Fallout Hub » Discussions


Roleplaying a Gunner

Tags: #FRP:Discussion 
  • Member
    February 20

    John LeBlanc said:

    Just a few ideas.  In addition to following the Wiki for weaponry selections, especially if you make your settlers into "Gunners", they also seem to like Grenades so that would be a perk to take.  I've seen Gunners with semi-pistol; semi-rifle and auto-pistol/rifle.  Probably the one we mostly see (or remember) are those in full combat armor with assault rifles or combat rifles.

    Oh grenades is an excellent point. I'm thinking of doing like only automatic rifles and maybe semi auto pistols so like auto combat rifle and I think I want to try an auto Hand-made rifle to show like he's no longer directly correlating with the gunners. But I definitiley like the idea of creating gunner-esque settlers.

  • Member
    March 18

    One thing I didn't see anyone mention is simply building a settlement into a gunner headquarters. I mean, half the time I want to fortify my homebase I outfit my guards and settlers like gunners anyway (combat armor, patrollman sunglasses, dirty army fatigues, laser rifles etc). Maybe your character is the commonwealth East side HQ at the Castle and takes merc jobs and bounties from there? 

    Obviously as everyone has mentioned it's hard to ignore the hostility from actual in game gunners. but, it's a start...

  • April 12

    I know I'm a little late to the converstation, but I've been thinking of an idea kind of along the same lines, but my idea revolved around Talon Company.

    The idea (ommiting the opening story) is that you arrive at the entrance of vault 111, after traveling from the Capital Wasteland with plans to expand the influence of Talon Company. This would explain the Gunner's instant animosity to you. For gear, you could outfit your crew in road leathers and "shadowed" combat armor. I know that could prove to be a pretty hefty cost in resources, and I haven't figured out what to do about that yet.

    But essescially, you could ignore the main story line altogether, and simply build up your network of allied setlements, Running jobs for them in exchange for caps just like a merc would. Stores that generate caps would represent the tribute these settlements owe you in exchange for your protection. If I remeber correctly, Talon Co. pefered balistic weapons, so outfitting your guards with combat rifles scrounged from your raids on local raiders would fit.

  • Member
    April 12

    Daryl Sawatzky said:

    I know I'm a little late to the converstation, but I've been thinking of an idea kind of along the same lines, but my idea revolved around Talon Company.

    The idea (ommiting the opening story) is that you arrive at the entrance of vault 111, after traveling from the Capital Wasteland with plans to expand the influence of Talon Company. This would explain the Gunner's instant animosity to you. For gear, you could outfit your crew in road leathers and "shadowed" combat armor. I know that could prove to be a pretty hefty cost in resources, and I haven't figured out what to do about that yet.

    But essescially, you could ignore the main story line altogether, and simply build up your network of allied setlements, Running jobs for them in exchange for caps just like a merc would. Stores that generate caps would represent the tribute these settlements owe you in exchange for your protection. If I remeber correctly, Talon Co. pefered balistic weapons, so outfitting your guards with combat rifles scrounged from your raids on local raiders would fit.

    Dude that sounds sick! I think that is 100% doable, and mercs are always a fun roleplay. Go for it :) If you need someone to discuss some ideas feel free to PM me