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Mariposa super mutants or West Coast super mutants are a variety of super mutant living in the Mojave Wasteland in 2281.

Background

Main article: Mariposa super mutant

Super mutants were first created on the West Coast by Richard Grey, also known as "The Master". He decided that he would have to force humanity to evolve beyond its innately destructive tendencies by turning them into super mutants. In 2162, a person known to history only as the Vault Dweller destroyed the Master's mutant army by causing an explosion in the FEV vats at Mariposa, which collapsed the entire base, after which he proceeded to The Cathedral in the ruins of Los Angeles and killed the Master.

In 2236, the Enclave discovered the remnants of the Mariposa Base. Soon, Enclave assault squads combed the desert for slaves they could use to excavate the military base and get to the FEV vats. In 2237 the Enclave abandoned the site after mutations occurred among Enclave personnel and slaves exposed to the FEV remnants in the facility, causing a second generation of Mariposa super mutants to arise.

By 2281, some super mutants from both generations have established a community called the State of Utobitha in Black Mountain near New Vegas under the leadership of Tabitha. The smarter and more organized Master's Army remnants are in charge of the dumber second generation mutants. Some other, more peaceful mutants reside in Jacobstown, led by Marcus.

Characteristics

Biology

Main article: Super mutant

Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). The super mutants found in the Mojave Wasteland are of the variety that originated from the Mariposa Military Base in California. They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them biologically immortal (but not immune to death from injury).

Average super mutants stand approximately 10.4 feet tall (although they typically stand with hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the normal human genetics.

Super mutant intelligence varies greatly throughout super mutants. Though generally "lacking" in the mental aspect of life some super mutants retained some (if not all) of their intelligence from before they were changed into super mutants.

Gameplay attributes

Super mutants often use heavy guns and melee weapons such as heavy incinerators and super sledges. The melee variants rush the player after throwing their frag grenades and the ranged mutants will shoot at the player from a distance while they slowly advance, relying on their armor for protection. Some super mutants will have centaurs to aid them.

All regular super mutants wear armor which gives them a Damage Threshold of 15, equal to a suit of combat armor. Nightkin do not have any armor, but benefit from an innate 30% Damage Resistance.

Variants

Super mutant

FNV super mutant

The weakest of the three basic types of super mutant. These mutants attack by rushing the player if utilizing a melee weapon or standing in place shooting the player with a hunting rifle, relying on their superior health and armor for protection from attacks. Standard super mutants appear at lower levels, and will be replaced with brutes and masters at higher levels.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant (default)
0003A147
Level
6
Experience Points
10
Perception
3
Hit Points
100
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (4 Damage)
Ability
radiation Radiation resist. 100%
Super mutant (Jacobstown)
0013AACF
0013AFE1
0013D83B
Level
20
Experience Points
50
Perception
3
Hit Points
200
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (4 Damage)
Ability
radiation Radiation resist. 100%

Super mutant brute

FNV super mutant brute

Brutes are the mainstay powerhouses of the super mutant forces. They are typically armed with assault carbines or incinerators for ranged combat, or sledgehammers and frag grenades for melee combat. They can be distinguished by their Trojan-like helmets and crude metal armor. A dead one can be found in the Ruby Hill Mine carrying various loot such as a multiplas rifle. Brutes appear at medium level, and will be replaced by Masters at high player levels.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant brute (default)
Level
9
Experience Points
25
Perception
5
Hit Points
250
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (5 Damage)
Ability
radiation Radiation resist. 100%
Super mutant brute (Ruby Hill Mine)
0017AF62
Level
1
Experience Points
1
Perception
5
Hit Points
0
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps nobody: Will not help anyone.Icon optionalIcon optional
Attack
Melee (5 Damage)
Ability
radiation Radiation resist. 100%

Super mutant master

FNV super mutant master

The strongest mutant players will encounter. They use light machine guns or miniguns for long range combat and super sledges for close range. They are distinguished from the other two types because they wear a black suit of full body armor and some sort of optical augmentation on their left eye. Masters appear at high levels wherever super mutants normally appear. Masters in Jacobstown speak clearly and show more intelligence than the standard super mutants around them.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Super mutant master (default)
00092c4d
Level
12
Experience Points
50
Perception
6
Hit Points
360
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (6 Damage)
Ability
radiation Radiation resist. 100%
Super mutant master (Jacobstown, Nopah cave)
0017AF3F
0017AF40
Level
12
Experience Points
50
Perception
6
Hit Points
0
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (6 Damage)
Ability
radiation Radiation resist. 100%
Super mutant master (Jacobstown)
00164ECA
Level
20
Experience Points
50
Perception
3
Hit Points
200
Damage Threshold
15
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (6 Damage)
Ability
radiation Radiation resist. 100%

