Automated turret (Fallout 3)

**Automated turrets** are robotic weapon systems in *Fallout 3*.

## Background

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Mostly employed by militaries, other organizations with military ties had access to these devices. Since the Great War many individuals and groups across the wasteland have employed the usage of these machines. Some even active centuries after their installation, others recently constructed.

## Automated turret

### Specifications

Automated turrets can either be mounted to the ceiling or the floor. Those mounted on the ceiling fire conventional ammunition at an automatic rate, whereas floor mounted turrets fire laser beams similar to the laser rifle but in a faster succession. Both varieties have unlimited ammunition. Odd numbered turrets use conventional bullets and even numbered turrets use laser projectiles.

### Gameplay attributes

Automated turrets are often found in military installations or areas of historical value. Although not too damaging at lower levels, they can be quite deadly if they surprise you. Both types of turrets can be frenzied by shooting either the targeting chip (on ground units) or the lens (on ceiling units). Once frenzied, similar to insects or robots, the turrets will fire on everything they see.

## Alien turret

### Specifications

In contrast to automated turrets, alien turrets are only ceiling-mounted. They shoot energy beams similar to the alien atomizer and disintegrator but in more rapid succession. The individual pulses aren't highly damaging, but can take a chunk out of the player's health if they get caught out in the open for too long.

### Gameplay attributes

While they cannot be shut down or frenzied via terminal, it is possible to remotely detonate them using nearby switches aboard the Mothership. They explode in a blast of green plasma, similar to a plasma grenade. They are unable to shoot directly below them, so if you wish to avoid them, stand directly underneath them.

## Ceiling mounted

### Mark I (Capital Wasteland)

These can be found on buildings, bridges and ceilings. A couple are found at Fort Independence. These turrets are often used by organizations such as the Brotherhood Outcasts, but can be found widely across the wasteland. Even Raiders use them as sentries. Can be frenzied like other turrets when the player targets the lens.

* Dead 5.56mm round

### Mark I (Operation: Anchorage)

These turrets are found throughout *Operation: Anchorage*, defending various strongholds in round bunkers, just outside the facilities.

* Dead 5.56mm round

## Floor mounted

### Mark II (Capital Wasteland)

These turrets can be found inside and in front of buildings and on bridges. All floor-mounted models fire lasers and can be frenzied by destroying their targeting chip. A couple can be found at the Citadel.

* Dead Energy cells

### Mark II (Operation: Anchorage)

These turrets are found on the Chinese compound wall during the final quest Operation: Anchorage quest. As expected at this stage, these turrets have much higher HP than than the Mark I bunker turrets but will eventually be destroyed by power armored soldiers.

* Dead Energy cells

## Alien turret (Mothership Zeta)

This turret is standard aboard Mothership *Zeta* and is able to shoot plastmatic pulses instead of bullets like automated turrets. It is unable to shoot directly beneath itself, to the players advantage.

## Notes

* Turrets are generally controlled from a nearby terminal. Using your Science skill to hack the terminal will allow you to override the targeting parameters - which will make the turret target any character (not just the player, similar to the frenzy effect) 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.
* The Enclave officer at Camp RHO carries a special key card named Experimental Rho ID. Once you have it, the turrets in the camp are no longer hostile.
* With the Robotics Expert perk, it is possible to sneak up on turrets and disable them. You don't necessarily need to be [HIDDEN], simply being momentarily out of sight is enough to deactivate them.
* If for some reason a ground turret becomes airborne, a fall of about 4 or 5 meters should destroy it.
* Turrets, like eyebots, cannot be looted for scrap metal when killed, as they either explode into small pieces, or disappear altogether.

## Appearances

Automated turrets are found in *Fallout 3*. Mark VII and Mark VIII turrets only appear in the add-on *Broken Steel*.

## Bugs

* PC Xbox 360 It's possible that alien turrets get glitched and appear with a permanent 0% hit chance in V.A.T.S., making it impossible to frenzy or destroy them through V.A.T.S.
* Xbox 360 Its possible that when using V.A.T.S that you will not inflict damage even with a 100% hit chance

## Gallery

* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz
* Concept art by Adam Adamowicz