Automatron (companion)

Automatrons are robots residing in the Commonwealth . Some are possible companions of the Sole Survivor. 
==Background==
Circa. 2287, the Commonwealth played host to two important sources of automatrons roaming the wasteland: the Rust Devils raider gang and the Mechanist. The former used their talents for robotics and savagery to create their own mangled versions whereas the latter used pre-War robotic parts to make slap-dash models.Events of Automatron in Fallout 4
==Characteristics==
Specially crafted and upgraded at a robot workbench, provided the resource requirements are met, every new automatron starts with unarmored Protectron parts. Individual parts from other robots can be scavenged, then built and attached, and upgraded further with quality armor attachments to meet (or exceed) factory quality. 
Created automatrons can have one of nine different voices, many with similar functionalities. All automatrons start with the male voice selected.
The first four similar voices are the male, female and the relative processed variants of each. The voices all sound like well-spoken servants, with the normal variation sounding like well recorded voices and the processed variants sounding more mechanical and modified. This voice type has personality subroutines that can be activated by selecting yes when requested when the robot is first created or by navigating through dialogue when the automatron is the current follower. These voice types are the only voice types that allow one to command the robot to self-destruct, this is accomplished by navigating to the self-destruct dialogue and giving the requested secondary confirmation, the unit will then begin the self-destruct sequence and count down from ten, then it will explode. 
Another set of similar voices are the assaultron and sentry bot voices, both having the same voice lines, mimicking the voices of the respective robots. When asked to initiate personality subroutines both voices also respond with "ERROR, command not recognized," although there are cases of both sentry bots and especially assaultrons with personalities; they respond the same when asked to self-destruct.
The last three voices are different sounding beeps and clicks (beep-click, beep-dark and beep-bright). Robots with these voices appear to exhibit emotion, but have no programmed personality subroutines in-game, and other robots upon encountering them may be heard exclaiming something along the lines of "your personality appears to be an error in your program, have you considered having it purged." Robots with this voice type will respond with a (negative beep) when asked to self-destruct. Which means it is impossible for automatrons with the last 3 voices to self-destruct.
Automatrons will almost always fight on the side of the Sole Survivor, but may turn against them if they attack a settlement that the robot is a part of or was recently part of, even if they are the Sole Survivor's current companion.
==Creation==
If one doesn't want to rely on the random chance of finding mods on robot bodies, to maximize the variety of options when designing an automatron will require taking every rank of the Science!, Robotics Expert, Blacksmith, Gun Nut and Armorer perks, as they are a requirement when it comes to crafting some of the more advanced parts.
===Optimization===
When building an automatron, the head and both arms are optional - an automatron can be finished without them, although in such a case it will usually be lacking means of inflicting damage or interacting with its surroundings, as demonstrated by Bosun aboard the USS Constitution. However, robots with the Mr. Handy torso have more build options available without head and arms.
Robot parts can be freely mixed with almost no restrictions, enabling the player character to create unique automatrons with a range of utility and offensive capability.
====Head types====
; Robobrain head:
* Perks needed to craft: Science! - Rank 2/Robotics Expert - Rank 1
* Description: The robobrain head is a mid-to-long range engagement. It gives a robot an extra projectile attack in the form of a Mesmetron pulse and it provides a big boost in accuracy.
; Assaultron head laser:
* Perks needed to craft: Science! - Rank 2/Robotics Expert - Rank 1
* Description: The assaultron head laser gives an automatron the ability to fire off an assaultron's laser blast from its eye.
====Torso types====
; Mr. Handy torso:
* Perks required to craft: Science! - Rank 1
* Description: Three arm-slots provide an advantage for a melee based robot. The Mr. Handy torso boosts movement speed, allowing a mechanical ally to get in close with minimal fuss.
; Robobrain torso:
* Perks required to craft: Science! - Rank 2/Armorer - Rank 1
* Description: The second bulkiest torso that one can build. The robobrain torso has one advantage over its beefy brethren in that it won't overheat and leave a robot vulnerable for set periods of time.
; Sentry torso:
* Perks required to craft: Science! - Rank 3/Robotics Expert - Rank 1
* Description: The sentry torso provides the best health boost of all torso models, but using it can make a robot overheat during combat - a trait that is a usual sentry bot's biggest weakness.
====Arm types====
; Assaultron arm:
* Perks required to craft: Science! - Rank 1/Armorer - Rank 1
* Description: The assaultron arm offers the best melee damage of all the arm models.
; Sentry arm
* Perks required to craft: Science! - Rank 3/Robotics Expert - Rank 1
* Description: The sentry arm allows for the best carrying capacity, the best health boost and adds decent melee damage.
====Leg types====
; Mr. Handy thruster:
* Perks required to craft: None
* Description: The fastest leg type available, the Mr. Handy thruster allows an automatron to quickly zip from enemy to enemy.
; Assaultron legs:
* Perks required to craft: Science! - Rank 1/Armorer - Rank 1
* Description: Although the assaultron legs don't offer quite as much mobility as the Mr. Handy thruster, they're a better choice for beefier 'bots, as more armor parts can be added to them.
