Automated turret (Fallout 4)

Automated turrets are robotic weapon systems encountered in the Commonwealth, the Island, and Nuka-World in 2287.
==Background==
Before the Great War automated turrets were employed by large corporations and utilized by the military to serve as supplemental, unmanned security units, capable of selecting trespassing targets and engaging them.
Over 200 years after the war, many of these turrets are still active and hostile to anyone who finds them. However, some groups, like the raiders, Gunners and super mutants have learned to control or create turrets to defend them. The Institute have even engineered their own blue variant of the laser turret, based on pre-War models.
The Sole Survivor can learn to create various automated turrets, from fully integrated machinegun turrets through to jury-rigged laser and missile turrets, to defend their settlements. Each turret requires a variety of materials and, in some instances, an external power source in order to function.
==Characteristics==
===Specifications===
Machinegun turrets can be mounted on the walls or ceiling. Some turrets may even be waterproofed, forcing them to close and become inactive when submerged in water. Each turret has three different modes that can be indicated by the color of its light. When a turret is passive, its light will be green. If a turret is searching for a target, its light will turn yellow. When a turret finds a target, its light turns red, and it becomes hostile. 
A ground turret is made of a body, motors, barrel, combat inhibitor, and either a tripod or column base. Turrets under raider control may also be held in old shopping carts. They have varying types of ammunition based on the Mk version of the turret, some using 5.56mm rounds or incendiary 5.56mm rounds. Wall- or ceiling-mounted turrets use 10mm rounds.
===Gameplay attributes===
These turrets have a body, a barrel, motors, and a combat inhibitor that can be selected as targets. The combat inhibitor is on the opposite side of the barrel, making targeting it harder in combat. With the Killshot perk, the barrel will be significantly easier to target in V.A.T.S. While closed and/or submerged in water, these turrets will not take damage from anything.
Turrets will actively track targets and may become aware of an enemy from a few rooms away. Some turrets are linked to terminals and may be shut down or even made to serve the Sole Survivor if they have found the Total Hack issue with the turret override program. Not all turrets connected to terminals will be able to be affected by this program however, due to a lack of a holotape player.
==Variants==
There are three main types of turrets in the Commonwealth. There are ceiling- and wall-mounted bubble turrets that can be found in pre-War locations around the wasteland. The second type is the turrets that are floor mounted and used by different hostile groups, such as raiders, Gunners, and super mutants. The third type is a settlement turret that the player character can build to defend their various settlements across the Commonwealth.
===Wall/ceiling mounted===
As their name suggests, these turrets can be mounted on walls and ceilings. They are fitted with a dome, which contains the barrel and seals when not actively tracking targets. While inactive, they are immune to all forms of damage. A hatch on the dome will open and expose the barrel and combat inhibitor when tracking a target.
The Automatron add-on adds Tesla turrets to the game. Unlike their ballistic and laser counterparts, these turrets don't need to have a direct line of fire to harm the Sole Survivor. They will continue to fire at a point where the electricity can arc and damage the Sole Survivor should they move behind cover. The electricity arcs will only arc towards threats that the turrets have detected, even if the Sole Survivor is standing near a companion who is being targeted while in a hidden or caution state.
===Laser turret===
One of the most common turrets found throughout the Commonwealth, these were used in many security systems in places such as vaults, corporate buildings, and military installations. When hostile, they will attack targets with a single laser repeatedly, much like a laser rifle. 
===Laser turret - 3 shot===
This variant of the laser turret will fire lasers rapidly, almost as quickly as a Gatling laser, although with far less accuracy. These turrets will also have boosted health and damage.
===Laser turret - Institute===
These turrets can be found inside of the Institute, and a similar variant is seen inside Nuka-Galaxy. Instead of the normal red laser, these turrets are equipped with a blue laser variant commonly used in Institute laser weapons. 
===Machinegun turret===
A simple turret found in many pre-war locations, machinegun turrets commonly have low damage and high spread.
===Machinegun turret - 3 shot===
Effectively a minigun mounted on a wall, the 3-shot machinegun turret can deal lots of damage at close range.
