“The Gunners are the Commonwealth's most well organized mercenary group. Unscrupulous and highly skilled, they will take any contract... if the price is right.”— Fallout 4 loading screens
The Gunners are a gang and mercenary group that operates in the Commonwealth and Nuka-World in Fallout 4.
Background[edit]
They serve as mercenaries, described as better equipped than raiders.[4][5][6][7][8] Robert MacCready states that their motivation is money, and protecting their bottom line.[9] Piper Wright describes them as having equivalent training as the Brotherhood of Steel.[10]Slag of the Forged describes them as being stronger and sharper than other residents of the Commonwealth.[11] They are well equipped and utilize combat robots.[Pub 1]The Gunners also operate their own Vertibirds. The Gunners perpetrated the Quincy Massacre, attacking the settlement protected by the Commonwealth Minutemen. The town fell, with only twenty individuals escaping.[12] Deacon states that no one knows who is pulling the Gunners' strings, and Piper notes that their efforts are not coordinated.[13][14]
Gunner ranks range from recruits to brigadier and have tattoos on their foreheads of their blood type, which Danse describes as making for "a nice bullseye."[15][16][17] Gunners utilize radio to organize and command initiatives and build fortifications on highway bridges and overpasses.[18][19] Gunners have a strict chain of command that must be followed.[20] They accept contracts from the wealthy residents of Diamond City, bounties, caravan guarding, as well as missions involving tech salvage.[21][22][23][24]
They do not take prisoners, and Paladin Danse mentions they cannot be reasoned with and do not surrender.[25][26] In some areas, Gunners will not immediately fire on the Sole Survivor, but will appear hostile on the radar. They will instead warn them to leave and if the Sole Survivor ignores them and approaches, the Gunners will become hostile and attack.
Locations[edit]
Members[edit]
Named Vertibirds[edit]
Related Quests[edit]
| Main questline
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- Hunter/Hunted: The Gunners occupy Greenetech Genetics, and will need to be fought through to reach the Courser.
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| Side quests
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- Kid in a Fridge: Bullet will attempt to buy Billy Peabody from you as a slave. If you refuse, he and several Gunners will ambush you at Peabody House and demand you give the family to them.
- The Devil's Due: The quest starts by finding the remains of a Gunner team sent to steal Deathclaw eggs.
- Vault 75: The Gunners will occupy Vault 75 unless you have destroyed the Institute or the Brotherhood, in which case the respective faction will occupy it.
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| Miscellaneous quests
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- Atom Cats: At the end of the quest, Gunners from Quincy will attack the Atom Cats Garage to steal their power armor.
- Hazardous Material: Fred Allen in Goodneighbor has overheard Gunners talk about salvaging at HalluciGen, Inc., and wants the Sole Survivor to follow them.
- Defend: The Gunners are one of several enemies that will attack player owned, non-Minutemen affiliated settlements.
- Meet Ness at the Crash Site: Ness will hire Gunners as mercenaries along with the Sole Survivor to clear Skylanes Flight 1981 of raiders.
- Treasure Hunt: A note on a Gunner's corpse can point you towards a valuable weapon held at radiant location. In addition, other variants of the quest may send you to Vault 95 for caps, chems, scrap, or technology.
- Help defend the checkpoint: After finishing the main questline and taking the Commonwealth, the Gunners may attack checkpoints held by the winning faction.
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| Minutemen quests
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- Defend the Castle: The Gunners are one of several enemies that can attack the Castle.
- Defend (Minutemen): The Gunners are one of several enemies that can attack Minutemen settlements.
- Kidnapped Trader: The Gunners are one of several enemies that can kidnap Minutemen traders.
- Kidnapping: The Gunners are one of several enemies that will kidnap Minutemen settlers.
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| Railroad quests
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- Randolph Safehouse: Randolph Safehouse may need Gunners to be cleared out in order to send synths out of the Commonwealth.
- Concierge: Caretaker may need a Gunner location cleared out to help synths escape the Commonwealth.
- Jackpot: One of the three DIA stashes, at Pinnacle Highrise, is occupied by Gunners.
- Weathervane: Mass Bay Medical Center, one of the locations Tinker Tom wants you to place a MILA, is occupied by Gunners.
- Lost Soul: Gunners are one of several enemies that may capture synths escaping the Institute's destruction.
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| Companion quests
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- MacCready for Action: Winlock and Barnes will threaten Robert MacCready for operating as a mercenary on Gunner territory before walking off.
