Turret (Fallout 4)

Automated turrets are robotic systems encountered in the Commonwealth in 2287.

Background
Before the Great War they 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 are 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, basing it off pre-War models.

The Sole Survivor can learn to create various automated turrets to defend player made settlements. They require many materials and some need to be powered.

Specifications
Machine gun turrets can be mounted on the walls or ceiling and are fitted with a dome to contain the parts and seal them when the turrets is not actively tracking targets. Some turrets may even be waterproofed, forcing them to shut and become inactive when submerged in water.

A turret is made of a body, motors, barrel, combat inhibitor, and either tripod or column legs. Turrets under raider control may also be held in old shopping carts. They have varying types of ammunition based on the Mk version of 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, barrel, and combat inhibitor selectable 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 VATS. While closed and submerged in water, these turrets will not take damage from explosives or gunfire.

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.

Variants
There are 3 main types of turrets in the Commonwealth. There are the ceiling and wall mounted turrets that can be found at multiple locations around the wasteland. The second type are the turrets that are floor mounted and used by different hostile groups such as raiders, gunners, and super mutants. The third type are settlement turrets that the player can build to defend their various settlements across the Commonwealth.

Wall/ceiling mounted
These turrets can be mounted on walls and ceilings. They are fitted with a dome, which contains the barrel and seals them when they are 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 to damage the Sole Survivor should they move behind cover. The electricity arcs will only arc to threats that the turrets have detected, even should the Sole Survivor still be standing near a companion who is being targeted while in a hidden or caution state.

Animatronic alien (Nuka-World)
Despite their appearance, these things are not really aliens, they are animatronic dummies that are part of Nuka-Worlds Galactic Zone attraction,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.

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 wall and ceiling turrets but 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 weakest turret type available. They have decent amounts of health, and use a basic machine gun 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, these also have a faded coat of green paint.

Machinegun turret Mk V
Mk V Machine gun turrets are tougher than the previous versions and use incendiary rounds. 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. These turrets sport a fresh coat of military green on their motors to differentiate from the weaker Mk. I and III variants.

Settlement turrets
These turrets can be built by the Sole Survivor to defend player-made settlements. Each ones provides defense to your settlement and will assist when a settlement is attacked. To build these turrets the player needs different ranks of the Science! and Gun Nut perks. They also will require a large amount of components to craft and repair them.

Spotlight
These turrets are non-lethal and will produce a light that locks onto enemies when they get close enough. It produces 2 defense to your settlement and requires power to work. They can be set to target the player using a linked terminal.

Appearances
Automated turrets appear in Fallout 4.

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 machine gun 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.

Турель (Fallout 4)