RobCo Industries (5e Fallout Supplement)

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RobCo Industries[edit]

Founded by Robert House, RobCo quickly soared to the spot of number one in most powerful technological corporations, if not businesses in general, in the 21st century, most evidenced in the RobCo Unified Operating System, which was, as its namesake implies, used in all American systems.

Assaultron[edit]

Medium construct, lawful neutral


Armor Class 15 Ballistic, Explosive; 16 Energy; 17 Melee
Hit Points 110 (17d8 + 34)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 21 (+5) 12 (+1) 8 (-1)

Saving Throws Constitution, Intelligence, Charisma
Skills Intimidation +2, Perception +4
Damage Resistances Melee
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 17
Languages Common
Challenge 8 (3,900 XP)


ACTIONS

Multiattack. The Assaultron can make 2 jab attacks as an action.

Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) melee damage.

Eye Laser (Recharge 6). Range 150 line. The assaultron unleashes a violent beam of red energy. Every creature in range must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (3d8 + 5) Energy damage. On a success, they take half as much damage. When it is able to use its eye laser, the front part of its head glows bright red.


While its apparent “breasts” made the Department of Defense doubt both its own combat effectiveness and the integrity of RobCo as a corporation, its outright ruthlessness in combat made up for it by far. Acting as the State’s answer to the Chinese Crimson Dragoon terror/anti-power armor division, their proficiency in hand to hand combat and anti-Stealth sensors were invaluable before the bombs fell. Crafting requires 11 scrap electronics, 19 scrap metals, 2 specific assaultron pieces, and 280 hours of work.

Assaultron-Fallout4.png
An Assaultron, Fallout 4.


Eyebot[edit]

Tiny construct, unaligned


Armor Class 10 All (natural armor)
Hit Points 5 (2d4)
Speed 0 ft., fly 40 ft.


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 9 (-1) 3 (-4) 3 (-4)

Damage Immunities Radiation
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses blindsight 30 ft., passive Perception 6
Languages
Challenge 1/8 (25 XP)


Flyby. The eyebot provokes no opportunity attacks when it flies out of an enemy's reach.

ACTIONS

Laser Emitter. Ranged Weapon Attack: +2 to hit, reach 20/30 ft., one target. Hit: 4 (1d6 + 1) energy damage.

Medical Administer. The eyebot heals a non-construct creature within 15 feet for 2d4 + 1 hit points. This is exclusive to medical eyebots.

Repair Tool. The eyebot heals a construct within 15 feet for 2d6 + 1 hit points. This is exclusive to repair eyebots.


Being built on an adaptable frame, the eyebot saw extensive use in all aspects of American society. Crafting requires 7 scrap electronic, 15 scrap metals, 1 radio, and 60 hours of work. Adding the medical administer or repair tool requires 1 specific piece and an additional 2 hours.

ED-EReg.png Medical_eyebot.png Repair_eyebot.png
A normal, medical, and repair eyebot, Fallout New Vegas


Liberty Prime[edit]

Gargantuan construct, lawful neutral


Armor Class 22 All (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft.


STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Liberty Prime fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Prime can use his Frightful Presence. He then makes three attacks with his stomp or nuclear pitch.

Nuclear Pitch. Thrown Weapon Attack: +16 to hit, range 60/120 ft., one target. Hit: 38 (5d10 + 9) Energy damage + 38 (5d10 + 9). Blast 45 ft.

Stomp. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) melee damage.

Frightful Presence. Each creature of Prime’s choice that is within 120 feet of and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Liberty Prime’s Frightful Presence for the next 24 hours.

Eye Laser (Recharge 5-6). Liberty Prime fired a massive laser in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) energy damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The Liberty Prime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Liberty Prime regains spent legendary actions at the start of its turn.

Communist Detector. Liberty Prime makes a Wisdom (Perception) check.
Stomp Attack. Liberty Prime makes a stomp attack.

Developed by the United States as yet another superweapon to deploy against China, Liberty Prime is a massive machine with a nigh-limitless supply of nuclear warheads, which it throws with extreme precision, and a large enough reactor to fuel its eye beam for centuries. Aggressively patriotic, he has been repaired and reprogrammed by the Brotherhood of Steel to recognized any enemies of the Brotherhood as the “Red Chinese”, against whom he shows no mercy. Crafting requires 200 scrap electronics, 200 scrap metals, 4 additional sensor modules, 50 specific Liberty Prime pieces, and 10,000 hours of work.

Fo4_Liberty_Prime.jpg
Liberty Prime, Fallout 4.


