The Vault - Fallout Wiki

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The Vault - Fallout Wiki
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For the turrets that appear in the various Fallout games, see Turret.
Automated turret
LocationVault 11
Hidden Valley bunker
Camp Searchlight
Securitron vault
Elijah's Watch Old World Blues
X-8 research center Old World Blues
Big MT north tunnel Old World Blues
Vault 34
Forbidden Zone Old World Blues
VariantsAutomated turret
Mark III turret
Mark IV turret Old World Blues
Mark VI turret
Hall monitor Old World Blues
Overclocked turret Old World Blues
Vault-Tec turret
X-42 security turret Old World Blues
 

Automated turrets are automated, unmanned machine guns which are capable of sensing, and attacking targets that are hostile to the faction, or organization to which they belong.

Background[]

The following section is transcluded from Turret. To modify, please edit the source page.

Mostly employed by militaries, other organizations with military ties had access to these devices. Since the Great War many individuals and groups across the wasteland have employed the usage of these machines. Some even active centuries after their installation, others recently constructed.

Characteristics[]

Specifications[]

Automated turrets can be mounted on the floor or the ceiling. The ceiling turrets use bullet-based weaponry whereas the ground turrets are equipped with lasers, although some ground mounted bullet-based turrets were built. Both variants have unlimited ammunition.

Gameplay attributes[]

Automated turrets are often found in military installations or areas of historical value. Although not too damaging at lower levels, they can be quite deadly if they surprise you. Both types of turrets can be frenzied by shooting either the targeting chip (on ground units) or the lens (on ceiling units). Then, similar to frenzied insects or robots, the turrets will fire on everything they see.

Variants[]

Automated turret[]

During the unmarked quest Democracy Inaction, the player can choose to enter the Sacrificial Chamber. After watching the projected presentation, two hidden rooms open and 8 ceiling-mounted turrets will open fire on the player.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Automated turret
000251aa
Level
1
Experience points
10
Detection
5
Health points
50
Damage threshold
0
Damage resistance
0%
Fist
Very aggressive: Will attack enemies and neutrals on sight.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps friends: Will help friends and allies.
Attack
Melee (0 Damage)
Attack
Turret gun ( Damage)
  • Dead

Mark III turret[]

In Camp Searchlight ten floor-mounted Mark III turrets are spread throughout the town, on street corners. They can be hacked to aid the player in defeating the hostile feral trooper ghouls.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Mark III turret
0013e74d
Level
6
Experience points
60
Detection
10
Health points
200
Damage threshold
4
Damage resistance
0%
Fist
Unaggressive: Will not initiate combat.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps nobody: Will not help anyone.
Attack
Melee (1 Damage)
Attack
Turret gun (9 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

Mark IV turret (Old World Blues)[]

Two floor mounted Mark IV turret can be found defending Elijah's former holdout location at Elijah's Watch.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Mark IV turret Old World Blues
xx00a117
Level
25
Experience points
250
Detection
10
Health points
75
Damage threshold
0
Damage resistance
0%
Fist
Unaggressive: Will not initiate combat.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps nobody: Will not help anyone.
Attack
Melee (1 Damage)
Attack
Turret laser (5 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

Mark VI turret[]

Four floor-mounted Mark VI turrets can be found in Hidden Valley bunker, the Brotherhood of Steel's Mojave headquarters. Their purpose is to target enemy troops in case of a breach. Two floor-mounted Mark VI turrets can be found in the H&H Tools Factory set up as security measures for the paranoid Anthony House. Six floor-mounted Mark VI turrets can be found in Securitron vault. They are a part of Mr. House's plan to take over New Vegas.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Mark VI turret
xx0da498
(Hidden Valley bunker)
Level
20
Experience points
200
Detection
10
Health points
750
Damage threshold
30
Damage resistance
0%
Fist
Aggressive: Will attack enemies on sight.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps friends: Will help friends and allies.
Attack
Melee (1 Damage)
Attack
Turret laser (40 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%
Mark VI turret
xx1340b4
(Securitron vault)
Level
7
Experience points
70
Detection
10
Health points
100
Damage threshold
30
Damage resistance
0%
Fist
Aggressive: Will attack enemies on sight.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps friends: Will help friends and allies.
Attack
Turret laser (6 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

Hall monitor (Old World Blues)[]

Hall monitor is a unique ground type automated turret. It is a fairly weak turret that makes up an amount of the "security measures" inside the X-8 testing Institutional Test Facility during a X-8 Data Retrieval Test. One of them is set on top of a force field and will fall and explode if an upgraded sonic emitter disables the field.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Hall monitor Old World Blues
xx00c212
xx01434b
Level
1
Experience points
10
Detection
5
Health points
50
Damage threshold
0
Damage resistance
0%
Fist
Aggressive: Will attack enemies on sight.
Confidence
Average: Will avoid/flee from threats stronger than itself.
Group
Helps friends: Will help friends and allies.
Attack
Melee (0 Damage)
  • Dead

Overclocked turret (Old World Blues)[]

One floor mounted 'overclocked' turret can be found inside the Big MT north tunnel, in the eastern part of the Big MT. It is unique in that it will not attack the courier even when detected, unless attacked first or the courier gets too close.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Overclocked turret Old World Blues
xx014452
Level
50
Experience points
500
Detection
10
Health points
350
Damage threshold
0
Damage resistance
0%
Fist
Unaggressive: Will not initiate combat.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps nobody: Will not help anyone.
Attack
Melee (1 Damage)
Attack
Turret laser (5 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

Vault-Tec turret[]

Two ceiling-mounted 'overclocked' turrets, can be found inside Vault 34's reactor, aiding the ghoulified overseer in his attack against the Courier.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Vault-Tec turret
xx173fd6
Level
2
Experience points
20
Detection
10
Health points
40
Damage threshold
0
Damage resistance
0%
Fist
Unaggressive: Will not initiate combat.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps nobody: Will not help anyone.
Attack
Turret gun (10 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

X-42 security turret (Old World Blues)[]

One floor mounted turret is right next to the Courier when entering the Forbidden Zone, on his way to Dr. Mobius. It can be hacked to aid the player in defeating the X-42 giant robo-scorpion.

Name (Base ID)StatisticsBehaviorAbilitiesItems
X-42 security turret Old World Blues
xx00e616
Level
5
Experience points
50
Detection
10
Health points
500
Damage threshold
8
Damage resistance
0%
Fist
Aggressive: Will attack enemies on sight.
Confidence
Foolhardy: Will never flee or avoid anyone.
Group
Helps nobody: Will not help anyone.
Attack
Melee (1 Damage)
Attack
Turret laser (5 Damage)
Ability
Radiation Radiation resistance 100%
Ability
Poison Poison resistance 100%

Notes[]

  • Turrets are generally controlled from a nearby terminal. Using your science skill to hack the terminal will allow you to override the targeting parameters - which will make the turret target any character (not just the player) or shut it down completely. After being turned off the turret can be turned back on at the same terminal if so desired.
  • Automated turrets are equipped with targeting chips (ceiling turrets) or lenses (ground turrets). Crippling these parts of the turret will cause it to frenzy.
  • The ceiling-based turrets have a blind spot directly below them.
  • With the Robotics Expert perk, it is possible to sneak up on turrets and disable them. You don't necessarily need to be [HIDDEN], simply being momentarily out of sight is enough to deactivate them.

Gallery[]

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