Gunners

Gunners are a hostile faction appearing in Fallout 4.

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, though non-hostile Gunners are sometimes seen protecting Caravaners. Going near their territory always results in a hostile reaction from its occupants much in the same way as common 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 lines also suggest much better training.

They also possess functional vertibirds, which they use to transport attack teams, usually composed of 2-4 Gunners, along with 1-2 attack dogs. Though they are a rare sighting, and seem to only appear south of the Boston ruins, and rarely to the north (e.g., settlement raids). Players should be especially cautious near the edges of the Glowing Sea, as a vertibird showing up there 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

 * Baker
 * Barnes
 * Bridget
 * Clint
 * Cruz
 * Dreth
 * Tessa
 * Bullet
 * Captain Wes
 * Ryder
 * Robert Joseph MacCready (formerly)
 * Winlock
 * Connors
 * Private Hart
 * Major Jefferies
 * Lee
 * Private Martin

Gunner
The lowest of the gunners, the generic gunner is generally pretty weak when compared with his/her counterparts. Armed with low-mid level weapons like 10mm pistols and laser rifles these enemies should not be automatically dismissed. While little threat to experienced wastelanders, these enemies can easily pose a match for those fresh out of the vault. Best avoid them until you reach your 10th or so level.

Gunner conscript
Green to the gunner lifestyle, these conscripts are perhaps the most pitiable of the enemies you'll face. As their name would suggest they were conscripted into fighting for the gunners. Given as how the gunners either kill or enslave those that don't corroborate, this choice is the only obvious out for many. Defeated raiders, captured settlers, drifters, and lost souls these enemies fight more out of fear then profit. Still they are well armed and living in the wasteland makes anyone dangerous.

Gunner private
Those who survive awhile with the gunners are eventually given a rank. While still grunts,these enemies have generally become accustomed to killing for profit. Dangerous to those who wander into gunner territory, these enemies can prove quite a step up in difficulty from conscripts and fodder. Some can even be found armed with plasma weapons, likely the first enemy to be encountered with them by the player.

Gunner sergeant
Squad leaders and specialist alike these enemies are those gunners who prove they cannot only fight but lead. Generally they can be found in the company of privates and conscripts in the mid game. Well armed and likely given adequate pay these enemies can prove a hassle to those unprepared for a fight. Plasma, rifles, lasers, and grenades are the tools of these enemies. Expect to use a few bullets putting these psychos in the ground.

Gunner commander
Found inside the HalluciGen, Inc. building.

Every army needs its general, and every general needs his commanders. Many gunners die, even more just don't have the skills to run a mercenary outfit. Those who do, get the privilege of being commanders. 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.

Gunner lieutenant
Sometimes a gunner can prove hes special, usually by killing a lot of things. Lieutenants are perhaps the exemplification of this rule. While not in the upper echelons of the Gunners, these soldiers act act as aids for those in command. Putting the troops in line, and leading against more dangerous foes. Dangerous to be certain, best come well armed when hunting for them.

Bases

 * Gunners plaza - Regional HQ
 * HalluciGen, Inc.
 * Mass Bay Medical Center
 * Mass Fusion building (before Mass Fusion or Spoils of War)
 * Mass Pike Interchange
 * Quincy
 * Vault 75
 * Vault 95
 * Several unmarked bases on top of highway system, easily spotted by the windmill.