Protectron[edit]

Medium construct, lawful neutral


Armor Class 12 All
Hit Points 77 (14d8 + 14)
Speed 20 ft.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 12 (+1) 21 (+5) 12 (+1) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)


Processor Shell. A protectron can treat the first critical hit scored on it as a non-critical hit.

ACTIONS

Laser Hands. Ranged Weapon Attack: +1 to hit, range 90/120 ft., one target. Hit: 14 (4d4 + 2) energy damage.

Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) melee damage.


The most widely spread RobCo model, protectrons were used as supplements to police, fire fighter, store employee, guard, and even military numbers. Granted, it did none of these jobs particularly well, speaking in a robotic voice and moving incredibly slow. Crafting requires 1 scrap electronic, 2 scrap metals, 3 specific protectron parts, and 180 hours of work.

Protectron_blue.png
A protectron, Fallout 3.


Securitron Mk. I[edit]

Medium construct, lawful neutral


Armor Class 15 All
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 18 (+4) 12 (+2) 10 (+0) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, petrified, sleep
Senses passive Perception 10
Languages
Challenge 6 (2,300 XP)


ACTIONS

9mm SMG. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 15 (2d10 + 4) ballistic damage.

Gatling Laser. Ranged Weapon Attack: +5 to hit, range 100/150 ft. Hit: 13 (2d8 + 4) energy damage.


The would-be magnum opus of RobCo, the PDQ-88b securitron was destined to be deployed only weeks after the bombs fell. Due to this, almost every single unit was preserved in an underground bunker. Operating on the inferior Mk. I operating system, they are unable to make use of their most powerful armaments. While their display screen is capable of displaying a number of images, most show that of a policeman. Crafting requires 3 scrap electronics, 3 scrap metals, 2 specific securitron pieces, and 250 hours of works.

Securitron9mmMachinegun.png
A securitron Mk. I, Fallout New Vegas.


Securitron Mk. II[edit]

Medium construct, lawful neutral


Armor Class 16 All
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 18 (+4) 15 (+2) 15 (+2) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, petrified, sleep
Senses passive Perception 10
Languages
Challenge 7 (2,900 XP)


Repair Protocol. The securitron regains 1d4 + 1 hit points at the beginning of each of its turns.

ACTIONS

Multiattack. The securitron can make 6 attacks: 2 with its 9mm SMG, 2 with its Gatling Laser, 1 with its grenade launcher, and 1 with its missile launcher.

9mm SMG. Ranged Weapon Attack: +5 to hit, range 40/120 ft. Hit: 15 (2d10 + 4) ballistic damage.

Gatling Laser. Ranged Weapon Attack: +5 to hit, range 100/150 ft. Hit: 13 (2d8 + 4) energy damage.

Grenade Launcher. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 13 (2d8 + 4) explosive damage. Blast 5 ft.

Missile Launcher. Ranged Weapon Attack: +5 to hit, range 15/150 ft. Hit: 17 (2d12 + 4) explosive damage. Blast 15 feet.


After being updated with the Mk. II OS, securitrons became an army capable of defending any location from any threat. Their screens now show the face of a soldier. A Mk. II securitron can only be created by connecting a Mk. I securitron to the securitron network or manually uploading the Mk. II OS, which is heavily defended, directly into its body.

FNV_M235_Missile_Launchers.png
A securitron Mk. II, Fallout New Vegas.


Sentry Bot[edit]

Large construct, lawful neutral


Armor Class 17 All
Hit Points 168 (16d10 + 80)
Speed 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages Common
Challenge 11 (7,200 XP)


Headlamp. The sentry bot projects red dim light in a 45 foot cone.

ACTIONS

Gatling Laser. Ranged Weapon Attack: +10 to hit, range 100/150 ft., one target. Hit: 15 (2d8 + 6) Energy damage.

Missile Launcher. Ranged Weapon Attack: +10 to hit, range 15/150 ft., one target. Hit: 19 (2d12 + 6) explosive damage. Blast 15 feet.

Ram. unarmed attack:+13 to hit, Range 0/5 ft., multi target. Hit 21 (3d10+6) blunt damage. the sentry bot charges forward 35 feet and anything caught in it will be damaged.


Designed to exclusively participate in the heaviest firefights, the sentry bot has the heaviest armor plating on any pre-war robot. Being extremely costly to produce, very few were produced or deployed, but those that were had extraordinary combat records. This cost ultimately led to the conception of the securitron. They can be crafted for 2 scrap electronics, 5 scrap metals, 4 specific sentry bot parts, and 300 hours of work.

latest.png
A sentry bot.


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