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Automatrons

Pre-War robots, powered by nuclear fission and built for everything from household chores to armed conflict, now roam the Wasteland as a serious threat. Helmed by a villain straight out of a Hubris Comics book, crews of Automatrons are brutal, unwavering, and will only stop when either their targets or their own robotic bodies are collecting dust on the ground. [Folio pg. 89]

Crew Limits

Tier 1 Tier 2 Tier 3
Upgrade Limit per Model 4 6 8
Champion Limit 3 4 5
Control Limit 5 10 15
Facility Limit 2 4 6

Playstyle

Automatrons are a durable, machine-focused faction that grows through Parts rather than XP. Almost every model carries the Machine perk, granting immunity to Confusion tests, Poison, Tranquilize, and Radiation Tokens — hazards that cripple other factions simply don't apply here. The tradeoff is rock-bottom Charisma across the roster and no access to Chems. The crew develops by acquiring Automatron Perks through Crew Training, unlocking unique weapons and abilities unavailable to any other faction.

Captive Story Action: Toil for the Mechanist!

An Automatron crew may take the Toil for the Mechanist! Story Action. [Folio pg. 95]

Choose a Captive model from another player's Crew Roster on your Story Sheet and check if that model has the Machine Perk. Then roll a die and consult the appropriate table. This Story Action cannot be made if the Captive was taken in your last game.

Toil Table — Machine Perk Models

Score Result Effect
1–2 Escape! The Captive escapes, returning to its original crew. The owner clears the Absent box.
3–6 Parts Roll a die and add Parts equal to the result to your Stash. The Captive is removed from its owner's Crew Roster.
7–10 New Friend Copy the model's statistics and Traits onto your Crew Roster, then remove it from the original owner's Crew Roster. This model gains the Outsider Perk and loses Natural Leader (if it had it).

Toil Table — Non-Machine Perk Models

Score Result Effect
1–2 "You have escaped... for now." The Captive escapes, returning to its original crew. The owner clears the Absent box.
3–6 "Yes! Yes! My forces grow stronger!" Roll a die and add Parts equal to the result to your Stash. The Captive is removed from its owner's Crew Roster.
7–10 "All shall tremble at the robotic rule of the Mechanist!" Roll two dice and add Parts equal to the highest result to your Stash. The Captive is removed from its owner's Crew Roster.