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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.

Ranks[edit]

Image Name Appears
Fo4-Gunner.png | Gunner | Fallout 4
Fallout Shelter Online

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Fo4-Gunner-conscript.png | Gunner Conscript | Fallout 4
Fallout: Wasteland Warfare

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Fo4-Gunner-private.png | Gunner Private | Fallout 4
Fallout: Wasteland Warfare

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Gunner-corporal.png | Gunner Corporal | Fallout 4

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Gunner-sergeant.png | Gunner Sergeant | Fallout 4
Fallout: Wasteland Warfare

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Gunner-commander.png | Gunner Commander | Fallout 4
Fallout: Wasteland Warfare

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Gunner-lieutenant.png | Gunner Lieutenant | Fallout 4

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Gunner-captain.png | Gunner Captain | Fallout 4

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Gunner-major.png | Gunner Major | Fallout 4

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Gunner-colonel.png | Gunner Colonel | Fallout 4

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Gunner-brigadier.png | Gunner Brigadier | Fallout 4

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Robots[edit]

Image Name Form ID
GunnerAnnhilatorMk2Sentry-Fallout4.png Gunner Annihilator Sentry Bot Mk II 0022CDF6
GunnerAssaultron-Fallout4.png Gunner Assaultron 0022CDF7
GunnerAssaultronDominator-Fallout4.png Gunner Assaultron Dominator 0022CDF9
GunnerAssaultronInvader-Fallout4.png Gunner Assaultron Invader 0022CDF8
MisterGutsy-Fallout4.png Gunner Mister Gutsy 0021DDBB
000AC51D
00093BC3
MisterHandy-Fallout4.png Gunner Mr. Handy xx055BFC
Protectron-Fallout4.png Gunner Protectron xx055C15
GunnerChef-NukaWorld.png Gunner Protectron Chef xx055BFA
GunnerSentry-Fallout4.png Gunner Sentry Bot 0022CDF3
GunnerSiegeBreaker-Fallout4.png Gunner Siege Breaker 0022CDF4

Locations[edit]

Members[edit]

Named Vertibirds[edit]

Related Quests[edit]

Main questline
  • Hunter/Hunted: The Gunners occupy Greenetech Genetics, and will need to be fought through to reach the Courser.
Side quests
  • 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.
Miscellaneous quests
  • 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.
Minutemen quests
  • 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.
Brotherhood quests
Railroad quests
  • 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.
Institute quests
Companion quests
  • 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.
Vault-Tec Workshop quests
Nuka-World quests
  • 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.
Creation Club Quests
  • 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.

Notes[edit]

Appearances[edit]

The Gunners appear only in Fallout 4 ,its DLC Nuka-World and in Fallout 4 Creation Club content.

Gallery[edit]

References[edit]

  1. Kaylor's Orders
  2. Quincy Ruins Terminal Entries; Gunner terminal, Col. Hollis
  3. Piper Wright: "Gunners are all based out of the GNN Building downtown. What a waste of a newsroom."
    (Piper Wright's dialogue)
  4. Fallout 4 loading screen: "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."
  5. Sole Survivor: "Never heard of the Gunners. Who are they?"
    Robert MacCready: "They're one of biggest gangs in the Commonwealth. Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or something. Stuck with them for a while cause the money was good, but I never fit in. That's why I made a clean break and started flying solo. Now, what about you? How do I know I won't end up with a bullet in my back?"
    (MacCready's dialogue)
  6. Piper Wright: "Gotta have some serious issues to think an organization requiring facial tattoos is the place for you."
    (Piper Wright's dialogue)
  7. Robert MacCready: "Look, pal/lady. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy. If you need a hired gun... then maybe we can talk."
    Sole Survivor: Maybe. Why don't you tell me who those guys were first."
    Robert MacCready: "A couple of morons looking to climb the ladder of success by stepping on everyone else on the way up. You shouldn't be surprised though, that's how it goes when you run with the Gunners."
    (MacCready's dialogue)
  8. Sole Survivor: "Who are the Gunners?"
    Nick Valentine: "High-end mercenaries. No job too brutal. They're in the running as likely suspects, but they wouldn't be the ones pulling the strings."
    (Nick Valentine's dialogue)
  9. Robert MacCready: "This should send a message to the Gunners to stay off my back."
    Sole Survivor: "You aren't afraid the Gunners will retaliate?"
    Robert MacCready: "The way these lunatics act, you'd think they would... but I know better. For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost them big. Besides, they have no way of knowing I was involved. Anyway, I guess I owe you a favor now. After all, you hired me but I'm the one that dragged you out here."
    (MacCready's dialogue)
  10. Piper Wright: "Gunners. All the combat training of the Brotherhood of Steel, all the moral character of your neighborhood bully."
    (Piper Wright's dialogue)
  11. Saugus Ironworks Terminal Entries: Met some of our neighbors. Call themselves "Gunners." Stronger. Sharper. Convinced a few to attempt the trials. Passed. Now they're Forged. Their leaders weren't pleased. There was some blood, but when they saw our resolve, they chose to negotiate. Wise. Now word has gotten around about the gang that beat the Gunners. Lots of new recruits. Seems we'll be staying in the Commonwealth after all.
  12. Sole Survivor: "What was the Quincy Massacre?"
    Preston Garvey: "I thought everyone in the Commonwealth knew about that by now. Where the Minutemen betrayed each other, and the people they were supposed to protect. I was with Colonel Hollis's group. A mercenary group called the Gunners was attacking Quincy; the people there called for the Minutemen to help. We were the only ones that came. The other groups... they just turned their backs. On us, and the folks in Quincy. Only a few of us got out alive. Colonel Hollis was dead. So I ended up in charge of the survivors. We never found a safe place to settle. One disaster after another... you saw how it ended, in Concord."
    (Preston Garvey's dialogue)
  13. Deacon: "Who's pulling the Gunners' strings? No one knows."
    (Deacon's dialogue)
  14. Piper Wright: "Gunners pack a punch, but they're not coordinated. They're like Super Mutants without the charm."
    (Piper Wright's dialogue)
  15. Paladin Danse: "The tattoos on their heads make for a nice bullseye."
    (Paladin Danse/Dialogue)
  16. Piper Wright: "Oh, story idea. I get a tattoo on my forehead and cop a bad attitude. "Gunners Undercover." It'd probably actually move some papers."
    (Piper Wright's dialogue)
  17. Quincy Ruins Terminal Entries; Tessa and Baker : "Captain Wes also said to check with the medic to get my blood type tattooed. Seems unnecessary, but if the gesture will convince them, it's probably worth a bit of pain."'
  18. Bradberton Overpass Terminal Entries; Gunner terminal
  19. Codsworth: "Quite a novel idea, building a ramshackle town on an overpass. Especially if you hate yard work."
    (Codsworth's dialogue)
  20. Baker's Holotape
  21. Private Hart's Holotape
  22. HalluciGen Mission Brief
  23. Gunner taunts: "God, I hope there's a bounty on you!"
    (Gunner's dialogue)
  24. Merchant of Dreth and Traveling Vault Merchant random encounters.
  25. Paladin Danse: "Remember, Gunners can't be reasoned with, and they don't surrender."
    (Paladin Danse/Dialogue)
  26. Cait: "Remember, Gunners don't take prisoners so give it everythin' you've got."
    (Cait/Dialogue)
Publications
  1. 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)