Fallout 76 power armor

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Power armor is guaranteed to appear in Fallout 76.

Overview[edit | edit source]

Power armor is not equipped in the usual sense of the word – it is a separate world entity that is entered from the back - the armor unfolds, the operator steps in, and then seals around them. To enter power armor, simply use an empty suit. To exit, hold down the use key (E by default on PC, A on Xbox One, and X on PlayStation 4). The power armor also replaces the standard HUD with its own heads-up display, including a compass and gauges for hit points, action points, radiation, the remaining number of fusion cores available, and an ammunition counter.

The power armor suit is made out of six individual components: the helmet, torso, two arms, and two legs, worn over a power armor frame. Each component can be swapped out and the suit can be as unified or as jigsaw as the player wants it to be. In combat, damage is tracked individually per piece and it is possible for them to be damaged to the point of shattering, requiring them to be repaired.

Power armor also requires a charged fusion core for its operation and consumes the charge at a steady rate whenever the player is moving. The rate at which the fusion core runs out of charge increases drastically if one sprints in it. If the charge runs out and there are no replacements, movement speed is greatly reduced and the player cannot perform power attacks or sprint. However, it will protect against fall damage regardless of charge, allowing for dramatic escapes. The helmet-mounted flashlight will also continue to work.

If one abandons their power armor, a marker will automatically appear on the Pip-Boy map displaying the location of the armor. However, this marker will only display the most recent suit of power armor exited.

Summary[edit | edit source]

  • Greatly increased resistance to ballistic, energy, and radiation damage.
  • Immunity to fall damage.
  • Increased carrying capacity. While equipped, power armor components are weightless.
  • Faster sprinting and jumping.
  • Ability to upgrade power armor with additional functionality.
  • Head-mounted directional flashlight.
  • Sealed armor allows for walking underwater for several minutes before beginning to suffocate.
  • Helmet prevents contracting airborne and waterborne hazards.
  • Power armor has a limited health pool for each component and has to be periodically repaired. Once broken, parts cannot be equipped until they are repaired at a power armor station.
  • One cannot use crafting stations or furniture while power armor is equipped.
  • When underwater, the operator can only move at a walking pace.
  • Wearing power armor without a power armor helmet prevents use of the flashlight.

List of power armor[edit | edit source]

Power armor plays a slightly different role and is intended less as a straightforward progression than a tactical choice, balancing the cost of repairs against the protection.

Model Level req. Protection Special
Helmet Limbs Torso Total
Bal En Rad Bal En Rad Bal En Rad Bal En Rad
Raider Power Armor 15 24 23 23 24 23 23 41 40 40 161 155 155
Excavator Power Armor 25 25 24 35 25 24 35 42 41 58 167 161 213 Arms increase mining effectiveness
T-45 Power Armor 25 35 34 34 35 34 34 58 57 57 233 227 227
T-51 Power Armor 30 45 44 27 45 44 27 76 75 46 301 295 181
T-60 Power Armor 40 51 49 56 51 49 56 84 81 94 339 326 374
X-01 Power Armor 45 55 62 62 55 62 62 90 103 104 365 413 412
Ultracite Power Armor 50 69 59 59 68 45 45 114 98 98 455 337 337

Power armor locations[edit | edit source]

Notes[edit | edit source]

See also[edit | edit source]