Fallout Wiki
Advertisement
Fallout Wiki

 
Gametitle-FO4.pngGametitle-FO4 NW.png
Gametitle-FO4.pngGametitle-FO4 NW.png
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 ruthless mercenary organization that operates in the Commonwealth and Nuka-World in 2287. The Gunners are most known for their no prisoners mindset and have been known to wipe out entire settlements, like common raiders, but are better organized and equipped.[5][6][7][8]

Background

The Gunners are a violent mercenary outfit, for whom no job is too brutal to undertake.[9] They are widely regarded as no better than common raiders, as they will attack anyone they believe is too weak to defend themselves.[10] As long as it improves their bottom line, everyone's a potential target.[11] As a result, while Gunners claim to be soldiers for hire, they have a well-earned reputation throughout the Commonwealth for being a highly-militarized gang of thugs with combat training considered equivalent to the Brotherhood of Steel, according to Piper Wright.[12] Aggressive and fiercely territorial, Gunners are guaranteed to attack anyone who wanders into an area they have claimed as their own. They are well equipped and well organized, and a group of Gunners almost always includes at least one combat-ready robot.[13]

Perhaps the most heinous crime the Gunners perpetrated was the Quincy Massacre, when they attacked the southern settlement in force. A desperate defense could not withstand their onslaught and the ruined town fell, with it, the Commonwealth Minutemen. Only twenty people made it out of there alive.[14]

Deacon speculates that the Gunners may be following the orders of another party, but to date, nobody has learned who pulls their strings.[15]

Organization

Gunners take inspiration from the pre-War United States Armed Forces in their organization, with certain modifications. Their military rank system is lifted largely from the pre-War US Army: Gunners rank from the basic recruit all the way to brigadier. They also tattoo their members on the forehead to distinguish their membership and ensure loyalty.[16][17][7] Blood types are also tattooed, to expedite medical care.[18][19]

In terms of training, the Gunners are one of the most well trained military forces out there, on par with the Brotherhood of Steel, but lacking the corresponding moral fiber.[12] They operate in a strict military fashion, with a well-defined chain of command and procedures for dealing with unforeseen circumstances, such as losing a ranking officer in the field or running operations while off the grid (without radio contact with Gunner command[20]). To improve their power projection capabilities, the Gunners operate a variety of strongholds throughout the Commonwealth, located in strategic spots that are easy to defend. Even temporary camps, such as those established during long range reconnaissance missions, are always set up in a way that makes them difficult to attack.[21]

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 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.[13]

With all of their assets, the Gunners lack coordination on a strategic level. As a result, Gunners are deadly on a tactical level (as exemplified by the Quincy Massacre), but are unable to take control of the Commonwealth.[22]

Outside relations

As a mercenary outfit, the Gunners will accept any contract, no matter how violent or heinous. As long as the pay is good, they will take it, much like Talon Company in the Capital Wasteland.[9] Despite their lack of scruples, they are one of the top choices when it comes to escorting caravans (Old Man Stockton in particular is fond of hiring these mercenaries)[23] or special orders by wealthy residents of Diamond City, particularly when they entail dealing with dangerous wildlife.[24] They also deal in the securing and extraction of technology, in the form of tech salvage missions.[25]

Gunners do not take prisoners and will kill everyone who gets in their way,[26] likely to score any potential bounties that might be out on their targets.[27] Gunners are also not known to surrender.[28]

Deacon is known to be on their most wanted list, several times under different names.[29]

Technology

While they are functionally raiders, Gunners have adopted a military aesthetic and focus on acquiring pre-War military gear whenever possible. Their standard uniform is inspired by pre-War Army fatigues and typically combined with military-grade armor, primarily various types of combat armor, worn with bandanas, sunglasses and military caps.[30] They also utilize Power Armor.

Gametitle-FO4 CC.pngThe following is based on Creation Club content and is not canon.

The Gunners also managed to create various power armor paints for the pre-War T-45, 51, 60, and X-01 sets.[31]

Gametitle-FO4 CC.pngEnd of information based on Creation Club content.

The Gunners also have access to heavy weapons such as the Fat Man and missile launchers, as seen used by high ranking members such as Baker and Bridget.

They are also known to use a variety of robots to bolster their ranks, ranging from Mister Gutsy units all the way to assaultrons and sentry bots.[32]

The Gunners have access to at least one functional Vertibird, which operates in the southwestern area of the Commonwealth. They also possess a highly advanced communications network, which allows high-ranking officers at Gunners plaza to directly communicate with forces in the field. This is evident during the quest Hunter/Hunted.

