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Please, do not stand in the fountains.

The PDQ-88b Securitron (RobCo security model 2060-B)[1] is a private security robot. They are charged with protecting the The Strip and can also be found around Big MT and inside the Lucky 38 in Fallout: New Vegas and in the Fallout: New Vegas add-on Old World Blues. They also appear in the credits for the final episode of season one of Fallout, and variants of the Securitron appeared as Atomic Shop items in Fallout 76.

Background[]

The PDQ-88b Securitron is a large, monowheel robot with a titanium alloy chassis, created and mass-produced by the H&H Tools factory[2] and RobCo Industries as security model 2060-B.[1] The chassis is designed to be resistant to shrapnel and small arms fire, protecting all of the internal components and an arsenal of weapons: A 9mm submachinegun for close-range suppression and crowd control in its right arm, a Glastinghouse X-25 Gatling laser for medium range engagements, with the M-235 missile launchers mounted in the shoulders for long range and surface-to-air engagements, and a rapid-fire G-28 grenade launching system, which are its primary weapon systems. Additionally, Securitrons have sophisticated onboard auto-repair drivers, giving them excellent resilience. However, all of these features require corresponding drivers and the Mk I OS installed in them before the Great War only enabled the use of the laser and submachinegun, with no repair functionalities. The Mark II OS, intended for delivery on the platinum chip, was lost during the Great War, denying House the use of the full functionality of the Securitrons and an estimated 235% combat efficiency increase.[3] As such, lone Securitrons remained vulnerable to groups of thugs,[4] requiring them to use numerical superiority to gain an advantage.[5]

All Securitrons operated by Mr House were networked together, providing constant telemetry updates[6] and allowing for remote tactical control at vast distances[7][8] and bricking any "rogue" Securitron.[9] This allows House to receive constant intelligence updates by deploying roaming Securitrons, who observe and report.[10] Telemetry includes any damage received and its type; losing five Securitrons near Hidden Valley to energy weapons since 2278 allowed House to deduce that the Brotherhood of Steel has a hidden base in the vicinity.[11] Roaming Securitrons have also been very useful in divulging intelligence to the NCR and building rapport with select soldiers and Rangers.[12]

However, the range isn't infinite; Goodsprings is at the edge of reliable remote control, allowing only packets of data to be sent and received. In this case, a Securitron's combat algorithms determine the proper course of action,[4] using its sophisticated neuro-computational matrix. The matrix is standardized between them, but can be completely reprogrammed.[13][14]

Finally, Securitrons possess a voice module allowing them to synthesize human speech, a CRT screen in the center of the chassis for displaying both static images and advertisements, and a printer inside their chassis, capable of printing leaflets, such as obituaries, on the fly.[15]

Deployments[]

House stored hundreds of Securitrons at the bunker at Fortification Hill, to be reactivated and used as a personal army.[16][17][18] They are distinguished by "inflexible programming" ensuring any aggression is met with an overwhelming force and that they carry out his orders without question.[19] However, due to the lack of the platinum chip, House has been forced to rely on just a fraction, a couple dozen of Securitrons stored at the Lucky 38 to carry out his ambitious designs for New Vegas.[7][20] When NCR began to arrive in the region to secure Hoover Dam, he used his Securitrons and the newly-recruited Three Families to present them with an opportunity, which took the form of a diplomatic treaty between New Vegas and the NCR.[21]

Following the New Vegas Treaty,[22] Securitrons became the stewards of the Strip, policing it alongside NCR MPs,[23] and remained the public face of the Free Economic Zone of New Vegas when dealing with NCR ambassadors, frustrating them to no end.[24][25]

