Power Armored Enemies - jackeys/Power-Armor-to-the-People GitHub Wiki

Each faction has different power armor sets that they can wear, distinguished from one another with paint jobs, themes, or unique sets. Not every enemy will wear power armor. Each type of enemy that Power Armor to the People supports has an independent spawn rate, which can be configured in MCM. By default, these spawn rates scale with level so that higher leveled areas / enemies are more likely to have power armor. This is a linear scale that usually starts at half the configured spawn rate in MCM. This scaling can be disabled in MCM.

The features outlined on this page will only apply to enemies that Power Armor to the People knows about, which does not include every enemy in the base game or in other mods. Additionally, lower level enemies cannot spawn with power armor at all. As such, setting a spawn rate to 100% does not mean every enemy will have power armor.

Most of the power armor sets can be toggled in MCM if you want to remove a power armor set from a particular faction.

Raiders

Raiders use scavenged sets of mismatched power armor that they have modified for intimidation or as a crude attempt at increased protection.

Level Power Armor Set
11 Raider Power Armor, Excavator Power Armor, T-45, Tribal Power Armor, Cagebreaker Power Armor, Industrialist Power Armor, Legion Power Armor (rare)
18 T-51*, T-47R (rare)
25 T-60*, Construction Power Armor, Horse Power Armor (very rare)
32 X-01 (rare), XR-01 (rare), X-02 CC* (rare), X-03 (rare), Overboss Power Armor* (rare), TES-51* (rare)
39 T-65 (rare)
  • Raiders always have a raider-style torso (Raider Power Armor, Overboss Power Armor, Excavator Power Armor with the raider enhancement, etc)
  • T-51 is not included by default, but is configurable - it is recommended if you are using Consistent Power Armor Overhaul, which adds a rusty version
  • T-60 can be turned off in the configuration, since Some Assembly Required makes T-60 exclusive to the Brotherhood of Steel
  • X-02 Creation Club must be turned on in the configuration, as this is only applicable if you are using the X02 Raider Power Armor mod that replaces the normal X-02 set with a raider version
  • If using either the Raider Overhaul or Raider Chop-Shop patch, these raiders will use the new paint jobs and upgrades as well
  • Excavator power armor adds several sets with a raider attachment and mixed pieces of compatible power armor
  • Overboss Power Armor from Nuka-World is not included by default, keeping it as a unique set, but this can be configured using MCM
  • TES-51 is not included by default, but this can be configured using MCM

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Raiders 5%-10% 11-39
Raider Bosses 15%-30% 11-39
Legendary Raiders 25%-50% 21-39

Gunners

Gunners have access to an array of military power armor sets (including some from Enclave defectors). They maintain and can partially upgrade their power armor for increased defense, and legendary Gunners and Gunner bosses will often have exclusive power armor sets or paint jobs.

Level Power Armor Set Enemy Type
18 T-45, T-51, T-51c, Hellcat, T-47R All Gunners
25 T-60, Enclave X-02, SE-01, Nighthawk/Combat Power Armor, Lynx Power Armor All Gunners
29 Vault-Tec Power Armor Gunners in/around Vaults 75 and 95
32 X-01, XR-01, X-02 (CC)*, Hellfire (CC), Hellfire X-03, Enclave Power Armor, Equalizer Power Armor, X-02 (Black Devil), Classic Remnants Power Armor Legendary Gunners and Gunner Commanders
39 T-65, Tesla T-60* Legendary Gunners and Gunner Commanders
46 Classic Advanced Power Armor, X-02 Tesla (Black Devil) Legendary Gunners and Gunner Commanders
50 X-01 Tesla, Enclave X-02 Tesla, Classic Remnants Power Armor Tesla Legendary Gunners and Gunner Commanders
60 Classic Advanced Power Armor Tesla Legendary Gunners and Gunner Commanders
  • If the setting to give X-02 Creation Club to raiders is used, it will not be available to Gunners - the X02 Raider Power Armor mod replaces the standard set with a Raider version
  • Tesla T-60 requires the Automatron DLC, and is disabled by default
  • X-02 (Black Devil) will show up at higher levels if version 1.21 is used
  • If you are using Classic Advanced Power Armor Overhaul, the levels for Classic Advanced Power Armor match X-01

