Hmm... Again, this would be a compound entity of three entities: container, radar, and turret.
It is not possible to avoid the first two: container for putting in the loots, radar for the periodic event trigger to pick up.
The turret will compete with container on the selection priority. Either the player can't see the storage and put wires to it, or the player can't see the turret condition.
If it is an ammo-consuming turret, it would have the additional problem of separating loot from ammo handling.
Some mods use scripts to handle ammo stacks, but that adds burden to UPS. Because there are no events that are triggered by container content changes nor inserter actions. (For example, just a few creative chests can consume already quite a lot of consuming power, even if no actual content changes are needed.)