| || This page is about the Gun Runners faction. For the location knows as Gun Runner's Fortress that appears in Fallout, see Fortress.|
For the location known as Gun Runners that appears in Fallout: New Vegas, see Gun Runners.
The Gun Runners is a weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. By 2281, it has branches in many areas, including one near The Strip in the Mojave Wasteland. The Gun Runners supplies only the finest hardware to the most discerning of customers, including the NCR.
A loosely-knit band of Boneyard dwellers, the Gun Runners have had a long past in the business that bears its name. It takes 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. Its informal leader, Isaac, sees himself as part of a collective with no established hierarchy. Gun Runners are 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.
Originally, they were a normal gang, like the Skulz or the Blades, that had come to the Boneyard from the Hub in hopes of securing territory of their own. Shortly after arriving, approximately around 2131, the gang decided to start a gunrunning business, having settled in an abandoned factory with functional manufacturing equipment used to produce high-tech weapons and ammunition. In addition, the factory was very easy to defend, as it was surrounded by a moat of highly toxic waste, spanned by a single plank bridge. They began selling weapons in 2155.
Approximately around 2151, they had been using their own supply of scrap metal in their manufacturing process, but since they ran out, they have had to rely on trade with Adytum to support their business. In 2158, once the Regulators began running Adytum, trade between the two groups began to heavily favor the town, and the Gun Runners grew desperate in search of another source of supplies. However, the deathclaws that had taken up residence in the Boneyard made such a search impossible. This is where the Vault Dweller stepped in.
In 2161, their leader is Gabriel, a charismatic man, equipped with a Winchester P94 and combat armor. His right hand man is a dwarf named Zack, who sells the weapons the Gun Runners manufactures. After the Vault Dweller cleans out the warehouse of deathclaws and kills the Regulators, the Gun Runners were free to begin trading regularly with the other groups in the Boneyard. It is unknown if the Gun Runners supplies weapons and armor to the Blades, who would have then used them to liberate Adytum from the Regulators.
The quality of its merchandise, thanks to pre-War military schematics they recovered, as well as dedication to their customers, made it a natural choice for the New California Republic when it came to picking a supplier of weapons, armor, and ammunition after the Boneyard became one of the states of the NCR. Its influence grew substantially in the years and by 2281 it is the biggest weapons merchant in New California and the envy of Crimson Caravan and the Van Graffs merchant houses.
It also operates numerous local weapons factories away from the Boneyard including one on the outskirts of New Vegas. Each merchant shipment is also rigged to explode should anyone be foolish enough to attack their caravan and lucky enough to defeat the guards.
Originally a loosely-knit tribe of Boneyard dwellers, the Gun Runners have a long past in the business that bears their name. They take pride in constructing only the finest, highest-quality weapons and ammunition for trade with the NCR Army (for whom they are the primary supplier, or rather, as Alexander remarks, an unofficial branch) and anyone else requiring a weapon, even their competitors, the Crimson Caravan.
The Gun Runners have the ability to make, refurbish or repair weapons and parts, and also have the ability to make its own ammunition. The quality of its merchandise is thanks to both pre-War military schematics they acquired, as well as those made by the organization itself, through careful disassembly and examination of existing weapons. Its greatest designs are kept secure and have yet to be seen outside New California.
For this reason, it is the envy of their competitors, who constantly seek ways to acquire its schematics and undermine its position. Gun Runners responds with enhanced security, enforced by its heavily armed and armored guards, operating on a "shoot on sight" policy toward trespassers inside Gun Runner compounds. Obviously, tours of its facilities are out of the question.
Behind the scenesEdit
The 10 of Hearts card in the Fallout: New Vegas Collector's Edition Caravan deck represents the Gun Runners with two vices and many bullet casings.
- ↑ Fallout: New Vegas Official Game Guide
- ↑ 2.0 2.1 GABRIEL.MSG, line 109
- ↑ According to the Vendortron in Fallout: New Vegas
- ↑ GABRIEL.MSG, line 113
- ↑ J.E. Sawyer on Formspring