Securitrons weren't invulnerable, however. Benny, House's right hand man at the time, disabled a Securitron with an EMP and reprogrammed it with the help of Emily Ortal, creating Yes Man, gaining access to House's encrypted databases[26] and allowing him to intercept the courier carrying the platinum chip. Getting around House's ability to fry Securitrons remotely was tricky,[9] ultimately achieved by creating a distributed image of his neuro-computational matrix that's backed-up on the network several times a day, especially under threat. As a result, a fragment of Yes Man is on every Securitron on the Strip, allowing him to simply download to a new one if destroyed, making him technically immortal.[27][28] Benny's actions inadvertently set in motion a chain of events that would end up with him at Caesar's mercy and said Courier defining the fate of the Mojave Wasteland.[29]

A large number of PDQ-88b Securitron units were acquired by the Big MT company for reverse engineering (fueled by Doctor 0's bitter hatred of Robert House),[30] with the aim of creating a superior model. However, these efforts were ineffective; the only functional unit created by Doctor 0 was Muggy, a miniature, cookware-obsessed robot.[31] Other Securitrons, while benefitting from increased accuracy, firepower and more efficient self-repair routines provided by Big MT firmware (Mk I through VI), are either berserk or irreparably damaged due to critical errors in Dr. 0's operating systems.[Non-game 1][32][33]

Characteristics[]

Securitrons are the iconic robotic characters in Fallout: New Vegas and play a major role in the game's story. Victor tracks the player's progress across the Mojave Wasteland for Robert House, surfing from one instance to another, while Yes Man, reprogrammed by Benny and Emily Ortal, is the only completely unkillable character to ensure the player can always access the Wild Card ending for an independent Vegas free of House, NCR, or the Legion. The Securitron army housed beneath Fortification Hill is also a major plot point, featuring in the Legion, House, and Wild House quest lines, with different outcomes for destroying or upgrading it with the Mark II OS.

Generic Securitrons appear on the Strip, policing the population. They are involved in several scripted scenes and quests, and if engaged, their combat performance greatly depends on the progress through the story, especially whether or not the player upgraded the Securitrons.

A Securitron may also replace Sarah Weintraub if she dies.[34]

House Industries variants[]

These are the models created by House Industries, the original creator of the PDQ-88b Securitron, with the help of RobCo Industries. After the Great War, nearly all are controlled by Mr. House and can be upgraded via the platinum chip.

Mark I[]

Securitron

The Securitron Mk I can only use the X-25 Gatling laser and the 9mm submachine gun, and it cannot use its auto-repair systems. The unit's face is a police officer wearing a police hat.

The Securitron Mk I's on The Strip have a DT of 0. The Securitrons in Freeside and inside the Lucky 38 have the normal DT of 20. They also have grenade launchers instead of X-25s, and will use it frequently.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Securitron Mk I
00158646
Level
7
Experience Points
25
Perception
6
Hit Points
120
Damage Threshold
20
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Ability
Radiation Resistance Radiation Resist. 100%
Ability
Poison Resistance Poison Resistance 100%

Mark II[]

Securitron2

If upgraded with the platinum chip during the storyline, all Securitrons gain increased statistics and a broader array of weapons. While the demonstration in Lucky 38's basement demonstrates all four weapon systems, only the laser, missile launcher, and grenade launcher will be used by generic Securitrons. Its armor is increased and health regenerates, reflecting the auto-repair systems.

Its display is also changed to that of an American soldier wearing an M1 combat helmet and smoking a cigar.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Securitron Mk II (New Vegas Strip)
001787EC
Level
15
Experience Points
50
Perception
6
Hit Points
175
Damage Threshold
30
Damage Resistance
?
Gamebryo AI attributes#Aggression
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Brave: Will avoid/flee from threats only if severely outmatched.Icon requiredIcon requiredIcon requiredIcon optional
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Ability
Radiation Resistance Radiation Resist. 100%
Ability
Poison Resistance Poison Resistance 100%
Name (Form ID)StatisticsBehaviorAbilitiesItems
Securitron Mk II (Battle of Hoover Dam)
00158643
Level
25
Experience Points
50
Perception
6
Hit Points
400
Damage Threshold
30
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps friends: Will help friends and allies.Icon requiredIcon required
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Ability
Radiation resistance Radiation Resist. 100%
Ability
Poison Resistance Poison Resistance 100%

Big MT Company variants[]

Big MT acquired a number of Securitrons in order for Doctor 0 to prove his superiority over Robert House by creating a superior PDQ-88b Securitron. However, despite his efforts, none of them are functional; all are irreperably damaged or completely berserk, hostile to anyone who enters the perimeter. As a gameplay feature, their armor is set to zero.

