The Gunners are a paramilitary mercenary organization and are the largest single unaligned faction in the Commonwealth, acting independently of any government or settlement. They are well-disciplined, highly-equipped soldiers for hire with their own customs and signage, who control numerous strongholds both in and around the Boston area. The Gunners are lead by Captain Wes, with their headquarters being Gunners Plaza. The origins of the Gunners and their recruitment techniques are largely unknown although it is known they employ from raiders, who upon joining, may have difficulty adjusting to the strict environment and regimentation of being a Gunner, the best known being Tessa. Based on patterns of speech and terminal entries, the Gunners place great emphasis on loyalty and do not tolerate insubordination. Many Gunners also get their blood types tattooed onto their foreheads by their medics, as this is both a practical measure and a rite of passage. Desertion from the Gunners is not unknown, an example being Private Tyler.
Similar to raiders and the Capital Wasteland's Talon Company, most Gunners will attack strangers on sight. They differ from raiders in their lack of drug dependency, use of superior equipment (they often come equipped with military-grade armor and rifles), extensive use of laser or plasma weaponry and employing other heavy duty military gear, including assaultrons, sentry bots or Mister Gutsies, and their commanders are even known to make use of power armor. The Gunners possess functional Vertibirds, which permits them to employ vertical envelopment and air assault tactics, transporting two to four man strike teams with one or two attack dogs.
The lowest of the Gunners, the generic Gunner is generally pretty weak when compared with their counterparts. Armed with low-mid level weapons like 10mm pistols and laser rifles, these enemies should not be automatically dismissed.
Gunner corporals are a stronger variant of the low-ranking Gunners. They are usually seen in groups of other Gunners, mainly with other rank-and-file Gunners. While armed with automatic 10mm pistols and laser rifles, these Gunners shouldn't be taken on at a low level.
Gunner sergeants will generally be found in the company of privates and conscripts, at moderate levels. They are equiped with mostly energy weapons,(plasma and laser) combat armor chest piece and at least one other combat armor piece
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. Found inside the HalluciGen, Inc. building and other gunner strongholds.
While not in the top echelons of the Gunners, these mercenaries sport heavier armor and attack with melee weapons and laser rifles. They sometimes work alongside Gunner assaultrons and act as aids for officers above them.
These Gunners are high ranking and appear to be able to run large operations and/or run the Gunner faction (Example: Captain Wes.) Often adorned in sturdy or heavy armor, they usually carry laser/plasma or heavy ballistic weapons (such as assault rifles).
Strongest of the Gunners. They begin spawning at level 94. Uses a Stealth Boy when combat is initiated. They wear highly modified heavy combat armor and wield powerful modifications of laser and plasma weapons.
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Gunners, in some areas, will not openly fire on the Sole Survivor, though will appear hostile on the radar - instead they will warn them to back off, if the Survivor ignores them and approaches then they will become hostile and attack.
Gunners will occasionally attack settlements owned by the Sole Survivor.
Two non-hostile Gunner mercenaries can be found protecting the trader Dreth.