===Tesla turret (Automatron)===
This type of turret fires jolts of electricity, similar to the Tesla rifle. It doesn't need a line of sight; instead, it arcs around obstacles and hits the player character. They can be found in the decontamination room of the robobrain facility.
==Floor mounted==
===Animatronic alien (Nuka-World)===
These are animatronic dummies that are part of Nuka-World's Galactic Zone attraction but also appear in The Gauntlet and the Nuka-World junkyard, modeled to look like Zetans. They are, however, armed and programmed to attack intruders. They more closely resemble the aliens as they appeared in Fallout 3, even having the same-looking alien blaster.
===Barney's turret===
Unique variants of the machinegun turret belonging to Barney Rook. They can be found scattered around the town of Salem, and are controlled by nearby terminals.
===Defense construct (Far Harbor)===
The defense constructs are digital entities only encountered in the quest Best Left Forgotten while retrieving DiMA's memories. They protect indexers from sentry intrusion countermeasures. Their appearance is similar to that of wall and ceiling turrets, but they are only capable of being placed on the ground. Their exterior is animated with moving green digital print, and they fire beams of blue data at enemies. 
===Machinegun turret Mk I===
Machinegun turret Mk I's are the most common and also the weakest turret type in the game. They have decent amounts of health and use a basic machinegun, which deals reasonable amounts of damage in short periods of time. Distinguishable by their faded green paint scheme.
===Machinegun turret Mk III===
Hardier than the normal Mk I's, Machinegun turret Mk III's use high-powered rounds. As with the Mk I turrets, some also have a faded coat of green paint. Despite having 10mm HE labeled on their chassis, they drop 5.56mm rounds.
===Machinegun turret Mk V===
Mk V machinegun turrets are tougher than the previous versions and use incendiary rounds that stun targets. However, they fire at a slower rate. This variant sports a darker paint scheme compared to the other turrets.
===Machinegun turret Mk VII===
These turrets use explosive 5.56mm rounds and are only found in certain locations. They can stun enemies and do very high amounts of damage.
===Machinegun turret Mk I - shopping cart===
A machinegun turret placed in a shopping cart. These have the same stats as a regular machinegun turret, though they are unable to rotate.
===Machinegun turret Mk III - shopping cart===
Similar to the MK I machinegun turret, but with higher stats.
===Machinegun turret Mk V - shopping cart===
===Machinegun turret Mk VII - shopping cart===
===Enclave laser turret===
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=Settlement turrets==
These turrets can be built by the Sole Survivor to defend settlements. Each one provides an increase to a settlements' defense rating as long as they are powered and will assist when a settlement is attacked. To build these turrets, the player character needs different ranks of the Science! and Gun Nut perks. They will also require a large number of components to craft and repair them.
===Spotlight turret===
The spotlight turret is installed on a tripod pedestal and produces a light that locks onto enemies when they get close enough. It requires 2 Energy from a generator in order to provide 2 Defense for the settlement. They can be set to target the player character using a linked terminal.
The spotlight can be scrapped for three steel. With Scrapper level 3, the player character will also reclaim one gears and one glass.
====Crafting====
===Spotlight - wall-mounted (Automatron)===
A wall-mounted spotlight that only requires one unit of power to function.
====Crafting====
===Machinegun turret===
Standard machinegun turret mounted on a tripod. Variant depends on location, and provides 5 defense points.
====Crafting====
===Heavy machinegun turret===
Similar to the machinegun turret, but appears to be locked into wherever it is placed. Provides 8 defense points. Mk VII variants use explosive ammo that staggers enemies. 
====Crafting====
===Laser turret===
Semi-automatic laser gun on a tripod. It requires power to function and has a lower rate of fire than the machinegun turrets, but makes up for it in accuracy and range, which allow it to be placed in very high places effectively.
====Crafting====
===Heavy laser turret===
Automatic laser gun on a tripod. While not as accurate as its lighter variant, it makes up for it with its very high rate of fire while maintaining its very long range. Provides 12 defense points. 
