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* StrongEnemiesLowRewards: Reavers are among the most difficult enemies to kill, but the reward for killing them is usually a simple Psycho or a Jet, which is not worth the stimulants, drugs and ammo you probably used to kill them.
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* KryptoniteFactor: Fallout 3's Broken Steel DLC reveals that mirelurks are so accustomed to irradiated and contaminated water that being submerged in purified fresh water actually weakens them, which is exactly what happened to the mirelurks in the Jefferson Memorial after Project Purity is activated.

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* KryptoniteFactor: Fallout 3's ''Fallout 3'''s Broken Steel DLC reveals that mirelurks are so accustomed to irradiated and contaminated water that being submerged in purified fresh water actually weakens them, which is exactly what happened to the mirelurks in the Jefferson Memorial after Project Purity is activated.
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* KryptoniteFactor: Fallout 3's Broken Steel DLC reveals that mirelurks are so accustomed to irradiated and contaminated water that being submerged in purified fresh water actually weakens them, which is exactly what happened to the mirelurks in the Jefferson Memorial after Project Purity is activated.
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* DarkIsEvil: Back in ''Fallout 1'' where they were part of the Master's Army.
* DarkIsNotEvil: By the time of ''New Vegas''. While most are antagonistic, it has more to do with severe mental instability rather than fighting on the behalf of a villainous faction. Many whom you get to talk to turns out to be not as bad when you actually get to know them.

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* DarkIsEvil: Back They're dark in ''Fallout 1'' where they were part color and are the EliteMooks of the Master's Army.
Army in ''Fallout 1''.
* DarkIsNotEvil: By the time of ''New Vegas''. While most of the dark-skinned Nightkin are antagonistic, it has more to do with severe mental instability rather than fighting on the behalf of a villainous faction. Many whom you get to talk to turns out to be not as bad when you actually get to know them.
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* DarkIsEvil: Back in ''Fallout 1'' where they were part of the Master's Army.
* DarkIsNotEvil: By the time of ''New Vegas''. While most are antagonistic, it has more to do with severe mental instability rather than fighting on the behalf of a villainous faction. Many whom you get to talk to turns out to be not as bad when you actually get to know them.


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* GeniusBruiser: They were originally elite soldiers of the Master's Army tasked with stealth and recon while being huge masses of muscle. Most have deteriorated into lunatics by ''New Vegas'' but comparably sane ones like God proves to be quite articulate in speech.
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* FinalBoss: The Giant Robo-scorpion is effectively this for ''Old World Blues'', with [[spoiler:Doctor Mobius and the Think Tank]] being much weaker in combat and easily dealt with via dialogue options. It packs a ton of health, has dangerous weaponry, and has multiple ways of dealing with it (taking it on in a straight fight, unleashing Protectrons to keep it distracted, or overloading it with an emergency shutdown).
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* SavageWolves: While real-life wolves attacks are generally rare, Far Harbor wolves will charge and surround humans on sight.

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* SavageWolves: While real-life wolves wolf attacks are generally rare, Far Harbor wolves will charge and surround humans on sight.
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added example(s) Vocal Evolution

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* VocalEvolution: Protectrons in ''Fallout 3'' have a [[RoboSpeak robotic synthesised voice.]] In ''New Vegas'', they have a somewhat smoother, but still fairly mechanical voice. Come ''Fallout 4'', they use the same voice as their ''Fallout 3'' iteration.


