Fallout Wiki
Fallout Wiki
 
 
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{{Gamearticlelist
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|game1 =FO2
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|articles1 =[[Auto-cannon]]<br />[[Gun turret]]
|subject =skill
 
|game =FNV
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|game2 =FO3
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|articles2 =[[Automated turret (Fallout 3)|Automated turret]]<br />[[Automated turret (Fallout 3)|Alien turret]] {{icon|FO3MZ|link=Mothership Zeta (add-on)}}
}}{{Games|FNV}}
 
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||game3 =FNV
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|articles3 =[[Automated turret (Fallout: New Vegas)#Automated turret|Automated turret]]<br />[[Automated turret (Fallout: New Vegas)#Mark III turret|Mark series]]<br />[[Vault-Tec turret]]<br />[[Hall monitor]] {{icon|FNVOWB|link=Old World Blues (add-on)}}<br />[[Overclocked turret]] {{icon|FNVOWB|link=Old World Blues (add-on)}}<br />[[X-42 security turret]] {{icon|FNVOWB|link=Old World Blues (add-on)}}
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|game5 =FOT
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|articles5 =[[Gun turret]]<br />[[Laser turret]]
 
}}{{Games|FO1|FO2|FO3|FNV|FOT}}
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'''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, or whomever programmed them.
   
 
==Background==
 
==Background==
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<section begin="background" />
''Fallout: New Vegas'' shares a similar skill set to its predecessor, ''[[Fallout 3]]'', with the following important differences: [[Small Guns]] and [[Big Guns]] have been combined into the [[Guns]] skill, which now covers all conventional firearms; weapons using explosive ordinance (missiles and grenades, for example) are now covered by [[Explosives]]; new throwing weapons (such as the [[throwing spear]]) have been added, and are categorized as [[Melee Weapons]]; and the [[Survival]] skill has also been added to the roster, allowing the [[crafting]] of various items such as food, stimpaks, and poisons that augment the effectiveness of weapons.
 
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They are employed by military organizations, such as the [[Enclave]], or the [[Brotherhood of Steel]], and historic sites for security purposes, such as the [[Museum of History]], though in the latter case their former operators have been long since dead. In one case, a raider group near the [[Arlington Library]] has reprogrammed turrets to protect their camp and a [[chem]] lab. <section end="background" />
 
Unlike ''Fallout 3'', the base game will not give the player enough points to max out every skill, even taking into account every perk and skill book. It is possible to achieve a functional maximum in roughly ten skills by using skill magazines and the [[Comprehension]] perk for a temporary boost to 100 from a base level of 80. With two or more DLCs installed, 10 Intelligence, the Educated perk, and having consumed roughly 20 skill books, it is entirely possible to max out skill points by level 40.
 
 
To offset the necessity of a minimum value for a certain skill, ''New Vegas'' introduces [[skill magazine]]s that provide a large but temporary boost to their associated skill (+10, or +20 with [[Comprehension]]). By using one prior to conversation, a check can be passed that might otherwise be failed. They can also be used to boost skill with weapons temporarily, or gain access to crafting recipes beyond the player's current skill.
 
 
==Effect of skills==
 
Skills can be largely thought of as either "combat" or "non-combat". "Combat skills" are skills that influence the effectiveness of weapons, such as [[Energy Weapons]], [[Explosives]], [[Guns]], [[Melee Weapons]], and [[Unarmed]]. "Non-combat skills" include [[Barter]], [[Medicine]], [[Repair]], and [[Speech]]. The [[Good Natured]] perk will penalize combat skills in order to boost non-combat skills.
 
 
===Combat skills===
 
For all combat skills, having a higher score helps meet minimum weapon requirements (some weapons also have a [[Strength]] requirement). Not meeting the requirements for ranged weapons drastically penalizes your [[Vault-Tec Assisted Targeting System|V.A.T.S]] accuracy and increases weapon wobble. For melee/unarmed, the penalty is a slower rate of attack.
 
 
For non-Unarmed weapons, your skill score also increases the damage done (where base damage is the damage listed on an individual weapon page):
 
:<math>Final\ Damage=Base\ Damage\times\Bigg(\frac{50+Skill\times0.5}{100}\Bigg)</math>
 
 
In other words, at a hypothetical score of 0, a weapon will only do half the listed base damage. At 100, the weapon will do full base damage.
 