====Crafting====
===Shotgun turret===
Turret firing shotgun shells. It is fairly powerful but has limited range. Despite being armed with a gun, it requires power to function. Provides 8 defense points.
====Crafting====
===Missile turret===
Turret armed with a quad-barreled missile launcher. Extremely powerful due to its explosive ordnance, it will even take out Vertibirds with ease. Care must be taken for their placement, however, since stray missiles may accidentally knock out generators or other turrets and may even kill the player character. 
====Crafting====
==Notes==
* Although turrets do not work underwater, it is possible to waterproof them, enabling them to automatically retract and shut down when submerged in water.Facilities Log: "Finished waterproofing upgrades to the turret defense system. Initial tests seem promising-- the new sensors should shut them down if the place gets flooded out again." One example of this is the turrets in the Weston water treatment plant.
* The variants may be randomly created in settlements using 8 steel, 1 circuitry, 2 gears and 2 oil. The standard Mk I, Mk III, Mk V, and Mk VII turrets do not require power from a generator to function. If destroyed in an attack, materials used to build the turrets must be expended to repair them.
* Despite the 10mm HE labeling on the Mk III turrets, their destruction yields 5.56mm rounds.
* Upon destruction, machinegun turrets explode violently, dealing small amounts of damage to anyone in the immediate vicinity and often knocking them down.
* Missile turrets not only visibly deploy a quad-barreled missile launcher, but they also make full use of it by firing in salvos of three to four missiles per attack. Sometimes they shoot only a single missile, but the remaining three usually follow some moments later, delivering an overpowering barrage until they or their power source get destroyed. The sheer amount of damage missile turrets dish out is counterbalanced to some extent by their long reload time, but one salvo is often enough to annihilate the target and everything in its vicinity. One or two turrets can shoot down a Vertibird with a single, nigh-perfectly accurate volley of missiles at any difficulty, often before the flyer's passengers have a chance to disembark.
* Turrets themselves, regardless of where they were when the bombs fell, still appear to be in fully operational condition, as mentioned by Piper while relating to her hot plate being "on the fritz."
*The set description for Terrain Expansion: Turrets in Fallout: Wasteland Warfare states that the set includes "gas powered turrets" in addition to laser turrets. However, the item cards identify these turrets as "machine gun turrets."
==Appearances==
Automated turrets appear in Fallout 4 and Fallout: Wasteland Warfare.
==Bugs==
* Settlement spotlight turrets will occasionally visually stop shining light. 
*This bug can be fixed by:
** Un-powering and re-powering the turret with a terminal.
** Storing and rebuilding the turret.
** Picking up the turret then pressing the cancel move key
** Removing then re-attaching the powering wire
* The invisible "root" of the machinegun turret is separate from the visible base of the turret and can be thrown a considerable distance away from its original location if the turret is destroyed. If this happens to a hostile turret which respawns, the respawned turret will be placed wherever the root object landed, not where the turret was originally placed. This can cause turret placement to seem to be randomized during repeated visits to a location.
==Gallery==
===Fallout 4===
FO4 Turret loading screen.jpg|Loading screen slide
FO4NW Animatronic alien.png|Animatronic alien
===Fallout: Wasteland Warfare===
FOWW,MachinegunTurret.jpg|Machine gun turret in Fallout: Wasteland Warfare
Fo-promo-gas-turret.png
FOWW,TurretIItemCard.jpg|Item card
FOWW,TurretIIIItemCard.jpg
FOWW,LaserTurret.jpg|Laser turret in Fallout: Wasteland Warfare
FOWW,LaserTurretItemCard.jpg
FOWW,HeavyLaserTurretItemCard.jpg
FOWW,TurretsTerrain.webp
==References==
Category:Fallout 4 robots and computers
Category:Automatron robots and computers
Category:Far Harbor robots and computers
Category:Nuka-World robots and computers
Category:Fallout 4 settlement objects
Category:Fallout: Wasteland Warfare robots and computers
Category:Fallout: Wasteland Warfare terrain
Category:Turret
ru:Турель (Fallout 4)
zh:自动炮塔(辐射4)