Variants

Gunner

Fo4-Gunner.png

The lowest of the Gunners, the generic Gunner is generally rather weak, being not much stronger than a typical raider. Armed with low-mid level weapons like 10mm pistols and laser rifles.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner
0020F489 (base)
Level
8
Perception
4
Hit Points
120
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
12
AI attributes
AggressiveIcon required.pngIcon optional.pngIcon optional.png
AI attributes
CautiousIcon required.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps alliesIcon required.pngIcon optional.png
Attack
Melee ( 5 - 10 Damage)
Attack
10mm pistol ( 12 Damage)
Attack
Laser ( 10 - 15 Damage)

Gunner conscript

Fo4-Gunner-conscript.png

Those who were conscripted into fighting for the Gunners. They are slightly better equipped and stronger than their basic counterparts. Usually found in small groups.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner conscript
000CE985
Level
14
Perception
4
Hit Points
150
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
21
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty
  • Dead

Gunner private

Fo4-Gunner-private.png

A step up from the Gunner conscripts, some can occasionally be found armed with plasma weapons and combat armor.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner private
000FD3A0
Level
22
Perception
4
Hit Points
240
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
32
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty

Gunner corporal

Gunner-corporal.png

Gunner corporals are a stronger variant of the low-ranking Gunners. They are usually seen in groups of other Gunners, mainly with other rank-and-file Gunners. They may be armed with automatic 10mm pistols, laser rifles and plasma rifles.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner corporal
000FD3A1
Level
30
Perception
5
Hit Points
400
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
43
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
AverageIcon required.pngIcon required.pngIcon optional.pngIcon optional.png
AI attributes
Helps alliesIcon required.pngIcon optional.png
Attack
Melee ( 12 Damage)
Attack
10mm pistol ( 14 Damage)
Attack
Laser rifle ( 15 Damage)

Gunner sergeant

Gunner-sergeant.png

Gunner sergeants will generally be found in the company of privates and conscripts, at moderate levels. They are mostly equipped with energy weapons (plasma and laser), combat armor chest pieces and at least one other combat armor piece. Some can be found with power fists or rippers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner sergeant
000FD3A2
Level
38
Perception
5
Hit Points
540
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
54
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty
  • Dead

Gunner commander

Gunner-commander.png

Armored head to toe, these enemies usually act as the final engagement for areas under Gunner control. Not only strong, these opponents rarely go anywhere without at least several strong Gunner sub-types beside them. They can be found inside the HalluciGen, Inc. building and other Gunner strongholds. They will be at least level 38 and can often be found in T-45 power armor without the helmet.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner commander
0004CE40
Level
38+
Perception
?
Hit Points
?
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
35
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty
  • Dead

Gunner lieutenant

Gunner-lieutenant.png

While not in the top echelons of the Gunners, these mercenaries sport heavier armor and attack with melee weapons and plasma weapons. They sometimes work alongside Gunner assaultrons and act as aids for officers above them.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner lieutenant
00070506
Level
46
Perception
5
Hit Points
660
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
65
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty
  • Dead

Gunner captain

Gunner-captain.png

These Gunners are high ranking and appear to be able to run large operations and/or run the Gunner faction (example Captain Wes). Often adorned in sturdy or heavy armor, they usually carry laser/plasma or heavy ballistic weapons (such as assault rifles).

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner captain
00070507
Level
58
Perception
6
Hit Points
780
Damage Resistance
31
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
83
AI attributes
UnaggressiveIcon required.pngIcon required.pngIcon required.png
AI attributes
CowardlyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)

Gunner major

Gunner-major.png

The Gunner major is a high level Gunner that usually carries an automatic plasma rifle or laser pistol coupled with plasma grenades.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner major
00070508
Level
70
Perception
6
Hit Points
890
Damage Resistance
31
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
100
AI attributes
UnaggressiveIcon required.pngIcon required.pngIcon required.png
AI attributes
CowardlyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
  • Dead Combat armor

Gunner colonel

Gunner-colonel.png

The second strongest Gunner variant in the game. Gunner colonels utilize Stealth Boys, carry plasma and laser rifles/pistols or modded combat and assault rifles as well as a full set of combat armor (with or without the helmet). The only named colonel is Colonel Cypress.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner colonel
00070509
Level
82
Perception
6
Hit Points
1,070
Damage Resistance
0
Energy Resistance
0
Radiation Resistance
0
Poison Resistance
?
Experience Points
118
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
Attack
empty
  • Dead

Gunner brigadier

Gunner-brigadier.png

The strongest of the Gunners, they begin spawning at level 94 and use a Stealth Boy when combat is initiated, making fights harder unless they are attacked before it is activated. They wear highly modified heavy combat armor and wield powerful modifications of laser and plasma weapons.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner brigadier
0007050A
Level
94
Perception
7
Hit Points
1300
Damage Resistance
40
Energy Resistance
100
Radiation Resistance
0
Poison Resistance
?
Experience Points
317
AI attributes
UnaggressiveIcon required.pngIcon required.pngIcon required.png
AI attributes
CowardlyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)
  • Dead Microfusion cells
  • Dead Combat armor