 
The [[Unarmed]] skill does not affect unarmed weapon damage, instead it adds a slight bonus damage on top of it (see the [[Unarmed damage|unarmed damage page]] for specifics). Further increases in unarmed damage are driven primarily by special unarmed attacks and special V.A.T.S moves that are unlocked at higher skill levels.
 
 
Note that the game can occasionally list incorrect damage on weapons, generally when you have a weapon selected but ''not equipped''. This happens if you have currently equipped weapon that uses ammo type with damage multiplier. (For example, shotguns with buckshot ammo.) Unequipping current weapon, or equipping the weapon in question will fix the issue.
 
 
===Non-combat skills===
 
Non-combat skills have varying specific uses that are covered in their individual skill pages. In addition to their normal uses, many non-combat skills tend to be used as skill checks during dialogue (this being the primary purpose of Speech and a secondary purpose of Barter). Combat skills do occasionally get used in dialogue skill checks, though not nearly as frequently.
 
 
As opposed to past Fallout games, New Vegas uses a score-based skill check in place of a probability-based skill check. That is, your skills meet a minimum value, or they do not - chance plays no part. For example, in order to convince [[Easy Pete]] to provide some dynamite to protect [[Goodsprings]] during the quest [[Ghost Town Gunfight]], the player must have a minimum Explosives skill of 25 (an example of a less-frequent combat skill check in dialogue). In the case where a player's associated skill level is too low, a dialogue option (highlighted in red) is presented that will fail the skill check, and will not grant a speech success. Unlike ''Fallout 3'', where the same dialogue option is presented regardless of your success or failure, a check that will fail uses a humorously unconvincing response, while a passable check uses a well-thought out argument, thus reflecting the nature of the check. XP is awarded in proportion to the difficulty of the check.
 
 
==Formula==
 
The initial value of each skill is a base value of two, plus an amount depending on a character's value in the relevant [[Fallout 3 SPECIAL|attribute]], plus a bonus determined by their [[Luck]] attribute, rounded up.
 
:<math>2 + (2 \times \mbox{Stat}) + \left\lceil\frac{\mbox{Luck}}{2}\right\rceil</math>
 
 
Example: A starting [[Endurance]] of five and a starting [[Luck]] of five will give you an initial [[Unarmed]] skill of 15.
 
:<math>2 + (2 \times 5) + \left\lceil\frac{5}{2}\right\rceil = 15</math>
 
 
Later changes to the [[SPECIAL]] stat have a similar influence on the respective skill.
 
 
During character creation, the player can "tag" three skills, which instantly increase them by 15. When leveling up, the character distributes 10 + half [[Intelligence]] skill points. (For odd [[intelligence]] scores, the "extra" skill point is given on even levels, so a character with 1 intelligence will gain 11 skill points at level 2, then 10 at level 3, etc.)
 
 
The maximum number of skill points that a character can have throughout the course of the game is partially dependent on what DLCs the player has installed, as four of them increase the level cap by 5. The level cap starts at 30 and goes up by 5 with the addition of each of [[Honest Hearts]], [[Dead Money]], [[Old World Blues (add-on)|Old World Blues]], and [[Lonesome Road (add-on)|Lonesome Road]]. As two quick examples, a player with 1 Intelligence and no DLCs will have only 304 skill points, whereas a player with 10 Intelligence and all DLCs will have 735.
 
 
In contrast to [[Fallout 3]], very few perks contribute extra skill points directly, preferring instead to do this indirectly (by increasing SPECIAL stats or by increasing the yield from [[skill book]]s) or not at all. The lone exception is [[Educated]], which yields an additional 2 skill points per level (though the character has to be at least level 4 to take it).
 
 
Note that because the benefit from [[Educated]] is the number of levels the character gains ''after'' having taken it, the relative gain in skill points is based both on how early the character gets it and how many DLCs the player has installed.
 
 
==List of skills==
 
{| class="va-table va-table-top sortable"
 
! style="white-space: nowrap;"|Skill
 
! class="unsortable"|Description
 
! style="white-space: nowrap;"|Associated stat
 
! style="white-space: nowrap;"|Associated [[Skill magazine|skillmag]]
 
! style="white-space: nowrap;"|Associated [[Skill book|skillbook]]
 
 
|-
 
| [[Barter]]
 
| Proficiency at trading and haggling. Also used to negotiate better quest rewards or occasionally as a bribe-like alternative to [[Speech]].
 
| [[Charisma]]
 
| [[Salesman Weekly]]
 
| [[Tales of a Junktown Jerky Vendor (Fallout: New Vegas)|Tales of a Junktown Jerky Vendor]]
 
 
|-
 
| [[Energy Weapons]]
 
| Proficiency at using energy-based weapons.
 
