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Bonus Gallery • Cast • Challenges • Clothing, Armour and Trinkets • Commissions • Companions • Crafting • Cut Content • Criminal Activities • Cybernetic Implant • Difficulty Settings • Disposition • DLC-exclusive Game Mechanics • Endings • Enemies • Factions • Fishing • Food, Drink and Ingredients • Gambling • Genius Invocation TCG • Halcyon • Key and Miscellaneous Items • Major Characters • Medicine and Drugs • Merchants • Mutation • Paimon Pip • Perks • Pets • Photo Mode • Power Armor • Quests • Radio Stations • Random Encounters • Reputation • Sawyer Mode • Serenity Hideout • Skill Books • Skill Magazine • Soundtracks • Storyline • Tools and Upgrades • The Traveler • Vehicles • Visions • Wasteland Wanderer • Weapons and Ammo • Wild Wasteland |
Power Armor is a unique form of external armor in Fallout: The Traveler, based on and improved upon the mechanics introduced in Fallout 4.
Overview[]
Power armor is a multi-component armor unit, comprised of a base frame, with assorted armor pieces mounted on it. For power armor to function it requires a fusion core as a source of power, which drains over time and actions that consume AP will increase the rate of depletion unless the Power Armour skill is reached to 250 - Legendary or taken the Black Carapace cybernetic implant. Once the fusion core is drained the user will still be able to slowly walk in the armor but will be over-encumbered and unable to use V.A.T.S. or hold breath when aiming with scopes.
Power armor is capable of boosting the Traveler's strength beyond the normal S.P.E.C.I.A.L. limit of 25 to 29 with modifications. Wearing power armor negates any bonuses given by standard armor and also removes the strength requirements for all weapons. Power armor helmets have headlamps that are used in place of the Paimon Pip lights, which are disabled while wearing the armor. While in power armor, the player character is incapable of swimming, with the user instead walking across the bed of any given body of water. Unlike in Fallout 4, Handheld or wrist-mounted weapons such as knuckles can be now equipped.
While wearing helmeted Power Armor, the Traveler can remain underwater for an extended period, but after several minutes submerged the drowning animation will play, and the player character will lose health rapidly and die. Power Armor completely negates all fall damage, with or without any pieces of armor attached, enabling the wearer to fall without any harm to either health or the armor itself. This alerts any nearby enemies of the player character's position. Landing on or in close proximity to an enemy or even friendly NPC deals a great deal of damage to them from the fall as well, which may cause them to become hostile.
Instead of damaging the Traveler or a NPC like in Fallout 4 when wearing Power Armor, Most weapons will only damage the Power Armor piece. After piece is destroyed it exposes the NPC or The Traveler and then it can damage them. Only weapons with high caliber or armor piercing ammunition can damage player. Certain weapons like the Fat Mac, Fat Man, Missile Launcher and the Gauss Cannon can also damage the Traveler or a NPC when wearing Power Armor
Companions[]
Companions can be instructed to enter Power Armor via the companion command system. This is done by selecting Move on the Companion Wheel, then instructing them to Enter Power Armor when the player character's crosshair is over the Power Armor suit they wish for them to occupy. Certain companions will remove the helmet by default. One can force them to wear the helmet by equipping it from the companion's inventory, as with standard armor pieces. To have a companion exit Power Armor, select the Exit Power Armor in the companion wheel. Companions can only wear power armor if said Companion has training and some required via Companion quests.
Maintenance[]
The parts may be repaired and modified at Power Armor stations located around the Wasteland, where a Power Armor frame is installed at, or within close proximity of the station. The armor and frame can neither be renamed nor scrapped for component materials.
There are six tiers for each Power Armor piece, each granting higher damage resistance and health. The amounts of materials required for upgrading Power Armor pieces are fixed for each specific item, which means improving an armor piece from tier E to F has the same material cost as upgrading it from tier A to F. Depending on the player character's current situation, it might sometimes be wiser to postpone the next upgrade until higher tier of the Repair and Crafting skills have been unlocked in order to save resources. This is especially true for the more advanced Power Armor models as they require much larger quantities of increasingly rare and specialized materials for their upgrades than for example T-45 or raider Power Armor. The helmet's lamp can even be customized with different colored light filters or a more intense white light in place of the default one.
