Gun Runners (Fallout: New Vegas)

Gun Runners is a location in the Mojave Wasteland It is located just south of Freeside and is run by a company of the same name. The Gun Runners specialize in the manufacture and sale of firearms.

Background
This small factory compound is a branch of the powerful Gun Runners merchant house. In contrast to the nearby Crimson Caravan company, the Gun Runners operate in a decentralized fashion (such as with Isaac being the contact for the supply end of the operation).

Exterior
The location consists of a building enclosed by a fence. A small kiosk is situated in front of the fence and serves as the shop while the larger building houses the manufacturing arm of the company. Vendortron, a robot merchant, is stationed in the kiosk to process transactions. A Gun Runners employee named Isaac stands outside the compound. A reloading bench is set up next to the kiosk.

Inside the fence, two guards patrol the area in a clockwise fashion. They linger on the platform in the northeast corner of the fenced-in area for a short time and then continue their patrol. Entering the fenced-in area or the building is considered trespassing, and will cause the guards (excluding Vendortron) to turn hostile.

After the player finishes Honest Hearts, the Gun Runners will start selling .45 Auto pistols and .45 Auto submachine guns, along with .45 Auto rounds and will always stock all of the weapon mods for the Honest Hearts weapons. If Gun Runners Arsenal is installed, the Vendortron will offer unique items that would appear in merchant inventories if said merchants are dead.

There is a Companion dismissal terminal on the outside wall of the box where the Vendortron is located, after patch 1.4.0.525.

Interior
The Gun Runners' building is a single-story warehouse that consists of the main lobby and several smaller rooms. Directly in front of the entrance is a workshop on the opposite side of the lobby. Within the workshop is a computer terminal containing the manufacturing specifications, which will be needed by the Crimson Caravan's Alice McLafferty for the quest You Can Depend on Me. A living quarters section of the building is located to the left upon entering the lobby. This portion of the factory is made up of a kitchen, bathroom, and bedroom.

Within the building is a single Gun Runner guard and three gunsmiths. The guard remains stationary in the kitchen in combat armor, armed with a hunting rifle. Should the Courier enter the building during the day, they will move from the kitchen to the workshop. They will be sleeping at night. The guard and gunsmiths attack on sight but items found in the building are not owned and thus can be taken without any Karma penalty. In addition, killing anyone on the premises does not give negative Karma or affect reputation with any faction. Vendortron will continue to do business with the Courier despite any interactions with surrounding Gun Runners employees. However, the robot will temporarily refuse to serve the player character during combat.

Weapons purchased at Gun Runners are in 98 percent condition. After the Courier finishes Honest Hearts, the Gun Runners will start selling .45 Auto pistols, .45 Auto submachine guns, war clubs, and fire bombs along with .45 Auto rounds, and will always stock all of the weapon mods for the Honest Hearts weapons. Vendortron's inventory changes on Wednesdays and Sundays.

Loot

 * Sunset Sarsaparilla star bottle cap - In the little crate next to the metal table in the lobby.
 * Bozar - Sold by Vendortron.
 * Esther - Sold by Vendortron.
 * Gehenna - Sold by Vendortron.
 * Medicine Stick - Sold by Vendortron.
 * Sleepytyme - Sold by Vendortron.
 * Two-Step Goodbye - Sold by Vendortron.

Appearances
This Gun Runners location appears only in Fallout: New Vegas.

Bugs
Vending bugs
 * The area is subject to the usual bugs of the Gamebryo engine, including:
 * Characters spawning in wrong locations (like Vendortron outside its kiosk), not respawning (Gun Runner guards and Isaac), or remaining hostile towards the player after respawn.
 * Characters ignoring the player when attacked, such as the gunsmiths.
 * Geometry issues causing the player to be catapulted into the air in front of the Gun Runners store, after trading inventory with a companion and turning around to face the Vendortron. This is usually lethal, unless the player steers their character to land on top of the kiosk.
 * Certain items, like the energy cells on the workbenches inside, are placed inside the workbench collision boundaries and will fall through it if the player touches the bench (triggering the physics engine), becoming unobtainable.
 * After fast traveling to the location, companions may run away towards the NCR sharecropper farms until they reach a fence, upon which they return to the player. This is similar to the Raul Tejada fast travel bug.
 * Buying from the Vendortron is bugged and items purchased may be added to the player's inventory at full repair, rather than the original condition. If the bug occurs, it will only become apparent after exiting dialogue with the Vendortron. The item can be sold back as normal (pocketing the price difference), and Vendortron may carry two items then: One at full repair and one in the original condition. This bug does not occur reliably - see the Talk page for details.
 * If Vendortron's caps exceed 30,000, the barter interface will freeze: When selling items, they will be transferred to Vendortron's inventory, but caps will not be awarded to the player.
 * Conversely, if the player exhausts Vendortron's caps, saves the game and exits to the Xbox dashboard, Vendortron's caps will reset upon loading the savegame.
 * Selling modded weapons to Vendortron will erase applied mods on repurchase.
 * The game may spawn the entire Vendortron inventory at once, regardless of the player's level.