Turret (Fallout 4)

Automated Turrets are weapon systems encountered in the Commonwealth, the Island, and Nuka-World $$

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 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 a 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, requires an external power source to function.

Gameplay
Machinegun turrets can be mounted on the walls or ceiling. Each turret has three different modes that can be indicated by the color of its light. When a turret is passive the 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.

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.

Settlement
These turrets can be built by the Sole Survivor to defend settlements. Each one provides a defense to a settlement 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 also will require a large number of components to craft and repair them.

World Objects
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 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.

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, but cannot rotate.

Machinegun turret Mk III - shopping cart
Similar to the MK I machinegun turret, but with higher stats.

Appearances
Turrets appear $$

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.