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Gunners 7.5%-15% 18-39
Gunner Commanders 25%-50% 18-39
Legendary Gunners 30%-60% 18-39

Brotherhood of Steel

The Brotherhood of Steel have made it their mission to reclaim and repair pre-war technology. They have also reclaimed technology created by the Enclave from the Capitol Wasteland. All power armor sets reclaimed by the Brotherhood of Steel are painted to allow for immediate recognition.

Level Power Armor Set Rank
-- T-45 Knight*
-- T-51 Knight Captain*
-- T-60 Paladin and higher*
-- Tesla T-60* Paladin and higher*
-- Classic Advanced Power Armor Elder
-- Enclave X-02* Knight and higher*
18* T-47R, Brotherhood Power Armor Knight and higher*
25* SE-01 Knight and higher*
29* Midwest Power Armor Evolution, Porshet-5 Power Armor* Knight and higher*
32* Midwest Power Armor Revolution Knight and higher*
32* X-01*, XR-01, Hellfire (CC), Hellfire X-03*, Enclave Power Armor, Equalizer Power Armor, Classic Remnants Power Armor, X-02 (Black Devil) Paladin and higher*
39* T-65 Paladin and higher*
46* Ultracite Power Armor Paladin and higher*
  • By default, the Brotherhood of Steel can use all power armor sets regardless of level - this can be configured in MCM
  • With the exception of the Elder, sets are only constrained to specific ranks if you use Brotherhood Power Armor Overhaul and the BPAO patch for Power Armored Enemies
  • By default, T-60 (or the ranked equivalent from Brotherhood Power Armor Overhaul) is much more likely than any of the newly added sets, but this can be adjusted if you are using Mod Configuration Menu
  • Tesla T-60 requires the Automatron DLC, and is disabled by default
  • Porshet-5 Power ARmor is disabled by default
  • T-45, T-51, and X-01 are only available if using a mod that adds BoS paint jobs such as SuperAlloys Coherence, Power Armor Paints, Consistent Power Armor Overhaul, or AWKCR
  • Enclave X-02 is only available if using the X-02 All Factions Paintjob patch
  • Hellfire X-03 is only available if using the X-03 All Factions Paintjob patch
  • X-02 (Black Devil) will show up at higher levels if version 1.21 is used

Institute

With power armor in the hands of the raider factions on the surface, the Institute has developed their own power armor to ensure they can continue to accomplish their goals. Legendary synths and synth leaders who don this armor also carry synth relay grenades to overwhelm their enemies.

Level Power Armor Set Enemy Type
13 Institute Power Armor Synths
25 Synth Power Armor (Diver) Synths
32 Synth Power Armor Synths
39 Synth Power Armor (Ancile, Vigar, Svallin) Synths
46 Synth Power Armor (Evalach) Synths

A few synth guards within The Institute also wear power armor.

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Synths 5%-10% 13-39
Synth Leaders 25%-50% 13-39
Legendary Synths 25%-50% 18-40

Minutemen

As the Minutemen grow in size and power, they are able to reclaim a few power armor sets and will paint them with their own colours. Minutemen Cavalry will take their helmets off outside of combat to be less intimidating when interacting with their fellow countrymen (requires F4SE).

Level Power Armor Set
11 T-45, Minutemen Power Armor
18 T-51*, T-47R (Rare)
25 T-60*
32 X-01* (Rare)
39 T-65 (Rare)
  • T-51, T-60, X-01 are only available if a supported mod that adds a Minutemen paint job and its patch are installed
  • T-60 can be turned off in the configuration, since Some Assembly Required makes T-60 exclusive to the Brotherhood of Steel

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Minutemen 5%-10% 11-39

Scavengers

Some scavengers have rusty power armor sets that typically have mismatched or missing pieces.