- Benign Intervention: The only way to cure Cait is at Vault 95, occupied by the Gunners.
- Long Road Ahead: MacCready asks the Sole Survivor to kill Winlock, Barnes, and their Gunner forces at Mass Pike Interchange.
- Long Time Coming: One of the Eddie Winter holotapes is in Quincy Police Station, which along with the rest of Quincy is held by Gunners.
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| Vault-Tec Workshop quests
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| Nuka-World quests
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- All Aboard: Commander Kaylor and her Gunners occupy the Nuka-World Tranist Center.
- A World of Refreshment: Assaultrons and Turrets reactivated by the Gunners will need to be defeated as part of clearing the Nuka-Cola Bottling Plant.
- Amoral Combat: Gunners are among the enemies coming through the Gauntlet you must fight.
- A Permanent Solution: One of the gang leaders may send the Sole Survivor to kill a Gunner boss for allying with another gang, or being an old enemy.
- Under the Collar: One of the gang leaders may send the Sole Survivor to enslave a Gunner boss and force them to work for that leader.
- Cache-ing In: One of the groups the Nuka-World Raider gangs will steal supplies from with the Sole Survivor's help is the Gunners.
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| Creation Club Quests
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- Best of Three: The Sole Survivor follows a Gunner distress signal into the Glowing Sea, and eventually fights Caroni, a Gunner traitor.
- Burned on the River: The Sole Survivor must follow Sarge's clues and fight the last surviving member of his squad of Gunners to recieve a Solar Cannon and other loot.
- Can You See Me Now?: The Gunners at South Boston Military Checkpoint have found a set of Chinese Stealth Armor.
- Combat Ready: To unlock high-grade recievers for the CR-74L rifle, the Sole Survivor must open a shop safe in Quincy.
- Early Retirement: The Gunner Carol Janssen is a Synth that ran away from the Institute. The Sole Survivor can either kill her or erase the evidence.
- Neon Winter: To track S.N.O.W.'s escape, the Sole Survivor must use a terminal at Gunners Plaza.
- The Endless War: The Sole Survivor can build a Fake Distress Beacon to lure in Gunner raids at their settlements and kill them.
- The Good Fight: The Gunners have betrayed the Good Fighter's pilot, Sparrow, and taken her vertibird. The Sole Survivor will need to kill them before coming to the Good Fighters' aid.
- The Prototype: A Gunner Commander at Gunner's Plaza has a Prototype Gauss Rifle for the Sole Survivor to take from their corpse.
- War Paint: A group of Minutemen are attempting to take back Quincy from the Gunners, and have stolen a T-51 Power Armor set from them that needs repainting.
- Way Back Home: Mary Jane's wedding ring needs to be returned to the grave of her wife at her home in Quincy.
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Appearances[edit]
The Gunners appear only in Fallout 4 ,its DLC Nuka-World and in Fallout 4 Creation Club content.
Gallery[edit]
References[edit]
Publications
- ↑ Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 36: "GUNNERS
Gunners claim to be soldiers for hire, but throughout the Commonwealth, they have a well-earned reputation as being a highly militarized gang of thugs. Aggressive and fiercely territorial, Gunners are guaranteed to attack anyone who wanders into an area they have claimed as their own. They’re well equipped and well organized, and a group of Gunners almost always includes at least one combat-ready robot.
Gunners can be found in Mass Bay Medical Center, Hub City Auto Wreckers, and many other locations throughout the Commonwealth.
Gunner Humans
Low-ranking Gunners are usually limited to the protection offered by simple clothing, accessories, and the occasional piece of leather armor. Gunners who have reached the rank of Private sport a few pieces of combat armor. Further promotions grant Gunners better-quality pieces of combat armor. Gunners also enjoy a vast arsenal of weapons. Combat rifles and laser rifles are popular choices—and no Gunner would ever be caught relying on a handmade pipe gun—but virtually any projectile weapon weapon has a chance of appearing in a Gunner’s hands. Even valuable plasma weapons can be found on high-level Gunners. Batons and rippers are sometimes used, as are fragmentation grenades, Molotov cocktails, and a variety of heavy guns.
Gunner Robots
With the exception of custom paint jobs, Gunner robots are identical to their standard counterparts. When fighting a Mr. Gutsy, check its arms to estimate its offensive capabilities, then attack its eyes and torso. It’s often best to slow an Assaultron by crippling its leg. Simply using your most powerful weapons against a Sentry Bot is usually your best option."
(Fallout 4 Vault Dweller's Survival Guide/Groups, Gangs, and Factions)