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==Bases== |
==Bases== |
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* [[Gunners plaza]] - Regional HQ |
* [[Gunners plaza]] - Regional HQ |
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+ | * [[Greenetech Genetics]] |
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* [[HalluciGen, Inc.]] |
* [[HalluciGen, Inc.]] |
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* [[Mass Bay Medical Center]] |
* [[Mass Bay Medical Center]] |
Revision as of 01:43, 5 May 2016
Infobox incomplete
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The Gunners are a hostile mercenary faction operating in The Commonwealth in 2287.
Background
Essentially the largest mercenary group in the Commonwealth, the Gunners are a military-themed, well-organized and equipped group of for-hire killers with their own customs and signage who control numerous large strongholds in and around the Boston area. They were responsible for the dissolution of the Commonwealth Minutemen under Ezra Hollis at the Quincy Massacre. In 2287, Quincy remains one of their key bases of operations.
Similar to the Capital Wasteland's Talon Company, Gunners resort to attacking strangers on sight, like raiders. They differ from raiders in their lack of drug dependency, use of superior equipment (they commonly come equipped with combat armor and rifles), extensive use of laser weaponry and use of other heavy duty military gear, such as Assaultrons, Mister Gutsies and their commanders are even known to make use of power armor. Their patterns of speech and terminal entries also imply that they are relatively disciplined and well-trained. They place great importance on loyalty and discourage insubordination. Raiders who join the Gunners may have difficulty adjusting to the strictness and formality of being a Gunner, as is the case with Tessa.
They also possess functional vertibirds, which they use to transport attack teams, usually composed of 2-4 Gunners, along with 1-2 attack dogs. However, they are a rare sighting and seem to only appear south of the Boston ruins and rarely to the north (e.g., settlement raids). Near the edges of the Glowing Sea, a vertibird showing up will either mean the BOS or a Gunners attack-team dropping in.
Many Gunners also get their blood types tattooed onto their foreheads by their medics. This is both a practical measure and a rite of passage. This can be seen on some, but not all, Gunners.
Notable members
Variants
Gunner
The lowest of the gunners, the generic gunner is generally pretty weak when compared with their counterparts. Armed with low-mid level weapons like 10mm pistols and laser rifles, these enemies should not be automatically dismissed.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner ???????? |
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Gunner conscript
Those who were conscripted into fighting for the Gunners. They are slightly better equipped and stronger than their basic counterparts.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner conscript ???????? |
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Gunner private
A slight step up from the Gunner conscripts, some can even be found armed with plasma guns.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner private ???????? |
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Gunner corporal
Gunner corporals are a high ranked variant of the low-ranking Gunners. They are usually seen in groups of other Gunners, mainly with other lowing ranking Gunners. While armed with automatic 10mm pistols and laser rifles, these Gunners shouldn't be messed with at a low rank.
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
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Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner corporal ???????? |
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Gunner sergeant
Generally Gunner sergeants can be found in the company of privates and conscripts in the at moderate levels. Plasma, rifles, lasers, and grenades are the tools of these enemies.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner sergeant ???????? |
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Gunner commander
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 besides them. Found inside the HalluciGen, Inc. building.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner commander ???????? |
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Gunner lieutenant
While not in the upper echelons of the Gunners, these mercenaries act as aids for those in command.
Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner lieutenant 00070506 |
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Gunner captain
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
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Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner captain 00070507 |
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Gunner major
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
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Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner major 00070508 |
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Gunner colonel
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
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Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner colonel 00070509 |
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Gunner brigadier
Strongest of the Gunners. Encountered at a high level(96+). Turns invisible when combat is initiated by using stealth boys.
Section needed
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Name (Form ID) | Statistics | Behavior | Abilities | Items | |||||
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Gunner brigadier 0007050A |
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Bases
- Gunners plaza - Regional HQ
- Greenetech Genetics
- HalluciGen, Inc.
- Mass Bay Medical Center
- Mass Fusion building (before Mass Fusion or Spoils of War)
- Mass Pike Interchange
- Quincy
- Vault 75
- Vault 95
- Hub City Auto Wreckers
- Several unmarked bases on top of highway system, easily spotted by the windmill.
Notes
- Gunners, in some areas, will not openly fire on the Sole Survivor, though will appear hostile on the radar - instead they will warn them to back off, if the Survivor ignores them and approaches then they will become hostile and attack.
- Gunners will occasionally attack settlements owned by the Sole Survivor.
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