Super stimpak (Fallout)

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Icon disambig
For an overview of stimpak types in all games, see Stimpak.
Super stimpak
Chem SuperStim
Fallout version
+75 Hit Points
After 1 Minute:
-3 Hit Points
After 2 Minutes:
-6 Hit Points
weight1 pound
225 fo1Gametitle-FO1
225 fo2Gametitle-FO2
225 fotGametitle-FOT
N/A vbGametitle-VB
prototype id00000144 fo1Gametitle-FO1

An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.

Super stimpak is a more advanced version of the regular stimpak. While it heals more severe wounds, it also has unpleasant side effects, causing minor damage some time after use.

The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb.


When injected, a super stimpak heals 75 hit points immediately, but the powerful nature of drugs used in the process will cause an adverse reaction from the organism, resulting in 9 points of damage after two minutes.

The super stimpak is a rare sight in the wasteland, usually only available from high tech settlements, such as Vault City or San Francisco.


Sometimes, chemistry geniuses can whip up a super stimpak, which is the case with Myron, who could create one from 1 stimpak, 1 Nuka-Cola and 1 fruit for a scientifically-inclined Chosen One (76% Science or more).

Use for assassinationEdit

Super stimpaks also have a nefarious purpose. They can be used to assassinate friendly non-player characters in populated areas; no one would suspect you of killing the person with stimpaks, because they heal people. Having the Awareness perk helps, as you can see how much health the target has. Simply divide his or her maximum health by 9 then round up. The number you reach is how many super stimpaks you should use to kill your victim. Stick the stimpaks in one of your weapon slots and use the applicable number of stimpaks on the victim. After waiting 2 minutes, they should die from the latent damage (9 points per pak').

Roger Westin in NCR, Big Jesus Mordino and Louis Salvatore in New Reno have an additional code that makes them susceptible to even a single super stimpak.


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