Automated turret (Fallout: New Vegas)

Automated turrets are automated, stationary laser and machine gun systems which appear in the Mojave Wasteland in 2281. 
==Background==
==Characteristics==
===Specifications===
Automated turrets can be mounted on the floor or the ceiling. The ceiling turrets use 5.56mm machine guns whereas the ground turrets are equipped with lasers, although some ground mounted 5.56mm machine gun turrets were built. Both variants have unlimited ammunition.
===Gameplay attributes===
Automated turrets are often found in military installations or areas of historical value. Although not a major threat at lower levels, they can swiftly deal potentially lethal damage to those caught off guard. Both types of turrets can be frenzied by shooting either the targeting chip on ground units, or the lens on ceiling units; these are an equivalent to a combat inhibitor. Then, similar to frenzied insects or robots, the turrets will fire upon everything they see.
==Variants==
===Automated turret===
During the unmarked quest Democracy Inaction, the player character can choose to enter the Sacrificial Chamber. After watching the projected presentation, two hidden rooms will open and eight ceiling-mounted turrets will open fire on the player character.
===Mark II turret (Dead Money)===
A single floor mounted Mark II turret can be found in Puesta del Sol switching station during the Dead Money add-on.
===Mark III turret===
In Camp Searchlight, ten floor-mounted Mark III turrets are spread throughout the town on street corners. Nearby terminals can be hacked and used to activate the closest turrets, which aid the player character in defeating the hostile feral trooper ghouls.
===Mark IV turret (Old World Blues)===
Two floor-mounted Mark IV turret can be found defending Elijah's former holdout location at Elijah's Watch.
===Mark VI turret===
Four floor-mounted Mark VI turrets can be found in Hidden Valley bunker, the Brotherhood of Steel's Mojave headquarters. Their purpose is to target enemy troops in case of a breach. Two floor-mounted Mark VI turrets can be found in the H&H Tools factory set up as security measures for the paranoid Anthony House. Six floor-mounted Mark VI turrets can be found in the Securitron vault underneath the Fort. 
===Hall monitor (Old World Blues)===
A Hall monitor is a unique type of automated ground turret. A fairly weak turret that is part of the "security measures" inside the X-8 testing Institutional Test Facility during X-8 Data Retrieval Test, one of them is set on top of a force field and will fall and explode if an upgraded sonic emitter disables the field, while the other is set up in a hallway on the bottom floor. This is at least the intended course of action, but doesn't actually work since the Gamebryo engine does not apply passive gravity on "grounded" objects, even ones without a groundcheck to "un-ground" them.
===Overclocked turret (Old World Blues)===
One floor mounted overclocked turret can be found inside the Big MT north tunnel, in the eastern part of the Big MT. It is unique in that it will not attack the Courier even when detected, unless attacked first or if the Courier gets too close.
===The vault security turret (Dead Money)===
Six floor-mounted vault security turrets can be found in the Sierra Madre vault. 
===Vault-Tec turret===
Two ceiling-mounted overclocked turrets can be found inside Vault 34's overseer office, aiding the ghoulified overseer in his attack against the Courier.
===X-42 security turret (Old World Blues)===
One floor-mounted turret is right next to the Courier when entering the Forbidden Zone, on his way to Dr. Mobius. The nearby terminal can be hacked and used to activate the turret to aid the player character in defeating the X-42 giant robo-scorpion.
==Notes==
* Turrets are generally controlled from a nearby terminal. Utilizing the player characters Science skill to hack the terminal will allow them to override the targeting parameters, which will make it target anything it detects in its range, or shut it down completely. After being turned off the turret can be turned back on at the same terminal if so desired.
* The ceiling-based turrets have a blind spot directly below them.
* With the Robotics Expert perk, it is possible to sneak up on turrets and disable them. The player character doesn't necessarily need to be [HIDDEN]; simply being momentarily out of sight is enough to deactivate them.
==Bugs==
* The "Hall Monitor" turret may interact oddly with the Debug megapistol, sometimes reviving itself near-instantaneously after being shot. This can result in an endless stalemate between the player character and the turret.
==Gallery==
FO3 turret CA1.jpg|Concept art by Adam Adamowicz
FO3 turret CA2.jpg
FO3 turret CA3.jpg
FO3 turret CA4.jpg
FO3 turret CA5.jpg
Category:Fallout: New Vegas robots and computers
Category:Dead Money robots and computers
Category:Old World Blues robots and computers
Category:Turret
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