| [[Perception]]
 
| [[Future Weapons Today]]
 
| [[Nikola Tesla and You (Fallout: New Vegas)|Nikola Tesla and You]]
 
 
|-
 
| [[Explosives]]
 
| Proficiency at using explosive weaponry, disarming mines, and crafting explosives.
 
| [[Perception]]
 
| [[Patriot's Cookbook]]
 
| [[Duck and Cover! (Fallout: New Vegas)|Duck and Cover!]]
 
 
|-
 
| [[Guns]]
 
| Proficiency at using weapons that fire standard ammunition.
 
| [[Agility]]
 
| [[Milsurp Review]]
 
| [[Guns and Bullets (Fallout: New Vegas)|Guns and Bullets]]
 
 
|-
 
| [[Lockpick]]
 
| Proficiency at picking locks.
 
| [[Perception]]
 
| [[Locksmith's Reader]]
 
| [[Tumblers Today (Fallout: New Vegas)|Tumblers Today]]
 
 
|-
 
| [[Medicine]]
 
| Proficiency at using medical tools, drugs, and for crafting [[Doctor's bag (Fallout: New Vegas)|Doctor's Bags]].
 
| [[Intelligence]]
 
| [[Today's Physician]]
 
| [[D.C. Journal of Internal Medicine (Fallout: New Vegas)|D.C. Journal of Internal Medicine]]
 
 
|-
 
| [[Melee Weapons]]
 
| Proficiency at using melee weapons.
 
| [[Strength]]
 
| [[Tæles of Chivalrie]]
 
| [[Grognak the Barbarian (Fallout: New Vegas)|Grognak the Barbarian]]
 
 
|-
 
| [[Repair]]
 
| Proficiency at repairing items and crafting items and ammunition.
 
| [[Intelligence]]
 
| [[Fixin' Things]]
 
| [[Dean's Electronics (Fallout: New Vegas)|Dean's Electronics]]
 
 
|-
 
| [[Science]]
 
| Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks.
 
| [[Intelligence]]
 
| [[Programmer's Digest]]
 
| [[Big Book of Science (Fallout: New Vegas)|Big Book of Science]]
 
 
|-
 
| [[Sneak]]
 
| Proficiency at remaining undetected and stealing.
 
| [[Agility]]
 
| [[¡La Fantoma!]]
 
| [[Chinese Army: Special Ops Training Manual (Fallout: New Vegas)|Chinese Army: Special Ops Training Manual]]
 
 
|-
 
| [[Speech]]
 
| Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks.
 
| [[Charisma]]
 
| [[Meeting People]]
 
| [[Lying, Congressional Style (Fallout: New Vegas)|Lying, Congressional Style]]
 
 
|-
 
| [[Survival]]
 
| Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food.
 
| [[Endurance]]
 
| [[Lad's Life]]
 
| [[The Wasteland Survival Guide (Fallout: New Vegas)|The Wasteland Survival Guide]]
 
 
|-
 
| [[Unarmed]]
 
| Proficiency at unarmed fighting.
 
| [[Endurance]]
 
| [[Boxing Times]]
 
| [[Pugilism Illustrated (Fallout: New Vegas)|Pugilism Illustrated]]
 
|}
 
 
==S.P.E.C.I.A.L. distribution==
 
Points allocated to S.P.E.C.I.A.L attributes affect their associated skills differently. For instance, the following attributes give these bonuses:
 
*STR only 1
 
*INT and PER 3
 
*Luck all, but only at 1/4 of the effect and rounded up (statistically roughly the same as affecting three stats)
 
*the rest 2 each
 
 
The most effective stat for maxing skills to 100 by level 50 is INT. Starting with an INT of 8 will bring you close to maxing out your skills, especially with decent luck and raising stats using perks.
 
 
==Maxed skills==
 
With all DLCs, it becomes fairly trivial to max out all your skills at 100.
 
 
At the base level, you need 1300 skill points for complete maximization (100 points for 13 skills). At level 1, you get 45 skill points for free (from your 3 Tag! skills), and an average character (5 in all SPECIAL stats) will have 15 as a base for all skills. This reduces the amount of skill points you need to 1060 (1300 - (45 + 15 x 13)).
 
 
For 49 levels at average intelligence, you get 612 skill points (12.5 x 49). Just with these base stats, this is enough to get all but 6 skills completely maxed out (remaining 448 / 85, rounding up).
 