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* VocalEvolution: The ''Fallout 3'' Robobrain uses a feminine, clearly synthetic voice. in ''New Vegas'', they use a more natural-sounding male voice.
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** It's not clear how ghouls become feral. Sometimes it's part of the process, and you either go feral when you become a ghoul or you keep your senses; other times continued radiation exposure mutates a sane ghoul further; sometimes it's presented as a fact of their nature that all ghouls go feral eventually depending on unknown factors that vary between individuals.
** It's vague how ghouls experience aging, if at all. It's been 200 years since the first ghouls were created and no one has ever mentioned a ghoul dying of old age, and Billy in ''Fallout 4'' is a child that was mutated as a boy when the bomb fell and is still physically a child. However, Raul in ''New Vegas'' implies he's experiencing degradation of his physical and mental capabilities, but the way in which he phrases it he may just be ''feeling'' tired after his long life and all the wounds he's endured over the course of it. Hancock in ''Fallout 4'' says it's a misconception that ghouls don't age and it's just that they age very slowly, but he's hardly a medical expert to reliably make such a call.

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** It's not clear how ghouls become feral. Sometimes it's part of the process, and you either go feral when you become a ghoul or you keep your senses; other times continued radiation exposure mutates a sane ghoul further; sometimes it's presented as a fact of their nature that all ghouls go feral eventually depending on unknown factors that vary between individuals.
individuals. The presence of feral ghouls and only ferals in locked off areas and such implies that losing one's sanity can be a factor.
** It's vague how ghouls experience aging, if at all. It's been 200 years since the first ghouls were created and no one has ever mentioned a ghoul dying of old age, and Billy in ''Fallout 4'' is a child that was mutated as a boy when the bomb fell and is still physically a child. However, Raul in ''New Vegas'' implies he's experiencing degradation of his physical and mental capabilities, but the way in which he phrases it he may just be ''feeling'' tired after his long life and all the wounds he's endured over the course of it. Hancock in ''Fallout 4'' says it's a misconception that ghouls don't age and it's just that they age very slowly, but he's hardly a medical expert to reliably make such a call.call and he hasn't been a ghoul for very lon.
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[[WMG:[[center:[-''VideoGame/{{Fallout}}'' '''[[Characters/{{Fallout}} Main Character Index]]'''\\

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[[WMG:[[center:[-''VideoGame/{{Fallout}}'' [[WMG:[[center:[-''Franchise/{{Fallout}}'' '''[[Characters/{{Fallout}} Main Character Index]]'''\\
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* DefeatEqualsExplosion: In ''4'', Legendary robots will explode upon defeat, erupting into a massive mushroom-cloud explosion after a delay. Even the lowly Protectron can posthumously blast the player to bits if they don't see this coming, so it goes without saying that you should start running for cover if you're not out the blast zone.

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* DefeatEqualsExplosion: In ''4'', Legendary robots will explode upon defeat, erupting into a massive mushroom-cloud explosion after a delay. Even the lowly Protectron can posthumously blast the player Sole Survivor to bits if they don't see this coming, so it goes without saying that you should start running for cover if you're not out the blast zone.
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* ArtificialStupidity: InUniverse, a recurrent issue with the earlier generations of Synths and why the Institute wants to use more Gen 3 Synths is that both the Gen 1s and 2s just aren't very smart. As an example, one Institute terminal recording the malfunctions that various Synths have been suffering from mentions that one Gen 2 Synth was found repeatedly cleaning a conference room several hours after it had already finished its job, and another Gen 2 Synth kept bonking into a wall since its navigation software had glitched and it couldn't figure out how to exit the room it was in.

