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.
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. Each turret has three different modes that can be indicated by the color of it's light. When a turret is passive it's light will be green. If a turret is searching for a target it's light will turn yellow. When a turret finds a target its light turns red, and it becomes hostile.
A turret is made 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. Wall or ceiling mounted turrets use 10mm rounds
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.
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.
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.
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.
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.
Despite their appearance, these things are not really aliens, they are animatronic dummies that are part of Nuka-World's Galactic Zone attraction, 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.
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'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. Distinguishable by their faded green paint scheme.
Mk V Machine gun 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.
These turrets can be built by the Sole Survivor to defend player-made settlements. Each ones provides defense to your settlement and will assist when a settlement is attacked. To build these turrets the player needs different ranks of the Science! and Gun Nut perks. They also will require a large amount of components to craft and repair them.
These turrets are non-lethal and will produce a light that locks onto enemies when they get close enough. It produces 2 defense to your settlement and requires power to work. They can be set to target the player using a linked terminal.
Some wall/ceiling mounted turrets may be waterproofed, forcing them to shut and become inactive when submerged in water. 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.
Machine gun turrets have a chance to spawn at a higher level the further away from Vault 111 they are being built. This is possible to exploit - when placing a machine gun turret in workshop mode, you can turn it around and you will see its level (MK 1, MK 3, MK 5, MK 7), from there, you can cycle between turrets back and forth until you see the desired level, when you place turret it will be at this level.
These higher level turrets may randomly revert into MK 1 upon fast traveling, although rarely.
This works on both versions of machine gun turret.
Despite the 10mm HE labeling on the Mk III turrets, their destruction yields 5.56mm rounds.
Upon death, machine gun 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, they make full use of it by firing in salvoes 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.
pcps4xboxone 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
pcps4xboxone The invisible "root" of the machine gun 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.[verified]