The two Mutant Hounds and three of the Super Mutants are resin versions of figures already included in the Starter Kit, but if you're going to play in a Fallout setting (whether using Wasteland Warfare, or you're running a Fallout-inspired RPG scenario), you can never have too many mutants! The largest, meanest, toughest, or just plain ugliest of Super Mutants are also usually the leaders. Those who stand out (even by Super Mutant standards) rise to the ranks of overlords - huge, hulking monsters almost the size of Behemoths and twice as mean. Resin components. Contents: 1 Overlord 1 Fist Note: Cards are not included. The mutant invasion had no relation with Water Chip quest except you could hasten the end by divulgin the location of Vault 13 to water merchants. In that case Vault 13 would've been invaded on day 400 instead of 500. Here is the mutant invasion occupation timer info: Day 90 - LA: Boneyard Day 110 - Necropolis Day 140 - Hub. Defend the town against the waves of super mutant attacks with less than five ghoul causalities. Assassinate the three super mutant commanders. Kill all the remaining super mutants in the area. To defend the cathedral you most likely want at least five team members.
Kansas City | ||||||||||||||||||||||||||
|
Kansas City is the ninth or tenth mission in Fallout Tactics.
- 1Walkthrough
Walkthrough
Some seconds after you arrive, the ghoul town will be ambushed from three directions; north, west, and south. You can talk with the Bishop three times to get some anti-radiation supplies, but as radiation is only an issue toward the end of the mission, this can wait till you've cleared out the mutants.
You have three objectives for this mission:
- Defend the town against the waves of super mutant attacks with less than five ghoul causalities.
- Assassinate the three super mutant commanders.
- Kill all the remaining super mutants in the area.
To defend the cathedral you most likely want at least five team members. A sniper/machine gunner (probably your worst squad member) should go north, possibly with some grenades to throw. Two small-gunners, one with perfect small guns skill and one with a good bursting weapon, should go to the west. The rest should go to the south gate, preferably a sniper and two big-gun members. Focus the sniper on the heavily armored mutants, who are carrying more than just a pipe. The mutants appear from nowhere and at the south and west gates, they come in waves.
North gate
This gate bears the least of the brunt of the mutant assault. It is already defended with landmines and five ghouls. The ghouls however, only take occasional pot-shots at the mutants. However, since only about six mutants attack this gate, it can be defended with a single member of the party. Send someone like Farsight with a sniper rifle and a shotgun. Note that it is possible to leave this gate unmanned by a team member, or at least remove them after the first few mutants.
West gate
This gate is more heavily attacked, but mainly by mutants with melee weapons. There are a couple of mutant snipers on the towers, however. The attacks come in waves, about three total, separated by a little time, so don't think that the attack on this gate is over after the first couple of waves. Place two team members here, such as a sniper and a gunner, or two machine gunners. It is possible to trap the area in front of this barricade with landmines, but your time is probably better spent placing your other team members.
South gate
This gate takes the brunt of the attack. You'll want the rest of your team here. They should be heavily armed snipers and big-guns types. You can put a couple of team members on the towers/walls by this gate if you run them fast enough, though it's debatable whether this is worth the effort. You'll definitely need to push the mutants back on the ground, anyway. Destroying the mutant barricades awards a 'clearing' bonus, even if there are mutants still around. There are three mutants at the extreme south end, which may or may not join in the melee. If not, you can take them out later with your full squad. Some of the mutants at this gate will have rocket launchers and miniguns. A good tactic is to use snipers to cripple an arm of such mutants so that they cannot use their big guns against you.
During the invasion, you must not allow more than five ghouls to die. This is especially difficult as some of the ghouls are positioned at the front of the action. This is primarily the reason why you'll need to advance on mutant barricades at the south gate. Reports vary on whether fewer ghoul deaths alter the outcome. After this mission, you should be able to recruit ghouls from Brotherhood barracks. Of note, however, is that the ghouls guarding the gates are all armed with sniper rifles, so be sure to loot the bodies of any dead ghouls and/or steal some from the survivors.
The later part of this mission can be resolved using sneak or heavy guns. Simply move from tent to tent and clear it out, taking advantage of ammunition types vs. armor or bursting with a M249 SAW or a Browning M2. You can get a Pancor Jackhammer in the tent with the third command to make it easier to sneak.
|
Retrieved from 'https://fallout-archive.fandom.com/wiki/Kansas_City_(mission)?oldid=1567502'
Super mutant overlord | ||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||
|
Fallout 1 Super Mutant Invasion Xbox 360
Super mutant overlord (Fallout 4) is a creature in Fallout 4.
Background
Main article: Institute super mutant
All Commonwealth super mutants are the result of The Institute's research into FEV,[1] which began in 2178 under the auspices of Doctor Frederick. Research on samples acquired by the team was authorized by the Directorate and the program began despite the objections of some members of BioScience.[2] Both women and men were abducted from the Commonwealth and submerged in The Institute's modified FEV, their mutations carefully tracked and extensively investigated. Successful mutations would be monitored to ensure survivability, then tagged and discarded.[3] In layman's terms, The Institute was simply releasing super mutants into the wild, creating a scourge on the Commonwealth that lasted for years.[4] In fact, the first super mutants attacked human settlements as early as 2180.[5] Their actions were even more heinous considering the fact that in case the mutation destabilized, it would create horrifying behemoths: Warped, immensely powerful giants with a fierce territorial instinct.[6]
Characteristics
Appearances
Super mutant overlord appears in Fallout 4.
Fallout 1 Super Mutant Invasion Toys
References
- ↑FEV lab
- ↑FEV research notes: 'Uhh... This is Doctor Elliott, with the official report for the Directorate from BioScience. The date is, umm, August 2178. I'm pleased to report that, as has been the case during my tenure, crop yields exceed expectations. In point of fact, everything down here is fine... with... one notable exception. Doctor Frederick has informed me that the Directorate has pre-approved research on samples of the FEV virus, which he already has in his possession. Now, I'm not one to question the Directorate... you all know that. I don't even want to know where this came from. But... well, this is troubling. Dangerous, possibly. I will do my best to make sure risks are minimized, but I really do hope that the consequences are understood.'
- ↑The Institute terminals; Terminal, Subject CM-153: 'Baseline: Male, early 30s. Moderate overall health.
Post-submersion results: Physical condition consistent with standard results. Mental acuity charting slightly higher than average.
Subject Status: TAGGED, DISCARDED' - ↑Preston Garvey: 'Those Super Mutants have been raiding across the Commonwealth for years. I'm glad to have the Brotherhood's help clearing them out.'
- ↑Fallout 4 loading screen hints: 'The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers.'
- ↑The Sole Survivor: 'Do you remember Edgar Swann?'
Brian Virgil: '
(Brian Virgil's dialogue)
|
Retrieved from 'https://fallout-archive.fandom.com/wiki/Super_mutant_overlord_(Fallout_4)?oldid=2079451'