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* ArtificialStupidity: InUniverse, a recurrent issue with the earlier generations of Synths and why the Institute wants to use more Gen 3 Synths is that both the Gen 1s and 2s just aren't very smart. As an example, one Institute terminal recording the malfunctions that various Synths have been suffering from mentions that one Gen 2 Synth was found repeatedly cleaning a conference room several hours after it had already finished its job, and another Gen 2 Synth kept [[{{Wallbonking}} bonking into a wall wall]] since its navigation software had glitched and it couldn't figure out how to exit the room it was in.
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* MaybeMagicMaybeMundane: [[DownplayedTrope Downplayed]], but there are a few hints that ghoulhood maybe slightly more paranormal than just a random chance for someone exposed to radiation to mutate into one. Particularly on the East Coast, anything related to the Dunwich Company tends to involve ghouls [[spoiler:and, if the Dunwich Borers mining operation in the Commonwealth is to be believed, the company may actually be an ApocalypseCult worshipping EldritchAbominations]], and the Children of Atom who worship ghouls to a certain extent (seeing them as being blessed by Atom) might actually be worshipping an existent deity of radiation if the vision quest you undergo in the ''Far Harbor'' DLC for ''VideoGame/Fallout4'' is to be taken at face value. The mundane explanation for their existence is the most generally accepted one both InUniverse and out, but there are enough clues to the contrary to prompt speculation.
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* EvilSoundsRaspy: [[DownplayedTrope Downplayed]], as non-feral ghouls are not anymore evil than common people, but most of them acquire a deep rasp to their voice as a result of ghoulification. Feral ghouls just let out raspy shrieks and groans. In ''4'', some ghouls are capable of speaking with regular-sounding voices and Dean Domino, Jason Bright and Raul in ''New Vegas'' completely lack the raspiness (though Dean ''is'' a trained singer, which probably helps).

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* EvilSoundsRaspy: [[DownplayedTrope Downplayed]], as non-feral ghouls are not anymore any more evil than common people, but most of them acquire a deep rasp to their voice as a result of ghoulification. Feral ghouls just let out raspy shrieks and groans. In ''4'', some ghouls are capable of speaking with regular-sounding voices and Dean Domino, Jason Bright and Raul in ''New Vegas'' completely lack the raspiness (though Dean ''is'' a trained singer, which probably helps).

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* EvilSoundsRaspy: [[DownplayedTrope Downplayed]], as non-feral ghouls are not anymore evil than common people, but most of them acquire a deep rasp to their voice as a result of ghoulification. Feral ghouls just let out raspy shrieks and groans. In ''4'', some ghouls are capable of speaking with regular-sounding voices and Dean Domino, Jason Bright and Raul in ''New Vegas'' completely lack the raspiness (though Dean ''is'' a trained singer, which probably helps).



* FeedItWithFire: In the [=3D=] games, they're ''healed'' by radiation. The feral ghouls in the highly irradiated Glowing Sea will even regenerate their health over time thanks to this.

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* FeedItWithFire: In the [=3D=] games, they're ''healed'' by radiation. The feral ghouls in the highly irradiated Glowing Sea in ''Fallout 4'' will even regenerate their health over time thanks to this.



* GutturalGrowler: Most ghouls acquire a deep rasp to their voice as a result of ghoulification. Feral ghouls just let out raspy shrieks and groans. In ''4'', some ghouls are capable of speaking with regular-sounding voices and Dean Domino, Jason Bright and Raul in ''New Vegas'' completely lack the raspiness (though Dean ''is'' a trained singer, which probably helps).
* LikeGoesWithLike: PlayedWith. According to Harland (a ghoul mercenary in ''New Vegas''), ghouls can find other ghouls attractive. However, this might might not be true. The majority of ghouls encountered consider ghoulish appearance to be horrendously ugly, having once been humans and retained a human aesthetic sense. That said, at least one paying human customer at the Atomic Wrangler likes ghoul prostitutes and there are also ghoul dancers at Gomorrah, but whether for ghoul or human patrons is never made clear.

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* GutturalGrowler: Most ghouls acquire a deep rasp to their voice as a result of ghoulification. Feral ghouls just let out raspy shrieks and groans. In ''4'', some ghouls are capable of speaking with regular-sounding voices and Dean Domino, Jason Bright and Raul in ''New Vegas'' completely lack the raspiness (though Dean ''is'' a trained singer, which probably helps).
* LikeGoesWithLike: PlayedWith. According to Harland (a ghoul mercenary in ''New Vegas''), ghouls can find other ghouls attractive. However, this might might not be true.it seems to depend on personal tastes. The majority of ghouls encountered consider ghoulish appearance to be horrendously ugly, having once been humans and retained a human aesthetic sense. That said, at least one paying human customer at the Atomic Wrangler likes ghoul prostitutes and there are also ghoul dancers at Gomorrah, but whether for ghoul or human patrons is never made clear.