Berserk series[]

Berserk securitron

The berserk model has the ability to use the missile launchers in its shoulders and the laser in its arm, but not the grenade launcher or machine gun.

The face of the berserk PDQ-88b Securitron unit is a distorted face, similar to the "angry moon" featured in the film A Trip to the Moon.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Berserk securitron Mk I
Level
5
Experience Points
10
Perception
6
Hit Points
75
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Berserk securitron Mk II
Level
15
Experience Points
50
Perception
6
Hit Points
150
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Berserk securitron Mk III
Level
26
Experience Points
50
Perception
6
Hit Points
225
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Berserk securitron Mk IV
Level
35
Experience Points
50
Perception
6
Hit Points
375
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Berserk securitron Mk V
Level
45
Experience Points
50
Perception
6
Hit Points
525
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)
Berserk securitron Mk VI
Level
50
Experience Points
50
Perception
6
Hit Points
675
Damage Threshold
0
Damage Resistance
?
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Laser (15 Damage)
Attack
Shoulder missiles (10 Damage)

Damaged series[]

DamagedSecuritron

It can use the grenade launcher and machine gun, but not the other weapons.

The unit's face of the damaged Securitron is the berserk one's face crossed out.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Damaged securitron Mk I
Level
5
Experience Points
10
Perception
6
Hit Points
75
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Damaged securitron Mk II
Level
15
Experience Points
50
Perception
6
Hit Points
75
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Damaged securitron Mk III
Level
25
Experience Points
50
Perception
6
Hit Points
225
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Damaged securitron Mk IV
Level
35
Experience Points
50
Perception
6
Hit Points
375
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Damaged securitron Mk V
Level
45
Experience Points
50
Perception
6
Hit Points
525
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)
Damaged securitron Mk VI
Level
50
Experience Points
50
Perception
6
Hit Points
675
Damage Threshold
0
Damage Resistance
0%
Gamebryo AI attributes#Aggression
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Gamebryo AI attributes#Confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#Assistance
Helps allies: Will help allies.Icon requiredIcon optional
Attack
Melee (20 Damage)
Attack
Grenade launcher (10 Damage)
Attack
Submachine gun (19 Damage)

Named securitrons[]

Notes[]

  • Securitrons in the Mojave Wasteland are the hands, eyes and soldiers of Mr. House. They patrol the Strip and guard its north entrance. Like all robots, Securitrons cannot be pick-pocketed, and attempting to do so will just trigger the Securitron to say one of their lines. The Courier may upgrade the units to the Mark II operating system through the use of the platinum chip. Those at Big MT, however, are all hostile to the Courier, with the exception of Muggy.
  • With a Science skill of 80 or greater, the Courier can input the following code when attempting to enter the New Vegas Strip: 1C 3C R34 M. This is "L33T-speak" for ice cream. "Ice cream" is also the code word used to identify third floor access at REPCONN headquarters.
  • When deactivated via the Robotics Expert perk, they will still move but cannot be interacted with. This is an issue present with many of the other robots in the game.
  • Outside of the Ultra-Luxe, three female NCR troopers are dancing in the water fountain, two in their underwear, and the other wearing sexy sleepwear. Two Securitrons will be telling them to leave while getting more and more hostile. Eventually, two male NCR MPs will arrive and disperse the women.
  • The Securitrons in the Las Vegas Boulevard Station and in front of the water fountain will still be Mk I, regardless of any upgrades given to the other Securitrons.
  • Two Securitrons can occasionally be seen outside of New Vegas Boulevard Station, puzzled by a piece of graffiti on the wall. They fire their Gatling lasers at it in an attempt to clean it off, although this is futile and nothing actually comes off.
  • Securitrons seem to have police sirens in the opening cinematic. In-game, they do not ever actually use their sirens.
  • Father Elijah incorrectly identifies Big MT as the facility where the Securitrons were developed.
  • If there is an NCR Ranger or trooper following the Courier, the Securitrons by the Strip will shoot them.
  • Securitrons have a small plate just beneath their monitors that read H&H Tools Company.
  • Killing the Securitrons at the Strip's gate will cause all Securitrons to become hostile.
  • The Securitrons at Big MT use the same RobCo terminal symbols as Dr. 8, which can only be seen with the subtitles turned on. The Securitrons will also make a beeping sound when this happens rather than Dr. 8's static sound.

