Robot workbench

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Robot workbench
AMRobotWorkbenchNifskope.png
EffectsUsed for robot creation and modification.
RequirementsRobot workbench schematics
CostGear x6
Oil x4
Screw x4
Plastic x4
Aluminum x12
Fiberglass x6
Circuitry x3
Nuclear Material x4
Used forCreating custom robots
Base IDxx001f16
 
Gametitle-fo4am.png
Gametitle-fo4am.png

The Robot Workbench allows for the construction of a wide range of robots... including combinations never approved by General Atomics International or RobCo!

Automatron loading screen hints

[I'm] modified using a robot workbench based on prototype schematics. The workbench allows for a wide range of robot modifications.

Ada

The robot workbench is a new crafting station introduced in Automatron, allowing players to create and modify robots.

Overview[edit | edit source]

The workbench allows the player to customize robots: Codsworth, Ada, or creating new ones (called Automatrons). Each robot can be modified by changing its slots, much like power armor. There are six slots: Head, torso, left arm, right arm, legs, and the overall paintjob.

Robots[edit | edit source]

Robot companions can be upgraded and new robots can be built. Parts can be mixed and matched within a single robot to optimize certain characteristics.

Robots can help defend settlements and can be assigned to guard posts. They don't need to sleep, so they will remain on duty longer than settlers. Robots still have off-duty time, but settlers have both off-duty time and sleep time.


Protectron[edit | edit source]

You have schematics to build a complete Protectron.

Head: Medium engagement distance. Reduced accuracy.
Torso: Standard.
Arms: Superior carrying capacity. Reduced melee damage.
Legs: Improved carrying capacity.


  • Although Protectron arms say they provide "reduced melee damage", the UI shows no change in a robot's melee damage when switching between Assaultron and Protectron arms. This seems to be a UI bug. Each Protectron arm reduces the robot's melee damage by 10%.
  • Protectrons are the least expensive robot (especially since all new "automatrons" start as one), and the Protectron head is better for ranged weapons than the Assaultron head. Consider using these to stand at guard posts, where their slow movement speed won't be a hindrance and they can fire at range.


Weapons designed for Protectrons, and thus capable of using Protectron hand armor:

Name Note Perk Requirements
Protectron Claw Basic melee attack (18 ballistic). None
Vice Grip Melee attack (22 ballistic). None
Claw Flamer Ranged attack. None
Claw Laser Ranged attack (15 energy dmg per shot, 2 shots/second). None
Protectron Laser Ranged attack (24 energy dmg per shot, 2 shots/second). None
Protectron Shock Energy based melee attack (18 energy). Blacksmith 1, Science! 1
Protectron Automatic Laser Rapid-fire ranged attack (27 energy dmg/shot, 5 shots/second). Blacksmith 1, Science! 1
Nailgun Ballistic ranged attack (55 ballistic dmg/shot, 2 shots/second). Science! 2, Gun Nut 1

The Protectron Cryojet used on the firefighting model, with the appearance of a Protectron Claw and which has hand armor, is not listed. There is a cryojet weapon, but it has a cone shape and cannot use hand armor.


Acquirable Schematics (Spoilers):

Name Note Perk Requirements
Assorted Protectron Rust Devil Armor A large assortment of Rust Devil themed armor plates for all locations, increasing ballistic protection but slightly decreasing energy protection. Some cause Bleed or Poison effects to melee attackers. Armorer 0 up to 4.
Assorted Protectron Mechanist Armor A small assortment of advanced armor plates for all locations, increasing both ballistic and energy protection. Armorer 0 up to 4.

Mr. Handy[edit | edit source]

You have schematics to build a complete Mr. Handy.

Head: None
Eyes: Long engagement distance. Improved accuracy.
Torso: Superior movement speed.
Arms: None, but can have arms from other robots added.
Thruster Arms: Improved melee damage.
Legs: Exceptional movement speed.