* NoZombieCannibals: It's generally the case that ferals won't attack other ghouls -- unless they're traveling with unchanged humans. Over the course of the games you occasionally run into ghouls running who attempt to pen in their friends and family or work to find a cure for ferals so they can avoid StakingTheLovedOne.

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* NoZombieCannibals: It's generally the case that ferals won't attack other ghouls -- ghouls, unless they're traveling with unchanged humans. Over the course of the games games, you occasionally run into ghouls running who attempt to pen in their feral friends and family or work to find a cure for ferals their state, so they can avoid StakingTheLovedOne.
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[[folder:[=Y-17=] Trauma Override Harnesses]]
[[quoteright:612:https://static.tvtropes.org/pmwiki/pub/images/fnvowb_trauma_harness_6.png]]
->'''Appearances:''' ''VideoGame/FalloutNewVegas''

A failed project of the researchers of Big MT, intended to serve as autonomous recovery units for injured soldiers (or their corpses), but a cascade of malfunctioning technology resulted in an uncontrollable, indiscriminately hostile combatant that walks around carrying the bones of its long-deceased former occupant.
----
* AnArmAndALeg: Ends up a case of GameplayAndStorySegregation. Despite being semi-mechanical suits containing nothing but old bones, the results of limb dismemberment still play out like pieces of flesh and fresh blood spawning. They can even suffer from having a crippled head despite only being a dusty old skull inside the domed helmet.
* AxCrazy: A result of having the ability to digitally map and replicate physical movement patterns like armed combat techniques. Every individual unit relentlessly attacks any non-TOH entity in sight regardless of threat.
* BodyHorror: Even just from looking at them, one can tell how utterly messed up their creation turned out. What's worse, if you get up real close while they're still "alive", ''you can hear the sound of the loose bones rattling inside their suits''.
* BrokenRecord: Largely for {{Fanservice}}. With the Wild Wasteland trait, they will occasionally spout the phrase 'Who turned out the lights' as a reference to the ''Series/DoctorWho'' episode "Silence in the Library" where an alien species called the Vashta Nerada invade a researcher's protective suit, devour him down to the bones, and a digital echo of his voice keeps repeating the phrase on loop.
* CruelAndUnusualDeath: Unfortunately, the test subjects used to test the suits' retrieval functionality largely ended up being unable to free themselves or be freed, resulting in a legion of out-of-control ''living coffins'' carrying them around until they either starved/dehydrated to death or succumbed to existing injuries.
* ItCanThink: Against a likely first impression, the suits are not at all intelligent. Rather, they were programmed to observe and replicate neuro-auto-motor patterns, essentially "learn" how to move like their wearers do. Once a certain injury threshold is reached by the wearer, they're supposed to take over and substitute motor functions to bring them to a safe location for release and treatment. The mistake came from the suits being able to "learn" battle tactics and how to use weapons of war.
* OneGenderRace: Purely in a mechanical sense. They are considered female in the game files and so are affected by perks like Lady Killer and Cherchez La Femme. You'd never know that from their appearance, of course.
* OneManArmy: They certainly can seem that way at higher levels, with a DT equal to ''NCR Ranger combat armor'' and wielding high-level weapons like Gauss rifles and Gatling lasers.
* SkeleBot: [[ExactlyWhatItSaysOnTheTin Taken quite literally]]. Every unit consists of a futuristic suit containing the old bones of their former wearer, still walking around like the humans they once were. However, they are not considered a kind of robot in the game files and are unaffected by any perks or effects that deal damage to robots.
* WasOnceAMan: Or at least, Was Once a Flesh-and-Blood Man. Their human occupants have long since decomposed into haunting skeletons, unable to escape the suits that trapped them inside.
[[/folder]]
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[[folder:[=Y-17=] Trauma Override HarnessES]]

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[[folder:[=Y-17=] Trauma Override HarnessES]]Harnesses]]
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[[folder:[=Y-17=] Trauma Override Harness]]

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[[folder:[=Y-17=] Trauma Override Harness]]HarnessES]]
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Paraodixcal. Death, by definition, is not worse or better than death. It is exactly as bad as itself.