Notable quotes[]

Appearances[]

Securitrons appear in Fallout: New Vegas, in the Fallout: New Vegas add-on Old World Blues, and in Fallout: Wasteland Warfare. Securitrons also appear in the in the Fallout: The Roleplaying Game supplement Settler's Guide Book as a playable origin. Securitrons also make a brief appearance in the end credits of "The Beginning."

Behind the scenes[]

Working on the Securitron was a grand adventure. He was one of the main characters and part of the main narrative of the game. The player spent quite a bit of time hanging out around the Securitron. The Securitron creature had just over 80 animations and 5 weapon types. It was fun trying to figure out where he was hiding all 5 weapon types, and how to get him to equip and reload them. I had a blast working with the character artist who molded him. We worked out how to switch screens, switch weapons, and blow off his body parts. With the advice of one of the other animators we got him to vibrate a bit all the time that way it looks like some type of car engine was working somewhere beneath his exterior. I used a lot of little tricks I've collect over the years to make this implausible character look plausible. Good times. :DShon Stewart
  • Kevin Manning created the Securitron model.[Non-game 2]
  • The berserk Securitrons in Old World Blues have a face similar to a piece of clip art known as "Angry Moon." This piece of clip art was taken from the cover of sheet music to the song "Stingy" by J. Fred Helf and Ed. Gardenier published in 1904.[Non-game 3]
  • Two additional faces remain in the game files, simple smileys representing an angry and sad state.

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 While inside The Strip, if the player destroys a Securitron's TV monitor, the screen will still be present but the surrounding edges around the screen show that the screen was destroyed. [verified]
  • Xbox 360Xbox 360 The Securitrons may sometimes keep swapping weapons without even attacking the enemy. [verified]
  • PCPC When passing the Science check with the Securitron gatekeeper, and talking to it again and saying goodbye, they might turn hostile while attempting to enter the Strip. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 It is possible that opening Mr. House's antechamber may only cause a couple of his Securitrons in his penthouse to become hostile, even after destroying some of them. [verified]
  • Xbox 360Xbox 360 It is possible that none of the Securitrons will become hostile when opening Mr. House's antechamber. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 The Securitrons at the Battle of Hoover Dam (if fighting for an independent New Vegas) will not switch from their shoulder-mounted missile launchers, often blowing themselves up within minutes of the battle. However, by siding with House, this does not happen. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Occasionally, a Securitron may be able to use its grenade launcher despite being Mark I. [verified]

Gallery[]

Fallout: New Vegas[]

Fallout: Wasteland Warfare[]

Fallout: The Roleplaying Game[]

Magic: The Gathering[]

Screen texture files[]

References[]