Normally, two of the thruster arms can be equipped with a Pincer, Saw, Flamer, or Laser, and the third can only be equipped with a Pincer or Saw. Having multiple of the same item, two lasers for example, does not result in the robot firing both lasers. Instead, it fires one laser twice as fast. Likewise, pincers and saws will stack their melee damage rather than actually attacking with multiple arms. Adding regular arms removes the ability of the thruster arms to equip flamers or lasers, but they can still use pincers or saws. The regular arms can also equip much more powerful lasers than the thruster arms can.


Acquirable Schematics (Spoilers):

Name Note Perk Requirements
Assorted Mr. Handy Rust Devil Armor A large assortment of Rust Devil themed armor plates for all locations, increasing ballistic protection but slightly decreasing energy protection. Some cause Bleed or Poison effects to melee attackers. Armorer 0 up to 4.
Assorted Mr. Handy Rust Devil Eyes A large assortment of Rust Devil themed eyes, increasing ballistic protection but maintaining the same energy protection. Some cause Bleed effect on melee attackers. Armorer 0 up to 4.
Assorted Mr. Handy Mechanist Armor A small assortment of advanced armor plates for all locations, increasing both ballistic and energy protection. Armorer 0 up to 4.
Assorted Mr. Handy Mechanist Eyes A small assortment of advanced eyes, increasing both ballistic and energy protection. Armorer 0 up to 4.
Hand Lightning Gun 30 ranged energy damage that arcs between targets. Science! 2.

Assaultron[edit | edit source]

You have schematics to build some parts of an Assaultron.

Head: Short engagement distance. Poor accuracy.
Torso: Improved health.
Arms: Superior melee damage. Reduced carrying capacity. No schematic for right arm (yet?).
Legs: No schematic (yet?).


  • Although Assaultron arms say they provide "superior melee damage", the UI shows no change in a robot's melee damage when switching between Assaultron and Protectron arms. This seems to be a UI bug. Each Assaultron arm increases the robot's melee damage by 10%.
  • The "short engagement distance" means that the robot will move into close range, regardless of what weapons it's equipped with.


Acquirable Schematics (Spoilers):

Name Description Perks Required
Assaultron Head Laser Adds Head Laser attack. Short engagement distance. Poor accuracy. Science! 2, Robotics Expert 1
Assaultron Right Arm Superior melee damage. Reduced carrying capacity. Science! 1, Armorer 1
Assaultron Legs Superior movement speed. Science! 1, Armorer 1
Stealth Blade Silent weapon. 75 ballistic melee damage. Can use hand armor. Blacksmith 2
Assorted Assaultron Rust Devil Armor A large assortment of Rust Devil themed armor plates for all locations, increasing ballistic protection but slightly decreasing energy protection. Some cause Bleed or Poison effects to melee attackers. Armorer 0 up to 4.
Assorted Assaultron Mechanist Armor A small assortment of advanced armor plates for all locations, increasing both ballistic and energy protection. Armorer 0 up to 4.

Robobrain[edit | edit source]

You don't start with any schematics for this robot.


Acquirable Schematics (Spoilers):

Name Description Perks Required
Robobrain Head Adds Mesmetron attack. Extra-long engagement distance. Superior accuracy. Science! 2, Robotics Expert 1
Robobrain Torso Better health. Science! 2, Armorer 1
Robobrain Left/Right Arm Improved melee damage and carrying capacity. These arms do not have factory armor. Science! 2, Armorer 1
Robobrain Treads Better movement speed and carrying capacity. Poor armor. Science! 2, Armorer 1
Robobrain Smoke Claw Fires poisonous smoke bomb. Reduced range. (60 ballistic dmg/shot, 1 shot/second). Can use hand armor. Blacksmith 1, Science! 1
Construction Claw 36 ballistic melee damage. Can use hand armor. Blacksmith 2
Assorted Robobrain Rust Devil Armor A large assortment of Rust Devil themed armor plates for all locations, increasing ballistic protection but slightly decreasing energy protection. Some cause Bleed or Poison effects to melee attackers. Armorer 0 up to 4.
Assorted Robobrain Mechanist Armor A small assortment of advanced armor plates for all locations, increasing both ballistic and energy protection. Armorer 0 up to 4.

