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Captain Wes is the commander of the Gunners in their headquarters at Gunners plaza in the Commonwealth in 2287. He appears in Fallout 4.

Background[]

Sometime prior to October 2287, a sizable force of the Gunners took control of an old Galaxy News Network broadcasting station south of Boston, renaming it "Gunners Plaza" to mark it as their headquarters. From this fortified location, Captain Wes acts as their operational nexus, utilizing the station's powerful radio transmitter to broadcast to squads in the field across the Commonwealth.[Non-game 1]

Wes has the authority to unilaterally direct the course of field operations. However, he has developed a reputation for extreme reactions to perceived failure; one such incident involved an officer, Cruz, being sent to scout the super mutant-occupied Fallon's department store in Milton, only for Wes to order a retreat once they got into a firefight with the inhabitants, to Cruz' confusion.[1] Once the squad returned, Wes publicly reprimanded his officer for retreating and demoted him to guard duty at the plaza without acknowledging his own interference, causing Cruz to question Wes' intentions over the whole affair.[2] Fellow officer Ryder also grew doubtful over the captain's motives after observing Cruz' fate, though it was more to do with his disdain over being assigned to guard the plaza basement, while the failure Cruz was "punished" with rooftop patrol.[3]

Around September 2287, the captain issued an ultimatum to Clint, a veteran member of the Commonwealth Minutemen seeking to join the Gunners: he was to help assault and take over the town of Quincy east of Gunners plaza. After Clint succeeded in eradicating the defensive force of Minutemen along with the inhabiting settlers, perpetrating an event later known as the Quincy Massacre, Wes granted him the rank of lieutenant and the command of the new stronghold at Quincy. The captain later intervened when Tessa and Sgt. Baker began questioning Clint's claim to authority due to his former Minutemen ties.[4] He also ordered Clint to visit their medic so he could undergo the mandatory procedure of getting his blood type tattooed on his forehead, something Clint viewed as unnecessary but accepted knowing that it would help cement his station among the Gunners.[5]

At some point, Captain Wes greenlit an operation to infiltrate the raider gang led by Scutter at Hyde Park, spearheaded by one Lt. Ryan. By October 2287, the spies had successfully maintained their cover despite the raiders discovering the operation's existence, leading to the breakdown of the gang's strategic position from the internal strife. Rather than send in a squad to exterminate Scutter's men, the captain held off and ordered the spies to remain undercover, continuing to manipulate the raiders against each other until they inevitably destroy themselves without expending any Gunner resources.[6]

Interactions with the player character[]

Wes is the boss character of Gunners plaza, and killing him will marked the location as cleared.

Interactions overview[]

Interactions
FO76 ui icon quest
This character is involved in quests.

Quests[]

  • Cleansing the Commonwealth: The Sole Survivor may be sent by Knight Rhys to clear out a location that the Brotherhood deems a threat. Wes will be the marked target in this case (replaced by a leveled Gunner commander in future quests).
  • Kidnapping: The Sole Survivor may be asked by a settler to rescue their kidnapped friend/sibling from the ones holding them for ransom. The captured settler will be in Wes' room, so Wes must be fought.
  • Quartermastery: The Sole Survivor may be sent by Scribe Haylen to retrieve a piece of technology being held in an enemy-controlled location. The chest with the technology will be in Wes' room, so Wes must be fought.

Inventory[]

Apparel Weapon Other items On death
Gunner outfit Captain Wes' safe key

Notes[]

  • Although Wes is seemingly the commander of the Gunners at Gunners plaza -- the group's only known headquarters -- the multiple mentions of a Colonel Cypress in the Nuka-World add-on indicate there may be higher-ranking members of the Gunners above Wes, as well as possibly other strongholds beyond their presence in the Commonwealth by 2287 that have yet to be introduced.[7][8]
    • Additionally, various generic Gunner majors, colonels, and brigadiers can all spawn as leveled enemies (at higher levels than Gunner captains spawn, indicating they are higher-ranked), though this can be considered more of a gameplay feature than a story element.
  • During the main quest Hunter/Hunted, a voice heard giving orders to the Gunners when following Z2-47's path through Greenetech Genetics appears to be that of Captain Wes. This occurs even if Wes had been previously killed by the player character.

Appearances[]

Captain Wes appears only in Fallout 4.

References[]

Non-game

  1. Fallout 4 Vault Dweller's Survival Guide Collector's Edition p.381-382: [6.17] GUNNERS PLAZA
    This was once the headquarters of the Galaxy News Network, delivering pro-government televised newsreels. Since the bombs dropped, the station has changed hands and is now the main base of a gang of ruthless mercenaries known as the Gunners. Their insignia (the “targeted skull”) is daubed on their defenses. You can use a side fire escape or mount a charge from the north to reach the roof (and Fusion Core). The two main doors to the first-floor rotunda are on the sides of the structure."