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Turret (Fallout 3)

FO76 publicteam xpd.pngFor an overview of turrets, see Turret.

Automated Turrets are robotic weapon systems in Fallout 3.

Automated Turret

Publications

Turrets are stationary, aside from their pivoting, and can be avoided most of the time. Or, you can hack into a nearby terminal (usually Average in difficulty for your Science skill), and cause the terminal to attack anything that moves. Pulse weapons are highly advantageous to use against turrets, too.Fallout 3 Official Game Guide/Faction profiles

Specifications

Automated Turrets come in two distinct variants, differentiated by both the mounting style and ammo type used. The ceiling mounted type is an automatic firearm shooting conventional bullets, whereas floor mounted turrets are energy weapons, firing laser beams similar to those of the Laser Rifle, but capable of much faster rate of fire. Both varieties have unlimited ammunition. As a rule of thumb, odd numbered turret models are conventional firearms, and even numbered turrets are energy-based.

Gameplay attributes

Automated Turrets are often found in military installations or areas of historical value. Both types of turrets can be frenzied by shooting either the targeting chip (on ground units) or the lens (on ceiling units). Once frenzied, the turrets will fire on everything they see. All turrets can be shut down using the Robotics Expert perk if the player character can reach them unnoticed while sneaking. They can also be deactivated via nearby terminals (if any). Turrets will explode when destroyed, potentially dealing damage to the player character if they are standing close to the turret when it is destroyed.

Alien Turret (Mothership Zeta)

Publications

Aliens have developed a ceiling-mounted turret defense system, which can be fired at, stood directly under, or detonated if you can access a nearby wall control [Science]. Blowing up turrets can inflict damage on foes in the blast radius, too.Fallout 3 Official Game Guide/Faction profiles

Specifications

Alien Turrets are always ceiling-mounted and can be harder to see, due to their much smaller size. They shoot energy beams similar to the Alien Atomizer and Disintegrator in rapid salvos of five shots. The individual pulses aren't highly damaging, but can take a chunk out of the Lone Wanderer'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. Like normal turrets, they are unable to shoot directly below them and can be shut down using the Robotics Expert perk if the player character is able to reach them by jumping while crouched.

Variants

Image Name Level Health Points (HP) Damage Threshold (DT) Energy Damage Radiation Damage Drops Game
Fo3 ceiling turret.png

Mark I Turret

2

40

0

Fallout 3

Infobox.webp

Mark II Turret

2

50

0

Fallout 3

Infobox.webp

Mark II Turret

2

10000

0

Fallout 3

Fo3 ceiling turret.png

Turret

2

40

0

Fallout 3

Alien turret.png

Turret

3

50

0

Fallout 3

Fo3 ceiling turret.png

Mark III Turret

5

60

0

Fallout 3

Infobox.webp

Mark IV Turret

5

75

0

Fallout 3

Fo3 ceiling turret.png

Mark V Turret

7

75

0

Fallout 3

Infobox.webp

Mark VI Turret

7

100

0

Fallout 3

Fo3 ceiling turret.png

Mark VII Turret

9

300

0

Fallout 3

Infobox.webp

Mark VIII Turret

9

300

0

Fallout 3

Infobox.webp

Mark I Turret

10

200

0

Fallout 3


Notes

  • Turrets are generally controlled from a nearby terminal. Using the Science skill to hack the terminal will allow the Lone Wanderer to reprogram the targeting parameters, which will allow them to either reset its targeting parameters, causing it to target any character (not just the player character, similar to the frenzy effect), or shut it down completely. After being turned off, the turret can be reactivated at the same terminal if desired.
  • The ceiling-based turrets have a blind spot directly below them where they cannot attack. They also rotate rather slowly following a mark, so they can be outrun or circle-strafed at close distance.
  • The Enclave Officer at Camp RHO carries a special key card named "Experimental Rho ID." When acquired, the turrets in the camp will no longer be hostile.
  • It is possible to sneak up on unaware turrets and disable them with the Robotics Expert perk, as long as they are reachable. It is not necessary to be hidden, simply being momentarily out of sight is enough to deactivate them.
  • Turrets, like Eyebots, cannot be looted for scrap metal when killed, as they either explode into small pieces, or disappear altogether. However, sometimes floor-mounted turrets will not explode, yielding some scrap metal.

Appearances

Automated Turrets appear in Fallout 3 and Fallout: New Vegas. Mark VII and Mark VIII Turrets only appear in the Fallout 3 add-on Broken Steel.

Bugs

  • PCPC Xbox 360Xbox 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 360Xbox 360 When using V.A.T.S, it's possible that you will not inflict damage even with a 95% hit chance.

Gallery