Gunner scout

Dead Gunner Scout.jpg

FO76 icon overlay wait 02.png
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
Name (Form ID)StatisticsBehaviorAbilitiesItems
Gunner scout Creation Club
FEXXX846
Level
?
Perception
?
Hit Points
?
Damage Resistance
?
Energy Resistance
?
Radiation Resistance
?
Poison Resistance
?
Experience Points
?
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)

Vault 95 Gunner

Crane Gunner holotape.jpg

FO76 icon overlay wait 02.png
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
Name (Form ID)StatisticsBehaviorAbilitiesItems
Vault 95 Gunner Creation Club Vault 95 Gunner Pip-Boy entries
FEXXX837
FEXXX839
Level
?
Perception
?
Hit Points
?
Damage Resistance
?
Energy Resistance
?
Radiation Resistance
?
Poison Resistance
?
Experience Points
?
AI attributes
UnaggressiveIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
CowardlyIcon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
AI attributes
Helps nobodyIcon optional.pngIcon optional.png
Attack
Melee ( Damage)

Bases

Notable members

Former members

Notes

  • 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 back off. If the Sole Survivor ignores them and approaches, the Gunners will become hostile and attack.
  • Gunners will occasionally attack settlements allied with the Sole Survivor.
  • Two non-hostile Gunner mercenaries can be found protecting the traders Dreth and Fred O'Connell.
  • Gunners are openly hostile to the Commonwealth Minutemen; they were enemies even before the Quincy Massacre.
  • Gunner brigadiers can spawn before level 94 if one uses Wasteland Workshop cages to catch Gunners.
  • The Quincy ruins terminal entries mention the Gunners' use of raised roads and highways for high ground and tactical advantage, which is reflected in multiple locations such as Bradberton overpass, Mass Pike Interchange and Quincy itself.

Appearances

The Gunners appear only in Fallout 4 and its add-on Nuka-World.

References

  1. Kaylor's orders
  2. Sergeant Lanier's report: "This is Sergeant Lanier, audio log, day one. We've lost contact with Colonel Cypress at HQ. My private tells me the damage to our coms is irreversible, so this log will have to do."
  3. Quincy ruins terminal entries#Col. Hollis: "Captain Wes assures me that the troops he's given me in exchange for breaking the siege will obey the chain of command, but two of the more senior troops are proving difficult."
  4. Piper Wright: "Gunners are all based out of the GNN Building downtown. What a waste of a newsroom."
    (Piper Wright's dialogue)
  5. Fallout 4 loading screens: "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."
  6. The 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)
  7. 7.0 7.1 Piper Wright: "Gotta have some serious issues to think an organization requiring facial tattoos is the place for you."
    (Piper Wright's dialogue)
  8. 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."
    The 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)
  9. 9.0 9.1 The 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)
  10. Fallout 4 dialogue: "Damn Gunners, they're just raiders with fancier weapons. They'll attack anyone they think is too weak to defend themselves."
  11. Robert MacCready: "This should send a message to the Gunners to stay off my back."
    The 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)
  12. 12.0 12.1 Piper Wright: "Gunners. All the combat training of the Brotherhood of Steel, all the moral character of your neighborhood bully."
    (Piper Wright's dialogue)
  13. 13.0 13.1 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)
  14. The 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)
  15. Deacon: "Who's pulling the Gunners' strings? No one knows."
    (Deacon's dialogue)
  16. Danse: "The tattoos on their heads make for a nice bullseye."
    (Danse's dialogue)
  17. 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)
  18. Quincy ruins terminals; Gunner terminal, Tessa and Baker
  19. See the left temple of Winlock and Barnes
  20. Bradberton overpass terminal entries; Gunner terminal
  21. Codsworth: "Quite a novel idea, building a ramshackle town on an overpass. Especially if you hate yard work."
    (Codsworth's dialogue)
  22. Piper Wright: "Gunners pack a punch, but they're not coordinated. They're like Super Mutants without the charm."
    (Piper Wright's dialogue)
  23. Human Error
  24. Private Hart's holotape
  25. HalluciGen mission brief
  26. Cait: "Remember, Gunners don't take prisoners so give it everythin' you've got."
    (Cait's dialogue)
  27. Gunner taunts: "God, I hope there's a bounty on you!"
    (DialogueGenericGunners.txt)
  28. Danse: "Remember, Gunners can't be reasoned with, and they don't surrender."
    (Danse's dialogue)
  29. Deacon: "Gunner's have had bounties on me. Well, me under different names and faces. I want to see how many slots I can fill on their most wanted list."
    (Deacon's dialogue)
  30. Gunner equipment and appearance in the game.
  31. Creation Club Gunners Vs. Minutemen paints. Events of War Paint.
  32. Gunner robots are encountered at their strongholds.
Advertisement