|For a cross-game overview of this perk, see Robotics Expert.|
“With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and deactivating it will put that robot into a permanent shutdown state.”— In-game description
Grants an extra 25% damage dealt to robots. Also, entering sneak mode and deactivating a robot from behind permanently shuts it down.
Robots that can be disabled
Additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:
- One can program Dean Dewey to let the player character pass.
- One can disable Cerberus's combat inhibitor causing him to attack everyone in the Underworld.
- One can force Button Gwinnett to shut down, allowing the Lone Wanderer to grab the Declaration of Independence.
- One can program Milo in the Nuka-Cola plant to think the player character is an employee.
- One can bypass the RobCo facility section of the Wasteland Survival Guide quest while getting full credit for the job.
- mobile base crawler to have the security robots attack the Enclave instead of the Lone Wanderer. There is an additional dialogue with Stiggs where he tells about this when first entering the room. One can reprogram the mainframe in the
- 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 physical 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.
- When given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if one was interacting with a friendly robot, such as Wadsworth. However, one 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. The player character 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 the player character and does not attack. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
- Sergeant RL-3 can be disabled with this perk.
- Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.