV, as they are the only super mutants known to continue growing with age. However, the green-brown coloration is closer to that of Mariposa strain of FEV, specifically resembling the super mutants seen in Fallout: New Vegas.

Biology
Their mouths are depicted as being closed much like Marcus, unlike the Vault 87 super mutants which carry a permanent snarl. Furthermore, in regards to previous appearances, specifically the Vault 87 super mutants, these super mutants have a darker skin tone and appear more scrawny and with less pronounced muscles.

They are roughly the same low intelligence of the Vault 87 mutants and it appears they share the ability to be somewhat educated due to the existence of mutants like Fawkes and Uncle Leo from Fallout 3 and Strong in Fallout 4.

Interestingly, higher rank super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking high ground; compared to their lesser brothers who will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long range weaponry.

Gameplay attributes
Super mutants can randomly be encountered around the Commonwealth in small groups, usually raiding parties, which can attack player made settlements. 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 unique to Fallout 4 super mutants, instead of the revolting centaurs that have normally accompanied them in past installments.

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, laser weapons, assault rifles, and fragmentation grenades. For melee, they normally wield large sledgehammers and super sledges.

Super mutant
The most common and weakest variety of super mutant. They carry a pipe weapon and drop minimal loot on death. They can usually be taken down with minimal effort. They can often be found amongst more powerful varieties of super mutant such as a skirmisher.

Super mutant suicider
A super mutant that will run at enemies with a mini-nuke explosive device and detonate in close proximity, effectively killing both it and anything surrounding it in a fiery explosion. Shooting the bomb 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 the most effective way to dispatch of suiciders. The suicider can be detected before it is seen by listening for the beeping of its bomb. If the suicider is killed without detonating the bomb, which can be done easily by killing them with a headshot, a mini nuke can be looted from its corpse, otherwise only nuclear material will be found on its leftovers.

Utilizing the Blitz perk, it is possible to kill the suicider in V.A.T.S. with a melee weapon before it explodes, even if it takes several hits.

Super mutant skirmisher
Super mutant skirmishers are significantly tougher than regular super mutants, taking more damage and usually carrying more powerful weapons. Skirmishers will appear more frequently once the Sole Survivor reaches level 10.

Super mutant brute
Super mutant brutes are a significant step up from skirmishers. Brutes, much like their namesake, take even more damage to put down and are far stronger than their lower-leveled brothers.

Super mutant enforcer
The super mutant enforcer is significantly stronger than the brute and is more likely to be more heavily armored than the lower level super mutants.

Super mutant butcher
Super mutant butchers appear more often at higher levels. They are normally heavily armored and often use heavy weapons and they are much stronger than the enforcer.

Super mutant master
A force to be reckoned with, super mutant masters have an extremely high hit point pool and superior damage resistance compared to their weaker brethren. They are generally equipped with heavy weapons such as the missile launcher or minigun. They can be generally found in locations with a large mutant concentration, an example being Big John's salvage.

Super mutant overlord
A super mutant overlord is stronger than most mutants. They may be seen traveling in pairs.

Super mutant primus
The primus spawns at level 60 and is seen with big groups of super mutants, most commonly at big outposts of super mutants. They use missile launcher, super sledges or even Fat Man.

Super mutant warlord
The third strongest super mutant, the warlord is very dangerous as he is much stronger than most of his brethren.

"Normal"
Behemoths are the most powerful super mutants by far. However they, even when compared to other super mutants, are incredibly stupid. Despite this they are an enormous threat as they throw large boulders and use a massive fire hydrant as a bat to attack anything that comes close. A behemoth can usually be found near Sunshine Tidings co-op, at a power station to the west of Natick Banks, and south of Walden Pond.

The Commonwealth variant of the behemoth is not nearly as large as the Capital Wasteland variant. It also lacks the necklace made of human skulls and car door shield. Behemoths in Fallout 4 respawn, unlike Fallout 3, where they were unique encounters. The player can find a unique behemoth named Swan at Swan's Pond in Boston Common.

Glowing
The Glowing means the mob is highly radiated and can damage enemies with radiation when nearby.

Epic
{{Stats creature FO4|row }}
 * name      =Super mutant epic behemoth
 * base id   ={{ID|0012b97b}}
 * level     =80
 * perception =6
 * hp        =1600
 * dt        =0
 * dr        =0
 * aggression =0
 * confidence =0
 * assistance =0
 * attack1   =Melee (187 {{icon|damage}})
 * attack2   =Throw boulder (112 {{icon|damage}})
 * items     =}

Ancient
These behemoths are the toughest and oldest mutants found in the Commonwealth. They are most likely some of the first FEV experiments that the Institute conducted and have grown over the decades into ancient behemoths.

Notable super mutants

 * Big Mack
 * Brian Virgil
 * Dead Eye
 * Fist
 * Hammer
 * Strong

Notable quotes

 * "You humans made us - now suffer for your arrogance!"
 * "Here, human human human. Got a treat for you!"
 * "Brother, nooooo!" (frequently when another mutant dies within a second's line of sight, can also happen when a mutant hound dies)
 * "Paaaiiiiiiin!" (On injury)
 * "Only one of us survives this, and it won't be you!"
 * "That sound! What is it?!" (Caution status)
 * "Human time is done! This is the age of the Super Mutant!"
 * "Hmph. No fight today." (When going from Caution to Hidden)
 * "Scream - Scream for your worthless life!"
 * "Smashie Smashie!" (usually when attacking with a melee weapon)
 * "Ha! Hot potato!" (when throwing a grenade)
 * "The Commonwealth is OURS!"
 * "Aaaaiiiieeee!" (when dying)
 * "I'm super mutant, you're super mutant, we're all super mutant."
 * "I'll wear your guts around my neck"
 * "We are the future!"

Appearances
Super mutants appear in Fallout 4.

Bugs

 * If the player shoots a super-mutant suiciders bomb (or bomb-arm), killing several other enemies, no additional XP is gained for these kills
 * When exiting a 'dungeon', if a super-mutant suicider blew itself up nearby, it might re-detonate as you re-enter the world map.
 * sometimes even if you kill the suicider and take the mini nuke from his inventory,the mini nuke will still stay in his hand and explode a short while later.

Gallery
Supermutante (Fallout 4) Супермутант (Fallout 4)