Nightkin

FNV nightkin
Main article: Nightkin

Blue mutants made from the most untainted humans, these dangerous creatures utilize Stealth Boys to sneak up on their victims. They often prefer melee weapons such as the super sledge or the bumper sword though some can be seen using firearms.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Nightkin
000E7A2A
0007EA2B
0007EA2D
Level
9
Experience Points
25
Perception
5
Hit Points
250
Damage Threshold
0
Damage Resistance
30%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (4 Damage)
Nightkin (Jacobstown)
0013AFDC
001445BB
001445BC
Level
6
Experience Points
10
Perception
3
Hit Points
175
Damage Threshold
0
Damage Resistance
30%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (4 Damage)
Ability
radiation Radiation resistance 100%
  • Dead None

Nightkin jailer

FNV nightkin

This nightkin jailer guards the makeshift jail area of REPCONN test site. The only prisoner is a dead ghoul, a friend of Harland.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Nightkin jailer
000BAC89
Level
1
Experience Points
1
Perception
5
Hit Points
50
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (0 Damage)

Nightkin master

Nightkin master

Similar to a regular nightkin, these mutants have more health and utilize better equipment. Nightkin masters appear at medium and high level - unlike common Super Mutants, they do not have a brute variant. These masters usually carry around heavy weapons like light machine guns and miniguns.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Nightkin master
0007EA2C
0007EA28
Level
12
Experience Points
50
Perception
6
Hit Points
360
Damage Threshold
0
Damage Resistance
30%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (6 Damage)

Nightkin sniper

FNV nightkin

A unique nightkin found patrolling a radio tower outside Tabitha's station carrying a hunting rifle. Upon death it will drop the unique missile launcher Annabelle. This nightkin may also use Annabelle against the player character which can be quite a challenge and almost fatal to players at a low level.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Nightkin sniper
000E794E
Level
14
Experience Points
50
Perception
5
Hit Points
140 → 180
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Average: Will avoid/flee from threats stronger than itself.Icon requiredIcon requiredIcon optionalIcon optional
Gamebryo AI attributes#Assistance
Helps nobody: Will not help anyone.Icon optionalIcon optional
Attack
Melee (0 Damage)

Locations

Super mutants and nightkin are fairly rare in the Mojave Wasteland; they will never be found wandering the wasteland at random, and will only be encountered in a few specific locations.

  • The main super mutant stronghold in the Mojave Wasteland is Black Mountain, where several super mutants and nightkin can be encountered along with Tabitha, the self-proclaimed "supreme commander" of all super mutants everywhere. The Courier will also encounter Neil, a friendly super mutant, at the base of the mountain.
  • Jacobstown is an isolated settlement of peaceful super mutants as well as a squad of nightkin, led by Marcus.
  • An encampment of 2 to 4 super mutants can be found northeast of Ranger Station Bravo. These enemies respawn after 3 days.
  • A pair of super mutants along with several centaurs can be found at Jack Rabbit Springs. These enemies sometimes wander north to the Prospector's Den. They respawn after 3 days.
  • Several nightkin can be found occupying the basement of the REPCONN test site, led by Davison. They are part of the quest Come Fly With Me.
  • A group of 3 to 4 nightkin can be found inside Black Rock cave. These nightkin are members of the Black Mountain faction and will be friendly if Crazy, Crazy, Crazy is resolved peacefully.
  • An invisible leveled nightkin can be found behind a rock next to the McBride house in Novac as part of the unmarked quest The Screams of Brahmin.
  • Another invisible nightkin can be found at Brooks Tumbleweed Ranch and will try to sell "wind brahmin" to the Courier.

Appearances

Super mutants appear in Fallout: New Vegas.

Bugs

  • Playstation 3Playstation 3Playstation 3 Super mutants might not respawn after the quest Crazy, Crazy, Crazy. To avoid this, save in Black Mountain, restart your game then wait 1–12 hours. This might be because of the map cells needed refreshing. [verified]
  • PCPC There may be only Nightkin around Black Mountain while trying to complete Crazy, Crazy, Crazy. [verified]

Gallery

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