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Gun Runners (Location)

FO76 publicteam xpd.pngFor an overview of the topic, see Gun Runners.
This is the New Vegas branch of the Gun Runners, supplying the wasteland with only the finest armaments since 2155.Vendortron

Gun Runners is a location in the Mojave Wasteland in Fallout: New Vegas. 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

The Gun Runners and Crimson Caravan are two of NCR's oldest and most powerful merchant houses.[1] The New Vegas branch was established in 2155.[2] In time, they became what was commonly called an unofficial branch of the army.[3] In 2281, the faction dominates the weapons market[4] Army contracts account for a substantial part of their business, up to 90% in contested regions such as New Vegas and Hoover Dam.[5] Their influence is the envy of competing businesses, but the Gun Runners wield too much influence in New California for either Crimson Caravan or the Van Graffs to do anything about it.[6] Their weapons are also utilized by NCR presidential bodyguards.[7][Pub 1]

The Gun Runners are a weapon manufacturing outfit spread throughout the American southwest, working in groups without management.[8][9][3] Gun Runner caravans are comprised of one of two brahmin loaded with weapons and protected by armed guards. If the guards are killed, the weapons cases are rigged to explode if someone without proper clearance tries to access them.[10] The group also refurbishes and restores old and damaged weapons to full functionality.[11]

In the Mojave Wasteland, the local factory supplies the NCR at McCarran.[12] Weapons are constructed on-site and also available for purchase via a Vendortron robot.[6][13][14][15] The Gun Runners refuse to deal in energy weapons due to every caravan that carried these weapons being wiped out or ambushed. The Gun Runners believe it was a rogue unit of the Brotherhood of Steel and rather than deal with the constant losses, they abandoned the market to the Van Graffs.[16]

Publications

A loosely-knit band of Boneyard dwellers, the Gun Runners have had a long past in the business that bears their name. They take pride in constructing only the finest, and highest-quality weapons. After historic trade disputes between the Gun Runners and other groups were settled, many of the gunsmiths decided to move north, expanding their operations to a location where both Caps and supplies are plentiful. Their informal leader, Isaac, sees himself as part of a collective with no established hierarchy. They’re just hard-working, meticulous craftsmen and women working to deliver armaments of the highest quality. Arriving in New Vegas, the Gun Runners established a base of operations that takes advantage of The Strip’s outer wall defenses, as well as the high traffic of traders, explorers, and NCR passing to and from Freeside. All business is conducted from outside their highly-fortified stronghold.Fallout: New Vegas Official Game Guide/Faction Profiles
This heavily fortified armory is a small but extremely impressive operation. The Gun Runners supply only the finest hardware to the most discerning of customers, including the NCR. Approach the kiosk outside the gates of the building, and speak with either the Vendortron, or Isaac, near the Reloading Bench. You can ask about the Gun Runners, inquire about touring the factory (you can’t), and play a game of Caravan.

The Vendortron can’t allow you into the factory but can sell you a wealth of weaponry, including upgrades for existing ordnance. Check the Vendortron’s in-game store menu for enhanced ammunition. Note that all weapons are in perfect condition.

Breaking into the Gun Runners factory alerts the three patrolling guards, and nullifies the Vendortron’s sales routine, stopping you from purchasing these rare items. Unlock the gate [Average], and head to the Gun Runner Headquarters front doors just beyond.
Fallout: New Vegas Official Game Guide/Tour of the Mojave Wasteland

Layout

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

Notes

  • The Gun Runners are featured on the 10 of hearts card in the Collector's Edition card deck.
  • The weapons seen against the wall in the kiosk are static models, not actual weapons, and cannot be picked up even by using glitches and console commands.
  • If the guards respawn after being killed and become hostile once more, Isaac may also turn hostile toward the Courier. In order to interact with Isaac, the Courier must wait for the Gun Runners to turn neutral once more.

Appearances

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

Bugs

  • Playstation 3Playstation 3 Xbox 360Xbox 360 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.
    • Xbox 360Xbox 360 Characters ignoring the player when attacked, such as the gunsmiths.
    • Playstation 3Playstation 3 Xbox 360Xbox 360 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.
    • Xbox 360Xbox 360 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.
  • PCPC Xbox 360Xbox 360 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.

Vending bugs

  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 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.
  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 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.
  • Xbox 360Xbox 360 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.
  • PCPC Xbox 360Xbox 360 Selling modded weapons to Vendortron will erase applied mods on repurchase.
  • Xbox 360Xbox 360 The game may spawn the entire Vendortron inventory at once, regardless of the player's level.