* FateWorseThanDeath: Unfortunately, the test subjects used to test the suits' retrieval functionality largely ended up being unable to free themselves or be freed, resulting in a legion of out-of-control ''living coffins'' carrying them around until they either starved/dehydrated to death or succumbed to existing injuries.

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* FateWorseThanDeath: CruelAndUnusualDeath: Unfortunately, the test subjects used to test the suits' retrieval functionality largely ended up being unable to free themselves or be freed, resulting in a legion of out-of-control ''living coffins'' carrying them around until they either starved/dehydrated to death or succumbed to existing injuries.
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[[folder:[=Y-17=] Trauma Override Harness]]
[[quoteright:612:https://static.tvtropes.org/pmwiki/pub/images/fnvowb_trauma_harness_6.png]]
->'''Appearances:''' ''VideoGame/FalloutNewVegas''

A failed project of the researchers of Big MT, intended to serve as autonomous recovery units for injured soldiers (or their corpses), but a cascade of malfunctioning technology resulted in an uncontrollable, indiscriminately hostile combatant that walks around carrying the bones of its long-deceased former occupant.
----
* AnArmAndALeg: Ends up a case of GameplayAndStorySegregation. Despite being semi-mechanical suits containing nothing but old bones, the results of limb dismemberment still play out like pieces of flesh and fresh blood spawning. They can even suffer from having a crippled head despite only being a dusty old skull inside the domed helmet.
* AxCrazy: A result of having the ability to digitally map and replicate physical movement patterns like armed combat techniques. Every individual unit relentlessly attacks any non-TOH entity in sight regardless of threat.
* BodyHorror: Even just from looking at them, one can tell how utterly messed up their creation turned out. What's worse, if you get up real close while they're still "alive", ''you can hear the sound of the loose bones rattling inside their suits''.
* BrokenRecord: Largely for {{Fanservice}}. With the Wild Wasteland trait, they will occasionally spout the phrase 'Who turned out the lights' as a reference to the ''Series/DoctorWho'' episode "Silence in the Library" where an alien species called the Vashta Nerada invade a researcher's protective suit, devour him down to the bones, and a digital echo of his voice keeps repeating the phrase on loop.
* FateWorseThanDeath: Unfortunately, the test subjects used to test the suits' retrieval functionality largely ended up being unable to free themselves or be freed, resulting in a legion of out-of-control ''living coffins'' carrying them around until they either starved/dehydrated to death or succumbed to existing injuries.
* ItCanThink: Against a likely first impression, the suits are not at all intelligent. Rather, they were programmed to observe and replicate neuro-auto-motor patterns, essentially "learn" how to move like their wearers do. Once a certain injury threshold is reached by the wearer, they're supposed to take over and substitute motor functions to bring them to a safe location for release and treatment. The mistake came from the suits being able to "learn" battle tactics and how to use weapons of war.
* OneGenderRace: Purely in a mechanical sense. They are considered female in the game files and so are affected by perks like Lady Killer and Cherchez La Femme. You'd never know that from their appearance, of course.
* OneManArmy: They certainly can seem that way at higher levels, with a DT equal to ''NCR Ranger combat armor'' and wielding high-level weapons like Gauss rifles and Gatling lasers.
* SkeleBot: [[ExactlyWhatItSaysOnTheTin Taken quite literally]]. Every unit consists of a futuristic suit containing the old bones of their former wearer, still walking around like the humans they once were. However, they are not considered a kind of robot in the game files and are unaffected by any perks or effects that deal damage to robots.
* WasOnceAMan: Or at least, Was Once a Flesh-and-Blood Man. Their human occupants have long since decomposed into haunting skeletons, unable to escape the suits that trapped them inside.
[[/folder]]
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* AtomicSuperpower: Glowing ones are so radioactive that they can produce an explosive wave of radiation, irradiating living organisms and healing other Ghouls.