 
Simply by taking [[Educated]] at level 4 leaves us with 356 skill points remaining to completely max out. Taking [[Comprehension]] at level 6 (and saving [[Skill book|skill books]] until then) means that reading 89 skill books is enough to net you the remaining skill points (so long as you adapt your per-level skill points to the remaining skill books). As a note, the base game contains 53 skill book; [[Old World Blues (add-on)|Old World blues]] contains 16 skill books/recipes; [[Dead Money]] also contains 12; and [[Honest Hearts]] can contain anywhere from 0 to 8, 0 to 2 per workbench (and may require a bit of saving and reloading before entering caves). With diligence in finding skill books/recipes (all well-documented on this wikia) and a bit of reloading in Honest Hearts to generate all 8, you can max out all skills without any other special character effort.
 
 
With simple variations, the task of maxing out skills can become easier or harder. A character with [[Intelligence]] of 10 with [[Educated]] at level 4 and starting off with [[Skilled]] will be short only 408 skill points, not including skill points from initial character creation (which will yield at least 111: 45 from three Tag! skills and 22 from Repair/Medicine/Science, ignoring Luck). This character will need only very few skill books by comparison, about 42 if all other SPECIAL stats are left at 5.
 
 
All of the above also ignores the effect of implants from the [[New Vegas medical clinic]], the special [[Old World Blues (add-on)|Old World Blues]] perks, and other perks, traits, equipment that can effectively make permanent alterations to your SPECIAL stats or skills. These can range from [[Tag!]], which gives 15 skill points to a skill; getting an implant or taking [[Intense Training]] to increase Luck to an odd number, which yields 13 extra skill points; or even something like [[Night Person]] which yields up to 12 skill points (+2 [[Perception]] and [[Intelligence]]) at night.
 
 
In short, due to the increased level cap, extra content, and perks/traits from DLCs, the task of maxing out your skills is nowhere near as exacting as it once was, requiring incredibly specific SPECIAL scores or perk/trait selection. Even "dumb" characters ([[Intelligence]] of 1 and no special perks or traits) will be able to max out many skills.
 
 
Note that when taking [[Logan's Loophole]], maxing out your skills becomes impossible due to the reduced level cap. Even with perfectly optimized SPECIAL scores, [[Skilled]] as the other trait, all possible implants, including the effects of completing [[Lonesome Road (add-on)|Lonesome Road]] and [[Old World Blues (add-on)|Old World Blues]], and the following perks: [[Comprehension]], [[Educated]], 10 [[Intense Training]]s, [[Tag!]], [[Solar Powered]], and [[Walker Instinct]] (all perks that give you non-contradictory ways to increase your skills), you will be exactly 19 skill points shy of maxing out all your skills. Not to mention that such an exacting character will probably not be very fun to play and will be trying to cancel out one of the major benefits to [[Logan's Loophole]] (double-duration skill magazines).
 
 
===Comprehension/Educated perks===
 
Allowing for some variation due to S.P.E.C.I.A.L. point distribution and raising those stats by the [[Intense Training]] perk, you will normally end up at level 50 some 140 points short of maxed skills.
 
   
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==Variants==
This assumes you buy all 7 implants pertaining to stats and the Lonesome Road extra point, find some 80 of the books, and do not take the Comprehension/Educated/Tag! perks or the above temporary perks, or Logan's Loophole.
 
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===Automated turret===
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[[File:MK-I turret.png|right|100px]]
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{{Gamearticle|FO3|FNV|link1=Automated turret (Fallout 3)|link2=Automated turret (Fallout: New Vegas)}}
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Automated turrets can rest on the floor or be mounted onto the ceiling. The ceiling turrets use generally use bullet-based weaponry, whereas the ground turrets are usually equipped with lasers. Some ground mounted bullet-based turrets were built, as well as laser-based ceiling models. Both variants have unlimited ammunition. Most notable location is Vault 11's [[Vault 11#Sacrificial Chamber|Sacrificial Chamber]]
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{{clear}}
   
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===Auto-cannon===
Hence, taking both the [[Comprehension]] and [[Educated]] perks is definitely overkill, netting you some 80 points and 92 points respectively. Taking both makes for some accelerated skill-progression early and mid-game, but little effectively so.
 
