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Robobrain (Fallout)

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For the robobrains that appear in the Fallout series, see Robobrain.
Robobrain
Maroboaa se
variantsRobobrain
Skynet
Toto
locationCore Region
dialogue fileROBOT.MSG
 
Gametitle-FO1Gametitle-FO2
Gametitle-FO1Gametitle-FO2

Robobrains are robots found in the Core Region in 2161.

BackgroundEdit

This section is transcluded from Robobrain. To change it, please edit the transcluded page.

Robobrains were created before the Great War by General Atomics International both for the U.S. military and for the civilian sector. Official government records list only chimpanzee brains as being used in the robots,[1] but at least some human brains were taken from the bodies of executed criminals.[2] Many of these criminals were insane, so the resulting robobrains also tended to be unstable, despite complete reprogramming[3] via the CODE technology. Some of these human-robobrains hybrids would try to kill themselves, apparently resenting being made into cyborgs.

CharacteristicsEdit

SpecificationsEdit

This section is transcluded from Robobrain. To change it, please edit the transcluded page.

A robobrain moves on a tracked chassis (using dual 40 hydro-processor motors), either on a fixed or flexible mount. This is attached to a sizable cylindrical torso with a hardened glass dome on top, housing the central processing unit with the organic brain suspended inside. In addition, to use consoles, operate levers, or engage targets with weapons, they have two flexible manipulators, ending in three point claws, on the sides of their torsos.

Robobrains were going to be the next generation of robotic soldier in the war against China, but their production costs made it difficult to implement their introduction into the American military.

The robobrain's organic brain is suspended in pressurized bio med gel (which is the primary reason the brains can continue to function for several centuries). Any damage to the casing or the brain itself can disrupt the robot's brainwaves and damage its neural connection to the rest of the body, affecting the robot's performance. Feeding the organic brain information about it's surroundings are special sensors (typically with software written in 2076 installed), called Sensors '76.[4] Apart from providing a real-time high resolution feed of the robot's surroundings, they are also capable of switching to infrared mode, in case the main sensors, for one reason or another, become useless and for operating in unlighted areas.

The manipulators in some robobrain models are designed to operate regular human weaponry (such as AK-112 assault rifles), while some others have integrated laser guns (wattage equivalent to AEP7 laser pistols), supported by integrated mesmetrons. In addition, all robobrains have a built-in voice synthesizer.

Gameplay attributesEdit

Robobrains in California and neighboring states do not possess integrated weapon systems inside their frame. Rather, their flexible arms and organic processors were tailored to use regular firearms (such as rifles) in combat, something they are able to do with disturbing efficiency. Most pre-War robobrains (such as those found in the Glow) carry sniper rifles and assault rifles, although units with City-killer combat shotguns were also sighted. Robobrains could be found in hi-tech locations such as Mariposa Military Base, the Glow, Sierra Army Depot, and in the NCR.

VariantsEdit

RobobrainEdit

Maroboaa se

Robobrains are durable and tenacious enemies, and will fiercely guard their old, decrepit bunkers and service tunnels. They can pose quite the threat to low-level player characters, but - as with all robots - they are very vulnerable to electro-magnetic pulses.

Name (Proto ID)StatisticsDT/DRAbilities
Robobrain fo1Gametitle-FO1
00000069
Experience PointsIcon XP
300
Hit PointIcon heart
80
Healing RateIcon healing
2
Armor ClassIcon shield bronze
14
SequenceIcon sequence
16
Action PointsIcon action
7
Melee DamageIcon melee
15
Critical ChanceIcon chance
1%
Damage Threshold/Damage Resistance: NormalIcon damage
4-30%
Damage Threshold/Damage Resistance: LaserIcon laser
6-50%
Damage Threshold/Damage Resistance: FireIcon fire
4-20%
Damage Threshold/Damage Resistance: PlasmaIcon plasma
4-20%
Damage Threshold/Damage Resistance: ElectricalIcon electrical
0-0%
Damage Threshold/Damage Resistance: ExplosiveIcon explosion
4-25%
Damage Threshold/Damage Resistance: EMPIcon EMP
0-0%
Robobrain fo2Gametitle-FO2
00000075
Experience PointsIcon XP
300
Hit PointIcon heart
80
Healing RateIcon healing
2
Armor ClassIcon shield bronze
24
SequenceIcon sequence
16
Action PointsIcon action
7
Melee DamageIcon melee
1
Critical ChanceIcon chance
1%
Damage Threshold/Damage Resistance: NormalIcon damage
5-40%
Damage Threshold/Damage Resistance: LaserIcon laser
8-60%
Damage Threshold/Damage Resistance: FireIcon fire
4-30%
Damage Threshold/Damage Resistance: PlasmaIcon plasma
4-50%
Damage Threshold/Damage Resistance: ElectricalIcon electrical
2-50%
Damage Threshold/Damage Resistance: ExplosiveIcon explosion
6-40%
Damage Threshold/Damage Resistance: EMPIcon EMP
0-0%
Robobrain fo2Gametitle-FO2
00000079
Experience PointsIcon XP
300
Hit PointIcon heart
115
Healing RateIcon healing
2
Armor ClassIcon shield bronze
27
SequenceIcon sequence
14
Action PointsIcon action
10
Melee DamageIcon melee
8
Critical ChanceIcon chance
1%
Damage Threshold/Damage Resistance: NormalIcon damage
8-40%
Damage Threshold/Damage Resistance: LaserIcon laser
8-70%
Damage Threshold/Damage Resistance: FireIcon fire
7-50%
Damage Threshold/Damage Resistance: PlasmaIcon plasma
7-60%
Damage Threshold/Damage Resistance: ElectricalIcon electrical
6-60%
Damage Threshold/Damage Resistance: ExplosiveIcon explosion
8-40%
Damage Threshold/Damage Resistance: EMPIcon EMP
0-500%

Notable robobrainsEdit

AppearancesEdit

Robobrains appear in Fallout and Fallout 2

GalleryEdit

ReferencesEdit

  1. Fallout 2 Official Strategies & Secrets by Matt Norton
  2. Chris Taylor interview for Vault13.net
  3. J.E. Sawyer's Fallout RPG
  4. ROBCTRL.MSG

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