Variants[]
- Raider Power Armor
- Red Shift Power Armor
- T-45 Power Armor
- Excavator Power Armor
- Tribal Power Armor
- Cagebreaker Power Armor
- Hellcat Power Armor
- Vault-Tec Power Armor
- T-42 Power Armor
- Monstadt Power Armor
- Monstadt Wolf Soldier Power Armor
- T-47 Power Armor
- Liyue Terracotta Power Armor
- Sumeru Anubis Power Armor
- T-51 Power Armor
- Inazuma Samurai Power Armor
- Fontaine Cavalier Power Armor
- X-01 Power Armor
- Legion Power Armor
- T-60 Power Armor
- I-02 Institute Power Armour
- Synth Power Armor
- T-65 Power Armor
- Russian Power Armor
- X-04 Power Armor
- Halcyon C-02 Power Armor
- Ultracite power armor
- Enclave Exile Tesla Power Armor
- Fatui Enclave Power Armor
- Fatui Enclave Hellfire Power Armor
- Fatui Enclave Tesla Power Armor
- ATHENA Power Armor
- Space Marine Power Armor (Wild Wasteland-only)
- Dwarf Power Armor
- Super Mutant Power Armor
- Natlan Power Armor (Expedition: Natlan DLC)
Obtaining the Power Armor Training[]
Unlike in Fallout 4 where it was no longer requires training, Fallout: The Traveler returns back the Power Armor training perk, making it requires training once again and various ways to earn Power Armor training.
- Having a rank of Knight in the Brotherhood of Steel after a few main BoS quests.
- Complete the "For Auld Lang Syne Part II" Enclave Exiles faction quest
- Earn trust from Diluc after completing a few main Monstadt quests.
- Earn a trust with Raiden Shogun after completeing a few main Inazuma Shogunate quests.
- Finding a Power Armor field manual in the Wasteland.
- Picking the Ex-Enclave Member profession at the start of the game
Power Armor Mods[]
The Traveler can add and remove mods from the power armor frame at a power armor station. Modding the armor can increase its Damage Threshold, change paint materials, improve core efficiency, or add bonus stats, effects and extra weaponry attachements.
Helmet[]
Name | Effects | Requirements |
---|---|---|
Rad scrubbers | Removes radiation from consumed food and water. | |
Sensor array | Increases Perception. | |
VATS matrix overlay | Increases VATS hit chance. | |
Internal Database | Increases Intelligence. | |
Recon sensors | Sighted aiming marks enemies with a compass pip. | |
Targeting HUD | Visor highlights living targets. | |
Headlamp | Removes radiation from consumed food and water. |
Torso[]
Name | Effects | Requirements |
---|---|---|
Core assembly | Increases Action Point refresh speed. | |
Blood cleanser | Reduces chance for addiction from chems. | |
Emergency protocols | Below 20% health, speed increases 25% and incoming damage is reduced 50%. | |
Motion-assist servos | Increases Strength. | |
Kinetic dynamo | Taking damage recharges Action Points. | |
Medic Pump | Detects hits during combat and automatically uses a stimpak when health is low. | |
Reactive plates | Reflects 50% of melee damage back on attacker. | |
Stealth Boy | Activates stealth field while crouched. | |
Tesla coils | Deals Electro damage to nearby enemies. | |
MRL Backpack | Gain a rocket artillery barrage weapon | |
Jet pack | Enables jet-assisted boost while jumping. |
Arms[]
Name | Effects | Requirements |
---|---|---|
Rusty knuckles | Unarmed attacks cause bleeding damage. | |
Hydraulic bracers | Increased Unarmed Damage. | |
Optimized bracers | Reduces Action Point cost for power attacks. | |
Tesla Bracers | Adds Electro damage to Unarmed attacks. | |
Kinetic dynamo | Taking damage recharges Action Points. | |
Medic Pump | Detects hits during combat and automatically uses a stimpak when health is low. | |
Reactive plates | Reflects 50% of melee damage back on attacker. | |
Stealth Boy | Activates stealth field while crouched. | |
Tesla coils | Deals Energy damage to nearby enemies. | |
Cargo bay | Increases Carry Weight capacity. | |
Jet pack | Enables jet-assisted boost while jumping. | |
Glider Wings | Enables gliding. |
Legs[]
Name | Effects | Requirements |
---|---|---|
Calibrated shocks | Increases Carry Weight capacity. | |
Optimized servos | Reduces Action Point cost for sprinting. | |
Overdrive servos | Increases sprint speed at additional Action Point cost. | |
Kinetic servos | Increases Action Point refresh speed while moving. | |
Explosive vent | Increases damage radius for Impact Landing | |
Geo-Fused Servos |
Trivia[]
- While most of the Power Armor mechanics are from Fallout 4, their design and chassis of the Power Armors in the Fallout Halcyon Universe is based off the style of the Classic Fallout series, most notably the Titans of the New West mod for Fallout: New Vegas.