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[[File:AutoCannonFallout2.gif|right|70px]]
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{{Gamearticle|FO2|link1=Auto-cannon}}
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The auto-cannon is an autonomous defense turret equipped with twin minigun cannons and relatively heavily armored. They are usually part of an automated defense system.
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{{clear}}
   
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===Gun turret===
You might consider taking both if you have a stat distribution giving you a low skill raise, i.e. high STR and low INT, but might as well make up for it with the [[Skilled]] trait. The latter may be a very good choice anyway as outlined [[Skilled|here]].
 
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[[File:MAGUN2HJ se.gif|right|70px]]
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{{Gamearticle|FO2|link1=Gun turret}}
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The gun turret is equipped with twin plasma cannons and is heavily armored.
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{{clear}}
   
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===Alien turret===
While the [[Comprehension]] perk depends on diligence in searching books, it might be preferable to get [[Educated]], as it will also make skill mags twice as effective on top of the bargain and net almost the same number of points as Educated.
 
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[[File:Alien turret.png|right|100px]]
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{{Gamearticle|FO3MZ|link1=Alien turret}}
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Alien turrets (simply called turret in-game) are the alien equivalent of automated turrets, encountered on board [[Zeta|Mothership ''Zeta'']]. In contrast to automated turrets, only ceiling-mounted versions of this turret exist.
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{{clear}}
   
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===Hall monitor===
With Comprehension those will give a major boost of +20 to the relevant skill and enable you, e.g. to get past some locks or computers otherwise out of your skill range by a large margin.
 
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[[File:MK-I turret.png|right|100px]]
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{{Gamearticle|FNVOWB|link1=Hall monitor}}
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The 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]].
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{{clear}}
   
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===Laser turret===
Some missing skill points at lvl 50 are far apart from tragic. For skills not used constantly (like weapons skills, survival or sneaking), but only in foreseeable occasions (such as barter, lockpick, science, repair, speech), there is always some lightweight apparel or chem at hand, giving those skills a boost for up to 10 points.
 
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[[File:Laser turret FoT.png|right|100px]]
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{{Gamearticle|FOT|link1=Laser turret}}
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The laser turret is a turret with a single-barrel laser cannon which will lower down after a few seconds for cover. It cannot fire while in cover.
   
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[[Category:Robots and computers]]
{{Navbox skills}}
 
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[[Category:Turret]]
   
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[[ru:Турели]]
[[Category:Fallout: New Vegas skills| ]]
 
[[Category:Skills| Fallout: New Vegas skills]]
 

Revision as of 17:31, 8 September 2012

Gameplay articles
Fallout 2Auto-cannon
Gun turret
Fallout 3Automated turret
Alien turret Mothership Zeta (add-on)
Fallout: New VegasAutomated turret
Mark series
Vault-Tec turret
Hall monitor Old World Blues (add-on)
Overclocked turret Old World Blues (add-on)
X-42 security turret Old World Blues (add-on)
Fallout TacticsGun turret
Laser turret
 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT

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, or whomever programmed them.

Background

They are employed by military organizations, such as the Enclave, or the Brotherhood of Steel, and historic sites for security purposes, such as the Museum of History, though in the latter case their former operators have been long since dead. In one case, a raider group near the Arlington Library has reprogrammed turrets to protect their camp and a chem lab.

Variants

Automated turret

Gameplay articles: Fallout 3, Fallout: New Vegas

Automated turrets can rest on the floor or be mounted onto the ceiling. The ceiling turrets use generally use bullet-based weaponry, whereas the ground turrets are usually equipped with lasers. Some ground mounted bullet-based turrets were built, as well as laser-based ceiling models. Both variants have unlimited ammunition. Most notable location is Vault 11's Sacrificial Chamber

Auto-cannon

AutoCannonFallout2
Gameplay article: Fallout 2

The auto-cannon is an autonomous defense turret equipped with twin minigun cannons and relatively heavily armored. They are usually part of an automated defense system.

Gun turret

MAGUN2HJ se
Gameplay article: Fallout 2

The gun turret is equipped with twin plasma cannons and is heavily armored.

Alien turret

Alien turret
Gameplay article: Mothership Zeta

Alien turrets (simply called turret in-game) are the alien equivalent of automated turrets, encountered on board Mothership Zeta. In contrast to automated turrets, only ceiling-mounted versions of this turret exist.

Hall monitor

Gameplay article: Old World Blues

The 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.

Laser turret

Laser turret FoT
Gameplay article: Fallout Tactics

The laser turret is a turret with a single-barrel laser cannon which will lower down after a few seconds for cover. It cannot fire while in cover.