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Gunners

No job is violent or immoral enough for the Gunners. Known as the Commonwealth's top mercenary outfit, this group can often be seen atop broken pre-War highways that they have turned into fortresses. These bases are festooned with turrets, ranks of deadly weapons, and robots. Their training and technology is comparable to that of the Brotherhood of Steel. With their influence spreading out across Boston from Gunner Plaza, slaughters like the Quincy Massacre are sure to become a regular occurrence with the Gunners around. [Folio pg. 53]

Crew Limits

Tier 1 Tier 2 Tier 3
Upgrade Limit per Model 3 5 7
Champion Limit 3 4 5
Resource Points Limit 4 8 12
Control Limit 5 10 15
Facility Limit 2 4 6

The Resource Points Limit replaces Ploy Tokens. Gunners crews receive no Ploy Tokens and have no faction Ploys. Instead, Resource Points are spent before deployment to purchase terrain — see Resource Points (rules coming in Phase 2) for the full rules and terrain options. [Folio pg. 55]

Playstyle

Gunners are a high-stat, well-equipped mercenary crew built around consistent ranged firepower. Most models carry energy weapons — Laser Rifles, Plasma Rifles, and Plasma Pistols — backed by the Precision Combat Rifle for long-range suppression and the Missile Launcher for area control.

The Commander is the premium Leader option with Power Armor built in. The Captain is a cheaper Leader with better Charisma. Officers fill the Champion slots with flexible weapon choices. The Assaultron is a fast, aggressive robot Grunt with the Machine perk. Corporals are the reliable Grunt backbone, while Conscripts are cheap filler limited to fewer than half of your grunt slots.

The Resource Points system is what sets Gunners apart — Turrets act as extra Grunt models, Forward Deployment Points reshape your deployment, and Minefields punish aggressive opponents who push into your lines.

Starter Roster

A suggested crew featuring the Assaultron alongside a solid ranged core backed by Conscripts (total: 245 pts).

Unit Weapons Rating
Captain Plasma Rifle 39
Officer Precision Combat Rifle 28
Assaultron Assaultron Claws, Assaultron Eye Beam 41
Corporal Laser Rifle 20
Corporal Laser Rifle 20
Corporal Laser Rifle 20
Corporal Combat Rifle 22
Corporal Combat Rifle 22
Conscript Laser Pistol 11
Conscript Laser Pistol 11
Conscript Laser Pistol 11
Total 245

Captive Story Action: Detain Captive

A Gunners crew may take the Detain Captive Story Action. [Folio pg. 53, 60]

Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a die and consult the Detain Captives Table. This Story Action cannot be made if the Captive was taken in your last game.

Score Result Effect
1 Escape! The Captive escapes, returning to its original crew. The owner clears the Absent box.
2 You Don't Mess With the Gunners! Captive escapes. Owner clears the Absent box. You may take the Set Bounty Story Action for free, targeting the escaped model.
3–6 The Target, as Promised. Choose another player in your campaign (not the Captive's owner) to receive the Captive. Agree on Terms per the Negotiate Release Story Action. If no other player will accept, resolve Contract Fulfilled instead.
7–10 Contract Fulfilled Captive removed from owner's Roster. Add Caps equal to half (rounding down) of the Captive's Rating to your Stash.