  1. 1.0 1.1 Courier: "I've never seen a robot like you before."
    Victor: "I'm a Securitron, RobCo security model 2060-B. If you ever see any of my brothers, tell them Victor says howdy."
  2. H&H logo on the chassis of the Securitrons
  3. Robert House: "Step closer to the demonstration area, if you would... I expect you're well familiar with my securitrons by now. The titanium alloy housing that protects its electronic core deflects small arms and shrapnel easily enough... Its X-25 gatling laser, produced to spec by Glastinghouse, Inc., is deadly against soft targets at medium range... And for close-range suppression or crowd control, the securitron is armed with a 9mm submachinegun. All of this, you probably already knew... What you did not know is that these are the securitrons' secondary weapons. All this time, my securitrons have had to get by running the Mark I operating system, which lacked software drivers for their primary weapons! Today, with the delivery of the Platinum Chip, all that changes. Behold, for the first time, securitrons running the Mark II OS! The M-235 Missile Launcher gives the securitron the ability to engage ground and air targets at significantly longer ranges... And a rapid-fire G-28 grenade launching system ensures the securitron is deadly in close-range engagements. The software upgrade also includes drivers for the securitrons' highly sophisticated onboard auto-repair systems. All together, the Mark II software upgrade confers a 235% increase in combat effectiveness per unit. The city of New Vegas finally has soldiers worthy of protecting it! Return to the penthouse now. We have much to discuss..."
    (Robert House's dialogue)
  4. 4.0 4.1 The Courier: "Why didn't you intervene sooner when Benny ambushed me?"
    Robert House: "Why didn't Victor intervene sooner, you mean? Goodsprings is a bit too far away for me to reliably control a securitron agent by remote. I can send and receive packets of data, at best. Victor's combat algorithms determined the proper course of action. Benny and his thugs were more than a match for a lone securitron. When he alerted me, I instructed him to approach the site after Benny and the others had departed."
    (Robert House's dialogue)
  5. Courier: "How did Mr. House introduce himself?"
    Benny: "We were east of Vegas when the first Securitron we ever saw rolled up on us. We junked it in a minute flat. The next day twenty roll up. So we listened. Said we'd been selected. Vegas needed us to defend it. In exchange, we'd get cushy digs, full stomachs, medical treatment. Everything a nomad never gets, in other words. Most of the tribe thought we should say no. I thought it was the best idea ever. "
  6. Yes Man: "Wow, Mr. House had quite a set-up here! I can access his databanks and view telemetry on every Securitron on the network!"
  7. 7.0 7.1 Yes Man: "I'm talking direct tactical control of dozens of Securitrons at vast distances! That might come in handy!"
  8. Yes Man: "I'm talking direct tactical control of hundreds of upgraded Securitrons at vast distances! {we will so kick ass}You know that's gonna come in handy!"
  9. 9.0 9.1 Courier: "What did he have you do?"
    Emily Ortal: "The Securitron was disabled somehow. Might have been an EMP, given some of the damage I saw. Anyway, he wanted it re-enabled and connected to Mr. House's data network. The trick was getting it to be invisible on the network. If Mr. House detects a 'rogue' Securitron in his system, he remotely fries it. Getting around that security feature was a bit tricky."
  10. Courier: "I'll make sure they support the right side."
    Robert House: "Use extreme caution when approaching the base. Their firepower is... considerable. Recently, one of my roaming Securitrons observed a man near the base studying the pattern of its artillery fire. Maybe he's learned something."
  11. Courier: "Where do you want me to start?"
    Robert House: "Since 2278, I've lost five roaming Securitrons near Hidden Valley. I didn't receive any clear video of the incidents, but telemetry from the units destroyed indicates they were attacked with energy weapons. It's obvious that the Brotherhood has a base in Hidden Valley or thereabouts. Finding it won't be easy, but getting inside will be the real trick."
  12. Courier: "Vouche for me? How?"