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* NationalStereotypes: The three core robots represent one stereotype down to their programming.
** Mister Handy are based off of English butlers with prominent and classy English accents.
** Mister Gutsy sound like some of the most [[EagleLand patriotic American soldiers]] you'd ever hear.
** Miss Nanny have heavy French accents and are painted bright white, invoking French maids.

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* NationalStereotypes: The three core robots represent one stereotype behave in stereotypical manners right down to their programming.
** Mister Handy are is based off of English butlers with prominent and classy English accents.
*** In ''4'', likely as a [[SubvertedTrope subversion]], Whitechapel Charlie, bartender of the Third Rail in Goodneighbor, has a Cockney accent and the Union Jack on his chassis to invoke [[LowerClassLout English chavs]].
** Mister Gutsy sound sounds like some of the most [[EagleLand patriotic American soldiers]] you'd ever hear.
** Miss Nanny have has a heavy French accents accent and are is painted bright white, invoking French maids.
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* MustBeInvited: A non-mythical and non-anomalous variant. As part of Mr. Houses contractual agreement with the tribes running the Strip's casinos, his Securitrons can't come in their casinos unless it's an absolutely dire emergency, like a crazed gunman in the lobby. Because of this, no Securitrons are found patrolling inside the buildings and are largely useless for stopping the criminal affairs that happen inside (not that Mr. House cares about most of it, anyways).

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* MustBeInvited: A non-mythical and non-anomalous variant. As part of Mr. Houses House's contractual agreement with the tribes running the Strip's casinos, his Securitrons can't come in their casinos unless it's an absolutely dire emergency, like a crazed gunman in the lobby. Because of this, no Securitrons are found patrolling inside the buildings and are largely useless for stopping the criminal affairs that happen inside (not that Mr. House cares about most of it, anyways).



* PersonalMook: In the second battle of Hoover Dam, if the Courier sides with House or Yes-man, will have an upgraded Securitron as companion, but Unlike Victor or Yes-man, is not important enough to have an unique name, and can die even on normal difficulty. (And they won't give you a replacement.)

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* PersonalMook: In the second battle of Hoover Dam, if the Courier sides with House or Yes-man, will have Yes Man, they'll get an upgraded Securitron as companion, but Unlike unlike Victor or Yes-man, Yes Man, is not important enough to have an unique name, and can die even on normal difficulty. (And they won't give you a replacement.replacement if it does.)



* WalkingArmory: Securitrons live and breathe pure firepower, beating out the Sentry Bots by sheer versatility in their weapons. It goes a long way, since the comparatively small Securitron army has enough firepower to wipe out the numerically superior NCR and the suicidaly fearless Legion armies once they're upgraded and their numbers are reinforced.

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* WalkingArmory: Securitrons live and breathe pure firepower, beating out the Sentry Bots by sheer versatility in their weapons. It goes a long way, since the comparatively small Securitron army has enough firepower to wipe out the numerically superior NCR and the suicidaly suicidally fearless Legion armies once they're upgraded and their numbers are reinforced.
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* EliteArmy: House's Securitrons are relatively few in number when compared to the might of the NCR, the Legion, and the other factions throughout the Mojave. However, each Securitron is a powerhouse in its own right, and House's army allows him to enforce his rule over New Vegas. Once the Platinum Chip's upgrades are installed, [=Mk.II=] Securitrons can ensure total domination of the Mojave for whoever controls them.

