They are employed by technologically advanced organizations, such as the Enclave, or the Brotherhood of Steel, and historic sites for security detail, such as the Museum of History, though in the latter case their former operators had been long since dead. In one case, a raider gang near the Arlington Library has reprogrammed turrets to protect their camp and chem lab.
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.
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 the Lone Wanderer, or if they are in groups. 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)
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.
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.
These can be found in buildings and on bridges and ceilings. A couple are found at Fort Independence. These turrets are often used by organizations such as the Brotherhood Outcasts, but can be found widely across the wasteland. Even raiders use them as sentries. They can be frenzied just like any other turret when the player character cripples the lens.
These turrets can be found both inside and outside buildings, as well as on bridges. All floor-mounted models have laser weaponry and can be frenzied when their targeting chip is destroyed. Some can be found outside the Citadel.
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.
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.