    Robert House: "I'll send a Securitron ahead to meet with the NCR at the security checkpoint and get things started. Once you get there ask for Ranger Grant. I've used roaming Securitrons to feed him useful information in the past. If I tell him we've heard of a Legion assassination plot, I believe he'll let you investigate."
  13. Courier: "Shouldn't you be working for Mr. House? How'd you end up here?"
    Yes Man: "As I understand it, I used to be just like all those other Securitrons out on the Strip. But then my neuro-computational matrix was completely reprogrammed! To be nice! Very, very nice!"
    including downloading unique personalities to regular Securitrons on the fly.
  14. Courier: "Seems like you pop up everywhere, Victor."
    Victor: "Aw shucks, pardner. I {s'pose}suppose it can't hurt to let you in on my little secret! {Ol'}Old Victor woudn't be much use stuck inside just one Securitron! No, I can move from one to another with the snap of a finger! {Purty}Pretty nice trick, ain't it? Just don't ask me how I do it, {cuz}because I don't know!"
  15. Robert House: "If this statement is being broadcast, I am deceased. Please approach a securitron and take one of the printed obituaries. I, Robert Edwin House, am deceased. Please approach a securitron and take one of the printed obituaries."
    (Robert House's dialogue)
  16. About that bunker at Fortification Hill...
  17. Courier: "There were hundreds of Securitrons down there - until I blew them up."
    Benny: "What? How could you do that? {all has come to naught}You loser! You had Vegas in the palm of your hand and you threw it away?"
  18. Courier: "Hundreds of Securitrons. All of them upgraded now, thanks to the Chip."
    Benny: "So all this time the old man had an entire army on lay-away? Clever player. {caught up in vision of triumph}Just imagine the look on Baldie's face when those Securitrons come pouring out on judgment day! I'd pay to have that bronzed! {realizing you won't be a part of it}So all you gotta do now is talk to Yes Man, figure out how to set things in motion. Make Vegas a town I woulda been proud of, baby. Let it swing."
  19. Order of Withdrawal
  20. Robert House: "The Securitrons policing the Strip are a fraction of the total number manufactured. The rest, I stored here."
  21. Courier: "How did you establish New Vegas?{Before chip turned in.}"
    Robert House: "We can discuss this in greater detail at another time. Suffice it to say that when my Securitrons detected NCR scouts at Hoover Dam, I took action. I recruited a tribal force to supplement my Securitrons and renovated the Strip just in time to welcome the NCR as it marched into the region. Instead of war, a treaty was negotiated. And the money started to pour in."
  22. The Courier: "I'd like to know more about the NCR."
    Dennis Crocker: "I can provide a quick history lesson, if that's what you're looking for. In 2274, President Kimball sent the NCR army into the Mojave in force, with the objective of occupying and repairing Hoover Dam. Rangers and army scouts had confirmed that the dam was basically unoccupied and could be restored to an operable condition. Upon arriving at the dam, however, they discovered that a large force of tribals and robots had occupied it. This was our introduction to the Three Families, the Securitrons, and, of course, Mr. House. Using his Securitrons as intermediaries, Mr. House called for parlay. He claimed his forces had occupied Hoover Dam in order to safeguard it for our arrival. And that he was ready to turn it over to us, so long as we could agree to terms. Those terms became the Treaty of New Vegas. The Treaty recognized Mr. House's sovereignty over the Strip and granted us rights to establish military bases at the Dam and McCarran Airport. The NCR is legally permitted to send 95% of the electricity produced by the dam to our home states. The remaining 5% goes to the Strip. The treaty actually makes it illegal for the NCR to prevent its citizens, or troops on furlough, from visiting the Strip. Once on the Strip, our citizens are subject to arrest - or punishment - by House's Securitrons, though that's a rare occurrence. Our troops enjoy a different status. It's illegal for the Securitrons to take action against them. Of course, it's also illegal for our troops to carry firearms on the Strip, so there isn't much trouble they can get into. Our military police does an adequate job of keeping the troops on furlough in line. I don't envy them that task. The embassy was established a few weeks after the Treaty was signed. Basically Mr. House handed us a dumpy little building he had no interest in renovating. I'm the third ambassador to hold this post. And the first, I think, to accept its limitations. My predecessors had ambitions of engineering the annexation of the Mojave. They thought they'd convince Mr. House to join up. I've never even spoken to the man - or whatever he is. Maybe the situation will change once we've beaten the Legion once and for all."
