Turret (Fallout 4)

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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 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.

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.

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.

Machinegun turret Mk III
Hardier than the normal Mk I's, Machinegun turret mk III's use explosive 10mm rounds.

Machinegun turret Mk V
Mk V Machinegun turrets are tougher than existing versions and use incendiary rounds. However, they fire at a slower rate.

Machinegun turret Mk VII
These turrets use explosive 5.56mm rounds, and are only found in certain locations.

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.
 * 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.