Broken Steel You can reprogram the mainframe in the mobile base crawler to have the security robots attack the Enclave instead of you. There is an additional dialogue with Stiggs where he tells you about this when you first enter the room.
Deactivating a robot awards 10 XP (Fallout: New Vegas only).
A deactivated robot cannot be targeted in V.A.T.S. However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
You cannot disable a robot who only goes unconscious.
When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as Wadsworth. However, you cannot engage the robot in conversation.
For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
Automated turrets are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
Though not mentioned in the perk itself, hacking a robot requires either approaching a non-hostile robot or sneaking undetected up to a hostile robot. As such, investment in sneaking may be needed if you want much mileage out of this perk. As of patch 1.3, however, hostile robots can be hacked in combat.
As with all pacify/dominate perks, you can artificially extend the range by aiming at the robot using a scoped weapon.
When you power off a robot, you can still initiate a self-destruct by re-hacking the robot.
Initiating a self-destruct will take some time; moreover, the simple act of initiating self-destruct will do a small amount of rad damage to your player character, in addition to making the robot hostile (though they will not move far).
Legendary protectrons will explode when killed; when combined with the self-destruct explosion, your player character should essentially flee to a safe distance to avoid being killed.
Turrets and such cannot be hacked by this perk, and in fact require the appropriate Total Hack perk magazine to do so (via a terminal).
Robots such as sentry bots and assaultrons will act like your own companion until they are killed.(you need rank 3 of this perk to get full access to this.)
Hacked enemy robots will turn hostile towards any friendly settlements when following you, but any hacked friendly robots will not attack them.
A robot that you command with the Rank 3 perk will follow and enter a different cell with you (i.e. entering an interior door) but it will fail to fast travel with you.