    The Courier: "Go on."
    Dennis Crocker: "Now we mostly just keep track of the NCR citizens and troopers around and make sure they don't get in trouble, but that's Captain Pappas' job. I keep myself busy with paperwork and reports that get sent back to the NCR. It's mostly busy work, but every once in awhile, we make progress."
    (Dennis Crocker's dialogue)
  23. NCR Military Police HQ terminal entries, Shift reports
  24. Ambassador Susanna Edith's final report
  25. Ambassador Phillip Granger's final report
  26. Courier: "What are you doing here?"
    Yes Man: "Good question! My function is to monitor Mr. House's data network and decode his encrypted transmissions! Allow me to introduce myself! I'm a PDQ-88b Securitron, but you can call me Yes Man!"
  27. Courier: "You set me up. Now you die."
    Yes Man: "I feel really bad telling you this, but I kind of... can't die. I mean, {brightening}go ahead and destroy this Securitron, get it out of your system! The problem is that a distributed image of my neuro-computational matrix is backed-up to the network several times a day, or when I'm {pause, upbeat}threatened! I can't help it! There's a little bit of me in every Securitron out on the Strip, so if this instance gets destroyed, I just download to a new one. If I could stop it from happening, I would! I mean, {sympathy}your vengeance is going to feel so incomplete!"
  28. Courier: "Were you aware that he hijacked a Securitron and used it to infiltrate your network?"
    Robert House: "I suspected he'd found a way to access my encrypted databases, but well - this explains it. That would be how he learned of the Platinum Chip in the first place... not to mention where to intercept you, on your way in. Highly resourceful, Benny. He would've made a fine agent, had he stayed loyal. It's fortunate you came along to replace him - and ironic."
  29. Fallout: New Vegas intro
  30. Courier: "What, my Pip-Boy?"
    Dr 0: "*How dare you bring RobCo tech in here! What, are you showing off? How great Robert House and his biiiig company are?* *{Mocking Robert House}'Oh! We can make Securitrons better than any robot those geniuses at Big {Mountain}MT can make, and they'll last a thousand years!'* *Rrrr! You're lucky I don't have hands to tear that Dip-Boy off your arm - or feet to stomp on its stupid metal guts! Ooooo, damn RobCo!*"
  31. Courier: "Who are you?"
    Dr 0: "{Almost crying with joy}You... you really want to know about... me? No one ever asks about Muggy! You've made me so happy! Maybe you've seen some of those big, imposing Securitrons with their lovely laser guns and rocket launchers and scary faces? I'm not one of those. Dr. O was always jealous of House Industries, and he thought it would be fucking hilarious to build a tiny neurotic Securitron. Big fucking laugh. So, umm... you got any coffee cups for me now?"
  32. Dr 0: "*{2D Announcement}We are reading increased levels of berserkity in Securitrons from the De-Construction Plant.*"
  33. Courier: "I wanted to talk to you."
    Dr 0: "*Congratulations, you've succeeded. What, you come to humiliate me, tell me how I've yet to find a means of stopping Mobius' scorpions?* *Or better, ask how "progress" is going on Securitron construction at the plant? We've had setbacks in research is all. That's all. And...*"
  34. Courier: "What's a Securitron doing here?"
    Securitron: "Vault 21's previous manager is no longer capable of servicing your needs. Hotel arrangement functions are now purview of Mr. House."

Non-game

  1. Chris Avellone's blog : 0 had his moments - if his greatest creation is a tiny janitor bot that can only collect dishes, that feels in-character to me. Especially considering how far he missed his original target by (figure out what makes securitrons tick and make them better - whoops!). This clearly shows that none of the Big MT securitrons were ever functioning properly
  2. Shon Stewart
  3. Stingy
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