Turret (Fallout 4)

Automated turrets are robotic 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 their own blue 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 in order to function.

Gameplay
Machinegun turrets can be mounted on the walls or ceiling. Some turrets may even be waterproofed, forcing them to shut and become inactive when submerged in water. Each turret has three different modes that can be indicated by the color of its light. When a turret is passive its 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.

Attributes
These turrets have a body, barrel, motors 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 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.

Animatronic alien (Nuka-World)
These are animatronic dummies that are part of Nuka-World's Galactic Zone attraction but also appear in The Gauntlet and the Nuka-World Junkyard, in the form of Zetans. 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.

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 machinegun 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, some also have a faded coat of green paint. Despite having 10mm HE labeled on their chassis, they drop 5.56mm rounds

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.

Settlement turrets
These turrets can be built by the Sole Survivor to defend settlements. Each one provides 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.

Heavy machinegun turret
Similar to the machinegun turret, but appears to be locked into wherever it is placed. Provides 8 defense points. Mk VII variants use explosive ammo which staggers enemies.

Laser turret
Semi-automatic laser gun on a tripod. It requires power to function and has lower rate of fire than the machinegun turrets, but makes up for it in accuracy and range which allow it to be placed in very high places effectively.

Heavy laser turret
Automatic laser gun on a tripod. While not as accurate as its lighter variant, it makes up for it with its very high rate of fire while maintaining its very long range. Provides 12 defense points.

Shotgun turret
Turret firing shotgun shells. Fairly powerful but has limited range. Despite being armed with a gun, it requires power to function. Provides 8 defense points.

Missile turret
Turret armed with a quad-barreled missile launcher. Extremely powerful due to its explosive ordnance and will take out even vertibirds with ease. Care must be taken for their placement however, since stray missiles may accidentally knock out generators or other turrets and may even kill the player character.

Appearances
Automated turrets appear only 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 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.