Level Power Armor Set
11 Excavator Power Armor, T-45
18 T-51*
25 T-60*, Construction Power Armor
32 X-01 (rare, individual pieces only), X-03 (rare, individual pieces only)
39 T-65 (rare, individual pieces only - only arms and legs)
  • T-51 is not included by default, but is configurable - it is recommended if you are using Consistent Power Armor Overhaul, which adds a rusty version
  • T-60 can be turned off in the configuration, since Some Assembly Required makes T-60 exclusive to the Brotherhood of Steel

Spawn Rates

Scavengers have a 5% chance of spawning with power armor starting at level 11, which does not scale based on level.

Trappers

Far Harbor had very little power armor available for the locals to commandeer, but there were diving suits in use in the area that the Trappers make use of.

Level Power Armor Set
18 Trapper Power Armor
25 Submersible Power Armor Redux, Hermit Power Armor
32 Diving Power Armor, TES-51

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Trappers 0% 11-39
Trapper Bosses 7.5%-15% 11-39
Legendary Trappers 15%-30% 11-39

Rust Devils

The Rust Devils have improvised power armor that they have fashioned out of robot parts and anything they can electrify. They can also be found with construction power armor, used to assist in tearing apart and repurposing robots.

Level Power Armor Set
15 T-45 Tesla
22 T-51 Tesla
25 Construction Power Armor
29 T-60 Tesla*
32 Spartan Battle Suit
36 X-01 Tesla*
  • Tesla T-60 from Automatron is not included by default, keeping it as a unique set, but this can be configured using MCM
    • If a patch adds an alternative style of tesla coils for the Tesla T-60, that alternative style will be included by default
  • X-01 Tesla is not included by default, but can be configured using MCM
  • Tesla T-45, T-51, and X-01 are only available if a patch that adds tesla coils for them is used

Spawn Rates

Enemy Spawn Rate Level Scaling Range
Rust Devils 5-10% 11-39
Legendary Rust Devils 15%-30% 11-39

Vault 81

A small number of Vault-Tec Power Armor suits were available within the Vault 81 armory and are worn by Vault 81 guards.

Settler Vigilantes

A small number of settlers have decided to take it upon themselves to help protect the settlements of the Commonwealth. They require some inspiration, but will begin to show up after the player has successfully defended enough settlements. The chance that they show up to help defend a settlement during an attack is configurable in MCM.

Level Power Armor Set
1 Settler Vigilante Power Armor
  • If Settler Vigilante Power Armor is not installed, the vigilantes will wear the same power armor sets as scavengers

Unique Enemies

In addition to the standard enemies who can wear power armor, there are some unique enemies wearing special sets. These enemies can only be encountered once, and they usually only show up once the player has reached a certain level.

Name Power Armor Set Location Level They First Appear
Scavenger CC-00 (Creation Club) Hubris TV Studios 1
Feral Specialist Red Shift Yangtze 1
The Winter Soldier Enclave X-02 with Cryo Coils Vault 111 32*
Feral Knight Commonwealth Knight (Midwest) Glowing Sea Near Red Rocket Cave 33
Squad Theta XR-01 South Boston Military Checkpoint 35*
Jay Walker EEL Diving Power Armor Nahant Oceanological Society 35*
Havel the Turtle Heavy Diving Power Armor Lynn Woods 35*
Sojourner Chosen One Classic APA Libertalia 50
  • The Winter Soldier requires a quest to be triggered to appear - look for a note on the bodies of Gunner Shock Troopers
  • The following encounters are in their default locations for their respective mods and will show up regardless of level if you add all abandoned power armor sets back into the game using MCM:
    • Squad Theta (Enclave Recon Corps Armors)
    • Jay Walker and Havel the Turtle (Diving Power Armor)

All of these unique enemy locations, as well as the unique power armored enemies added by Automatron and Creation Club content, can be viewed on the Power Armor Location Map.