Sentry Bot[edit | edit source]

You don't start with any schematics for this robot.


Acquirable Schematics (Spoilers):

Name Description Perks Required
Sentry Bot Head Medium engagement distance. Science! 2
Sentry Bot Torso Superior health. (Vulnerable to overheating.) Overheating = Temporary shutdown during combat. Can equip a shoulder-mounted missile launcher. Science! 3, Robotics Expert 1
Sentry Bot Left/Right Arm Exceptional carrying capacity. +5% melee damage. Science! 3, Robotics Expert 1
Sentry Bot Tracks Superior carrying capacity. Improved movement speed. (Restricted movement in tight spaces.) Science! 3, Robotics Expert 1
Assorted Heavy Weapons Several heavy weapon schematics are added with the discovery of Sentry Bot mods. Varies
Assorted Sentry Bot Rust Devil Armor A large assortment of Rust Devil themed armor plates for all locations, increasing ballistic protection but slightly decreasing energy protection. Some cause Bleed or Poison effects to melee attackers. Armorer 0 up to 4.
Assorted Sentry Bot Mechanist Armor A small assortment of advanced armor plates for all locations, increasing both ballistic and energy protection. Armorer 0 up to 4.


Notes[edit | edit source]

  • Only some of the weapons permit the use of hand armor.
  • If you're just building robots to guard your settlements, then carrying capacity is irrelevant.
  • Quite a bit of ceramic and rubber is needed in robot crafting.
  • "Unstable" weapons have a small chance to spontaneously break whenever they fire or the limb they're equipped on receives damage. They don't have to be rebuilt. They will repair themselves after combat ends, but they will not be available for the remainder of that battle. On the other hand, these weapons are more powerful than regular weapons. Unstable armor is similar, but it's worth noting that the body section is not damaged if the armor breaks. For example, if unstable armor on the head breaks, the head is still there, but it doesn't have any armor for the rest of the battle.

Looting Mods[edit | edit source]

Robot parts can be looted from fallen enemy robots. The robots you face and their armor and weapons are determined by your level. At low levels, random Rust Devil and Mechanist encounters have no chance of dropping parts, just junk to break down for resources. Automatron (DLC) quest locations are guaranteed to drop certain parts. The really cool thing is that finding new parts also unlocks new schematics, allowing you to build more.

Note that enemy robots will not drop parts they do not have. At low levels, enemy robots don't have any armor, so they have zero chance of dropping armor. Gain some levels and enemy robots with armor will start showing up.

Robot weapons do not drop, so there's no way to get them without unlocking the required perks.

Robot Companions[edit | edit source]

Upgrading your companions is always a wise investment. Some initial observations:

Codsworth[edit | edit source]

  • Codsworth is initially missing an armor piece on his middle thruster arm that can be added.
  • He can be given storage armor for his head and torso for increased carrying capacity, if desired.
  • See Mr. Handy section above regarding weapons.

Ada[edit | edit source]

  • Ada initially has no armor on her Protectron legs.
  • Her head armor can be upgraded to "Hardened" with no perks required.
  • She can, actually, use hand armor, just not with either of the weapons she starts with.
  • She has a Sentry Bot right arm, but you don't know the schematic to build more.
  • Consider giving her a Protectron head if you want to equip ranged weapons in both arms.

Curie[edit | edit source]

  • Curie's armor is already as good as it can be when the workbench is first acquired.
  • She can be given storage armor for her head and torso for increased carrying capacity, if desired.
  • She can quickly be given a second laser for twice the rate of fire (with Science! 1).
  • See Mr. Handy section above regarding weapons.