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* EliteArmy: House's Securitrons are relatively few in number when compared to the might of the NCR, the Legion, and the other factions throughout the Mojave. However, each Securitron is a powerhouse in its own right, and House's army allows him to enforce his rule over New Vegas. Once the Platinum Chip's upgrades are installed, [=Mk.II=] Securitrons can ensure total domination of the Mojave for whoever controls them. This is averted with the Big Mountain versions that despite being stronger on average, cannot be controlled to make an army with them.



* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark II have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor. This is averted with the strongest Securitron unit that not only does more damage, but has more durability than the Mojave Securitrons.

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* GlassCannon: The Big Mountain Securitons Securitrons have powerful weapons, but lack durability. (For comparison, the Mojave Mark II have a Damage Threshold of 30, while the Big Mountains Mountain Mark III to VI have 0), justified by their damaged armor. This is averted with the strongest Securitron unit that not only does more damage, but has more durability than the Mojave Securitrons.



* PersonalMook: In the second battle of Hoover Dam, if the Courier sides with House or Yes-man, will have an upgraded Securitron as companion, but Unlike Victor or Yes-man, is not important enough to have an unique name, and can die even on normal difficulty.

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* PersonalMook: In the second battle of Hoover Dam, if the Courier sides with House or Yes-man, will have an upgraded Securitron as companion, but Unlike Victor or Yes-man, is not important enough to have an unique name, and can die even on normal difficulty. (And they won't give you a replacement.)
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* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark IIs have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor. This is averted with the strongest Securitron unit that not only does more damage, but has more durability than the Mojave Securitrons.

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* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark IIs II have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor. This is averted with the strongest Securitron unit that not only does more damage, but has more durability than the Mojave Securitrons.
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* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark IIs have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor.

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* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark IIs have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor. This is averted with the strongest Securitron unit that not only does more damage, but has more durability than the Mojave Securitrons.
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* GlassCannon: The Big Mountain Securitons have powerful weapons, but lack durability. (For comparison, the Mojave Mark IIs have a Damage Threshold of 30, while the Big Mountains have 0), justified by their damaged armor.


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* NormalFishInATinyPond: played with. By Mojave standards, the Mark IIs are a powerful elite force that can put up a fair fight against the Legion, despite being outnumbered. But in Big Mountain Dr.O, he managed to create Mark V and VI Securitrons that are stronger. Even so, although the Mark V and Mark VI are stronger, they cannot be controlled and have damaged armor, while the Mojave's Mark II Securitrons have the advantage of having greater durability, and being controllable, they can be used to create an army.
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* EliteArmy: House's Securitrons are relatively few in number when compared to the might of the NCR, the Legion, and the other factions throughout the Mojave. However, each Securitron is a powerhouse in its own right, and House's army allows him to enforce his rule over New Vegas. Once the Platinum Chip's upgrades are installed, [=Mk.II=] Securitrons can ensure total domination of the Mojave for whoever controls them.


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* ThereIsNoKillLikeOverkill: When upgraded to Mark II, each Securitron packs a gatling laser, machine gun, grenade launcher, and missile pods, ''per unit.'' They make Sentry Bots look woefully underequipped by comparison.
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* MaximumHPReduction: In ''4'', their attacks deal radiation damage to the player.

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* MaximumHPReduction: In ''4'', their attacks deal radiation damage to the player.player, which lowers max HP.



* ScaryScorpions: When they're the size of a large person, highly venomous and horribly aggressive, they're very scary indeed.

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* ScaryScorpions: When they're scorpions are at minimum the size of a large person, highly venomous venomous, and horribly aggressive, they're very scary indeed.
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* IconicSequelCharacter: They only started showing up in the Bethesda era games, but they fit into the world so well that its hard to imagine the franchise without them.


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* NormalFishInATinyPond: They are quite low down in the pecking order of wasteland creatures, but they can squeeze into areas considered airtight. This makes them rather dangerous to certain cloistered wasteland communities where people don't carry weapons at all times, such as Vaults.

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