; Sentry legs:
* Perks required to craft: Science! - Rank 3/Robotics Expert - Rank 1
* Description: Offering the best carrying capacity and a ton of health, the sentry legs are the choice for a tank-like robot. The only real downside is that with these legs, one's mechanical partner may not be able to move all too freely in enclosed spaces and will be fairly loud.
===Weapon systems===
====Melee weapons====
; Shishkebab:
* Perks required to craft: Blacksmith - Rank 3
* Description: The fastest melee weapon; makes targets take burn damage.
; Hammer saw:
* Perks required to craft: Blacksmith - Rank 3
* Description: Brutal melee weapon that packs a devastating punch. The hammer saw also stuns opponents and makes them bleed on hit.
====Arm weapons====
; Heavy flamer gun:
* Perks required to craft: Science! - Rank 3/Gun Nut - Rank 1
* Description: The heavy flamer gun is effective at close ranges.
; Minigun:
* Perks required to craft: Science! - Rank 3/Gun Nut - Rank 1
* Description: The minigun is a solid choice for reliable damage from mid-range.
; Gatling laser gun:
* Perks required to craft: Science! - Rank 3
* Description: Offers reliable damage at medium ranges.
; Missile launcher:
* Perks required to craft: Science! - Rank 3/Gun Nut - Rank 1
* Description: Another solid choice at range, the missile launcher is particularly useful when taking on groups of enemies, as the blast can catch multiple foes.
; Nuka-Cherry Launcher:
* Perks required to craft: Science! - Rank 4/Gun Nut - Rank 1
* Description: The Nuka-Cherry launcher has the highest damage output of any weapon system.
====Shoulder weapons====
; Unstable Fat Man launcher:
* Perks required to craft: Science! - Rank 4
* Description: Highest AoE damage output of any weapon system. Fat Man's maximize one's options and initial engagement spike damage without fear of breaking or diminishing overall effectiveness.
; Nuka launcher:
* Perks required to craft: Science! - Rank 3
* Description: If aiming for maximum efficiency, Nuka's are almost as deadly without the drawback of breaking or collateral damage.
==Interactions with the player character==
===Interactions overview===
===Other interactions===
* Automatrons will regularly give the Sole Survivor 2-3 junk items when talked to when an active companion.
* Automatrons can be ordered to self-destruct; this will result in the destruction of all mods used on that particular automatron.
===Range of interests===
Similar to Dogmeat and Ada, automatrons are unconditional companions and their affinity cannot be changed due to positive or negative actions.
==Inventory==
==Notes==
* An automatron, if equipped with a lockpicking or hacking subroutine mod, can functionally substitute for the player character's lack of having either Locksmith or Hacker, or being unable to recruit Cait or Nick Valentine.
* Automatrons cannot ride on a Vertibird, unless they are equipped with a Mister Handy torso. Mr. Handy automatrons use the animations for Codsworth and Curie to enter and exit vertibirds.
* The amount of Automatrons that can be constructed is infinite, as is the number that can populate a settlement. They do, however, take up settler slots as long as the settlement is not at capacity.
* They can be used to steal items and are one of the few companions who will do this.
* Automatrons can be assigned to a settlement to do jobs even if the settlement is already at maximum population.
* Despite Protectron and Mr. Handy templates being available for Automatrons, their voice types are not available for customization.
* Automatrons, just like other types of robots, cannot be healed by stimpaks, instead one must use a robot repair kit when down in combat.
* Automatrons can be picked up and moved in workshop mode as if they were furniture, regardless of whether or not they are currently following the Sole Survivor.
* When an Automatron with the legs of a sentry bot or robobrain is assigned to a guard post, they will visibly shrink in size to fit within the post's radius.
* Automatrons that are not currently following the Sole Survivor are neither flagged as essential like companions nor protected from death like regular settlers. It is fairly common for defending automatrons to be destroyed quickly by high-level enemies during late-game settlement raids, even if the automatron in question is a fully upgraded sentry bot. Robots lost in such a way do not leave anything in terms of salvage behind; their corpse does not contain any loot one could use to rebuild the machine. Considering the significant amount of resources one has to pour into their construction, building dedicated automatrons for defense purposes is therefore ill-advised. Using the console command can negate this.
* Robots assigned as provisioners may become the target of Kidnapped Trader quests. This seems to be unintentional, as if this happens the robot's voice will be silent during the quest.
* Any settlement that hosts at least one automatron will become the target of raids by the Rust Devils, potentially including high-level automatrons of their own if the player character is at a high level.
* With the Nuka-World add-on installed, modifications based on the various robot types found in Nuka-World (Galactron, Nukatron, Nuka-Mascot/NIRA, etc.) will be unlockable at the robot workbench.
* In Survival, any automatron accompanying the Sole Survivor that goes down must be repaired with a robot repair kit. If they are left unattended, they will automatically be destroyed instead of returning to their dismissed settlement.
==Appearances==
Automatrons appear only .
==Bugs==
==Gallery==
Automatron-Sentry-Fallout4.jpg|Example of a custom sentry bot
Automatron-Protectron-Fallout4.jpg|Example of a custom Protectron
Automatron_talkmode.jpg|Automatron in conversation mode
==References==
Category:Automatron robots and computers
Category:Fallout 4 companions
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