Gallery

See also

References

  1. Fallout: New Vegas loading screens: "Established long ago in California, the Crimson Caravan Company and the Gun Runners are two of NCR's oldest and most powerful merchant houses."
  2. Courier: "What is this place?"
    Vendortron: "This is the New Vegas branch of the Gun Runners, supplying the wasteland with only the finest armaments since 2155."
    (Vendortron's dialogue)
  3. 3.0 3.1 Courier: "Tell me about the Gun Runners."
    Alexander: "The Gun Runners have been putting rapid-fire death-dealing in the hands of anyone who needed to defend himself for over a century. We're the NCR's #1 supplier of weapons and ammunition. You might call us an unofficial branch of the army."
    (Alexander (Fallout: New Vegas)/Dialogue)
  4. Courier: "Does the Crimson Caravan have any competition?"
    Alice McLafferty: "Well, the Gun Runners continue to dominate the weapons market, and the Mormon traders from New Canaan control the majority of the northern routes."
    (Alice McLafferty's dialogue)
  5. Courier: "Arrange a temporary supply deal with other merchants. It'll still lead to a profit for you."
    Isaac: "[SUCCEEDED] I guess we'll have to. If Caesar's Legion drives the NCR from the area, there goes ninety percent of our business. I don't like the idea of buying supplies from our competition, but it's only temporary. We'll call in extra supplies from our distributors. Let Contreras know we'll have the extra guns and ammo ready for the next shipment."
    (Isaac's dialogue)
  6. 6.0 6.1 Crimson Caravan Company terminal entries; terminal, Gun Runner Tariff
  7. Alexander: "Kimball's bodyguards are probably pretty thankful they had Gun Runner weapons backing them up."
    (Alexander (Fallout: New Vegas)/Dialogue)
  8. Courier: "Who's in charge of the Gun Runners?"
    Isaac: "Out here, we don't have bosses. Me, the gunsmiths, and the guards all know what we're supposed to be doing. Working for the Gun Runners is a sweet job. None of us would dare screw it up."
    (Isaac's dialogue)
  9. Courier: "Who are the Gun Runners?"
    Isaac: "Makers of the finest high-grade weapons and ammunition in the wasteland. If you ever get your hands on a piece of sweet, deadly hardware, there's a good chance that it came from one of our factories."
    (Isaac's dialogue)
  10. Courier: "Tell me about Gun Runner caravans."
    Alexander: "Not much to tell. A brahmin or two loaded up with weapons, and a whole mess of well-armed guards to make sure it ends up where it's supposed to. One nifty bit, though. The gun cases are rigged to explode. So trying to loot one of our caravans doesn't do much good. And that's how the NCR stays equipped. The only thing we don't bring in is energy weapons."
    (Alexander (Fallout: New Vegas)/Dialogue)
  11. Courier: "Gun Runners are skilled enough to refurbish weapons like new, right? You're overthinking this."
    Isaac: "[SUCCEEDED] You're right. I suppose we could refurbish used and damaged weapons to fill the order. They'll be in like new condition and then we can use our loader to make fresh ammo from spent brass. We'll have to wait a few days for gunpowder, but this might just work out. Tell Contreras the extra guns and ammo will be in the next shipment."
    (Isaac's dialogue)
  12. Courier: "Contreras sent me. McCarran needs a lot more guns and ammo."
    Isaac: "Shit. Is he serious? The 25% increase in weapons is doable, but a 50% increase in ammunition is nuts. We just don't have the supplies on hand to meet that kind of demand for new weapons."
    (Isaac's dialogue)
  13. Gun Runners terminals; Gun Runner Terminal, Persona Non Grata
  14. Courier: "That's some impressive weaponry. Where did it all come from?"
    Vendortron: "All Gun Runner merchandise is constructed on-site."
    (Vendortron's dialogue)
  15. Courier: "What's the Gun Runner job about?"
    Alice McLafferty: "The quality of the Gun Runners' armaments is due to their manufacturing process. They craft all weapons on-site. I want to know the secrets of their manufacturing process, which means you'll need to find some way to get inside their heavily-guarded factory. I would greatly prefer that you perform this job undetected and without killing anyone, if it can be helped."
    (Alice McLafferty's dialogue)
  16. Courier: "Why don't you deal in energy weapons?"
    Alexander: "We used to. But every caravan carrying them was getting ambushed and wiped out. By someone sophisticated enough to know which was which. We think it was the Brotherhood of Steel - those crazies always go hard for energy weapons. But the NCR would rather pretend they killed all of them."
    (Alexander (Fallout: New Vegas)/Dialogue)

Publications

  1. Fallout: New Vegas Official Game Guide Official Game Guide p.308: "[2.14] Gun Runners
    Exterior: Gun Runner Kiosk
    This heavily fortified armory is a small but extremely impressive operation. The Gun Runners supply only the finest hardware to the most discerning of customers, including the NCR. Approach the kiosk outside the gates of the building, and speak with either the Vendortron, or Isaac, near the Reloading Bench. You can ask about the Gun Runners, inquire about touring the factory (you can't), and play a game of Caravan.
    Breaking into the Gun Runners factory alerts the three patrolling guards, ad nullifies the Vendortron's sales routine, stopping you from purchasing these rare items. Unlock the gate [Average], and head to the Gun Runner Headquarters front doors just beyond.
    Gun Smithy
    The care and attention the Gun Runners give their weaponry is unsurpassed, and their Smithy is where this fine work takes place. Unlock a Locker [Average] for a nice item. The middle of the room has four Workbenches and two Reloading Benches, one of which has an Assault Carbine on it, and another holds a Laser Rifle. Finally, you can access the Gun Runner Terminal, where there's information on naming the Vendortron (not "Bob"), an order for Camp McCarran, and "Persona Non Grata." A final option appears during the Side Quest: You Can Depend on Me (and only then), allowing you to download some Manufacturing Specifications onto a Holotape."
    (Fallout: New Vegas Official Game Guide/Tour of the Mojave Wasteland)