For an overview of turrets, see Turret.

For turret crafting requirements in Fallout 4, see Fallout 4 settlement objects.

“ Automated Turrets will track and attack their targets relentlessly, but can often be reprogrammed from a nearby computer terminal. ” Fallout 4 loading screens

Automated turrets are robotic weapon systems encountered in the Commonwealth, the Island, and Nuka-World in 2287.

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Background Edit

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.

Characteristics Edit

Specifications Edit

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.

Gameplay attributes Edit

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. Not all turrets connected to terminals will be able to be affected by this program however, due to a lack of a holodisk player.

Variants Edit

There are three main types of turrets in the Commonwealth. There are the ceiling and wall-mounted bubble turrets that can be found in pre-War locations around the wasteland. The second type is the turrets that are floor mounted and used by different hostile groups such as raiders, Gunners, and super mutants. The third type is a settlement turret that the player character can build to defend their various settlements across the Commonwealth.

Wall/ceiling mounted Edit

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.

Laser turret Edit

One of the most common turrets found throughout the Commonwealth, these were used in many security systems in places such as vaults, corporate buildings and military installations. When hostile they will attack targets with a single laser repetitively, much like a laser rifle.

Laser turret - 3 shot Edit

This variant of laser turret will fire lasers rapidly, almost as quickly as a Gatling laser, although with much less accuracy. These turrets will also have boosted health and damage.

Laser turret - Institute Edit

These turrets can be found inside of the Institute, and a similar variant is seen inside Nuka-Galaxy. Instead of the normal red laser, these turrets are equipped with a blue laser variant commonly used in Institute laser weapons.

Machinegun turret Edit

A simple turret found in many pre-war locations, machinegun turrets commonly have low damage and high spread.

Machinegun turret - 3 shot Edit

Effectively a minigun mounted on a wall, the 3-shot machinegun turret can deal lots of damage at close range.

Tesla turret (Automatron) Edit

This type of turret fires jolts of electricity, similar to the Tesla rifle. It doesn't need a line of sight, instead of arcing around obstacles and hitting the player character. They can be found in the decontamination room of the robobrain facility.

Floor mounted Edit

Animatronic alien (Nuka-World) Edit

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.

Barney's turret Edit

Unique variants of the machinegun turret belonging to Barney Rook. They can be found scattered around the town of Salem, and are controlled by nearby terminals.

Defense construct (Far Harbor) Edit

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.

Name Base ID) Statistics Behavior Abilities Items Defense construct

xx 009593 10 10 45 25 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone.

Machinegun turret Mk I Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

Similar to the MK I machinegun turret, but with higher stats.

Machinegun turret Mk V - shopping cart Edit

Machinegun turret Mk VII - shopping cart Edit

Settlement turrets Edit

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.

Spotlight turret Edit

The spotlight turret is installed on a tripod pedestal and produces a light that locks onto enemies when they get close enough. It requires 2 Energy from a generator in order to provide 2 Defense for the settlement. They can be set to target the player character using a linked terminal.

The spotlight can be scrapped for three steel. With Scrapper level 3, the player character will also reclaim one gears and one glass.

Name Base ID) Statistics Behavior Abilities Items Spotlight turret

0022b18d 10 100 10 10 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Spotlight - wall-mounted (Automatron) Edit

A wall-mounted spotlight that only requires one unit of power to function.

Crafting Edit

Machinegun turret Edit

Standard machinegun turret mounted on a tripod. Variant depends on location, and provides 5 defense points.

Name Base ID) Statistics Behavior Abilities Items Machinegun turret

000b3036 10 80 20 10 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Heavy machinegun turret Edit

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.

Name Base ID) Statistics Behavior Abilities Items Heavy machinegun turret

001167a8 12 10 150 45 25 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Laser turret Edit

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.

Name Base ID) Statistics Behavior Abilities Items Laser turret

0019a7f2 10 100 20 10 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Heavy laser turret Edit

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.

Name Base ID) Statistics Behavior Abilities Items Heavy laser turret

0022b59d 12 10 125 35 25 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Shotgun turret Edit

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.

Name Base ID) Statistics Behavior Abilities Items Shotgun turret

0022b183 20 10 140 35 25 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Missile turret Edit

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.

Name Base ID) Statistics Behavior Abilities Items Missile turret

0022b184 28 10 150 35 25 Immune Immune Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone. Melee (0

Crafting Edit

Notes Edit

Although turrets do not work underwater, it is possible to waterproof them, enabling them to automatically retract and shut down when submerged in water. [1] One example of this is the turrets in the Weston water treatment plant.

One example of this is the turrets in the Weston water treatment plant. The variants may be randomly created in settlements using 8 steel, 1 circuitry, 2 gears and 2 oil. The standard Mk I, Mk III, Mk V, and Mk VII turrets do not require power from a generator to function. If destroyed in an attack, materials used to build the turrets must be expended to repair them.

Despite the 10mm HE labeling on the Mk III turrets, their destruction yields 5.56mm rounds.

Upon destruction, machinegun turrets explode violently, dealing small amounts of damage to anyone in the immediate vicinity and often knocking them down.

Missile turrets not only visibly deploy a quad-barreled missile launcher, but they also make full use of it by firing in salvos of three to four missiles per attack. Sometimes they shoot only a single missile, but the remaining three usually follow some moments later, delivering an overpowering barrage until they or their power source gets destroyed. The sheer amount of damage missile turrets dish out is counterbalanced to some extent by their long reload time, but one salvo is often enough to annihilate the target and everything in its vicinity. One or two turrets can shoot down a vertibird with a single, nigh-perfectly accurate volley of missiles at any difficulty, often before the flyer's passengers have a chance to disembark, making them extremely useful for defending the Castle from aerial assaults by the Brotherhood of Steel.

Turrets themselves, regardless of the location of where they were when the bombs fell, still appear to be in fully operational condition, as mentioned by Piper while relating to her hot plate being "on the fritz."

Appearances Edit

Automated turrets appear only in Fallout 4.

Bugs Edit

PC Playstation 4 Xbox One [verified]

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

PC Playstation 4 Xbox One [verified]

Gallery Edit

References Edit