Fallout: The Roleplaying Game robots and computers

==Robots==
The pre-War world made use of robots in everything from combat to domestic life. From the multi-armed Mister Handy to aid in the housework to the formidable sentry bot designed as a weapon of war, many of these robots can still be found roaming the wastes, protecting their pre-War stations or providing companionship to those who travel the post-nuclear world.Fallout: The Roleplaying Game core rulebook, p. 357
===List===
* Assaultron
* Eyebot
* Mister Handy
* Mister Gutsy
* Protectron
* Sentry Bot
==Turrets==
Used by the U.S. military as automated security and by some private institutions to provide protection against trespassers, turrets can be found anywhere from government buildings, military bases and have even been repurposed and reprogrammed to defend settlement outposts and raider camps. All turrets, whether they are free-standing or wall-mounted feature enhanced targeting cards within their circuitry for precision shooting as well as biometric scanners, allowing them to distinguish friend from foe.Fallout: The Roleplaying Game core rulebook, p. 377
===List===
==Synths==
Created by The Institute, synths are androids who possess both mechanical and biological elements. Early generation synths bear a resemblance to humans but were nothing more than controlled intelligent AI, while third-generation synths are capable of completely impersonating and assuming a human identity, so much so that they can be programmed to believe they are human. Synths are feared by many across the wasteland thanks to the various rumors surrounding the Institute and for their ability to live among the human population without discovery. This is further influenced by the occasional discovery that an important figure within a community had been replaced by a synth, from their emotions to their memories. The ability for synths to be self-aware and capable of human intelligence and sentience also means that occasionally they escape. Groups like The Railroad believe that synths who possess this sentience are living beings and seek to free them from the Institute's control. All synths created by the Institute possess an identification number beginning with a letter, then a number, a dash and two more numbers.Fallout: The Roleplaying Game core rulebook, p. 372
===List===
* Synth
* Synth stider
* Synth trooper
==See also==
* Fallout: The Roleplaying Game creatures
==References==