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Fallout 4 Faction Build: The Railroad

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The Railroad Mercenary:

This is the build intended to play for the Railroad. I created this build by pondering about what Nick Valentine said about “veteran mercs”. In essence it mirrors Kellog, in that you work for the Railroad in the same way he worked for the Institute, but with some edited features.

Special:

S: 1
P: 3
E: 1
C: 6
I: 4
A: 7
L: 6

Put the extra point from the SPECIAL book in Charisma.

Perks:

lvl 2: Sneak
lvl 3: Ninja
lvl 4: Gunslinger
lvl 5: Sneak II
lvl 6: Gun Nut
lvl 7: Gunslinger II
lvl 8: Locksmith (By now you should have gotten the Perception Bobblehead)
lvl 9: Hacker
lvl 10: Locksmith II
lvl 11: Hacker II
lvl 12: Sneak III
lvl 13: Gun Nut II
lvl 14: Mister Sandman
lvl 15: Gunslinger III
lvl 16: Ninja II
lvl 17: Mister Sandman II
lvl 18: Locksmith III
lvl 19: AG + 1
lvl 20: LCK + 1
lvl 21: Hacker III
lvl 22: AG + 1
lvl 23: Sneak IV
lvl 24: LCK + 1
lvl 25: Gun Nut III
lvl 26: LCK + 1
lvl 27: Gunslinger IV
lvl 28: Gun Fu
lvl 29: Quick Hands
lvl 30: Mister Sandman III
lvl 31: Quick Hands II
lvl 32: Critical Banker
lvl 33: Ninja III
lvl 34: Grim Reaper's Sprint
lvl 35: Ricochet
lvl 36: Critical Banker II
lvl 37: Grim Reaper's Sprint II
lvl 38: Sneak V
lvl 39: Gun Nut IV
lvl 40: Gun Fu II
lvl 41: Four Leaf Clover
lvl 42: Gunslinger V
lvl 43: Critical Banker III
lvl 44: Ricochet II
lvl 45: Four Leaf Clover II
lvl 46: Grim Reaper's Sprint III
lvl 47: Four Leaf Clover III
lvl 48: Four Leaf Clover IV
lvl 49: Save perk
lvl 50: Gun Fu III and Ricochet III

Weapons:
Modded 10mm Pistol (with silencer)
Deliverer

Armor:
Trilby Hat
Yellow Trenchcoat

Companions:
No-one, not even Dogmeat. This build is a stealth build and companions have an annoying tendency to attack the moment you shoot your first target when sneaking.

Description:

There is a clear evolution in the build that will be addressed first: during the first levels you focus on stealth: both sneak and Ninja, along with Sandman later on, will quickly make you into an invisible force. When you get Gun Nut II on lvl 13 and can therefore put a muzzle on your 10mm Pistol, you can easily clear out raider groups, super mutants and everything else without being spotted, if you watch your steps.

Despite the fact that this build has a high Charisma you won't acquire any Charisma perks. The reason for this is simple: you are a mercenary and being able to pass persuasion checks, whether it's for extra information, getting things done for or bartering for better prices, is invaluable for any mercenary looking to build a name for himself.

Gun Nut is the only “builder” perk you need to invest in, to upgrade your 10mm Pistol and later on your Deliverer, which will become your main weapon. You don't need armorer because you won't be wearing armor. They weigh you down and also make it easier for enemies to spot you. The Trenchcoat is just a piece of clothing, but if you sneak properly the Charisma bonuses are far more important than any armor values. You also don't need Science!, not even for building settlements.

After acquiring the extra points for Agility and Luck  you should get 10 in both. One thing to mention here is that this build assumes you collect the bobbleheads for both attributes, which is why you should only get 9 if you count the values. As you get more and more levels you will slowly start investing in luck perks and the idea here is that you invest in perks that can save your life if you get spotted or if you have to fight against a boss you can't run or hide from. You will also benefit more from the V.A.T.S. mechanics.  Having high Agility means you have a lot of points and because you have a pistol you will generally sneak close to your enemies thus negating the negative side-effects of having low Perception. Perks like Critical Banker and Four Leaf Clover will let you make more and devastating critical attacks, which is useful both in and out of sneak mode.

The Railroad Mercenary is a bit different to roleplay as. Truth be told: you couldn't give a damn about the synths. You are only in it for the money and for the challenge. The Railroad may not always offer money, but they definitely offer you the challenge to fight against the Institute.
Despite what may be expected of a build like this violence isn't always the answer. This merc is a professional and is someone who focuses on the job. If you can complete it without firing a bullet, then so be it. Saves you ammo that you don't need to restock on. Of course, most of the time you will have to kill at least one enemy, but if you have the opportunity to sneak in and out of a building without setting any traps off or killing any foe, do so.
Always ask for money whenever someone asks you to do something and always try to increase your pay. You're not a charity case, but a hard cold killer who's only in it for the caps or other rewards.
Being a mercenary means that you shouldn't be focused on settlements. Sanctuary is the only place you should build in to make a home for yourself and to defend the goodies that you acquire throughout your travels, but any other settlement is on its own. Why should you risk your neck for them? If they can't take care of themselves they aren't meant to survive.

And that is everything you need to play as an ice cold Roalroad Mercenary in the Commonwealth. Thank you for reading and any comment is appreciated.
Warning: this build contains spoilers for Fallout 4. Don't read this if you don't want to be spoiled. In fact, click the red cross on the upper right section of your browser. Then shut down your computer, throw it in the dumpster and cry because there are tons of Fallout 4 spoilers on the internet. Stare

After playing Fallout 4 for a while (I know I'm late; I got the game for Christmas) I decided to make faction builds. You can't believe how many times I restarted the game just to try new builds and feel like I really belong with the many factions in this game. So I decided to make a build for the four most important factions in the game.

This build is obviously for those of you interested in siding with the Railroad faction. I found that they are largely hostile towards outsiders, so I decided to make an equally hostile mercenary build.

A big thank you goes to the Youtuber FudgeMuppet for giving me inspirations to make builds myself. I watched a few of their builds first to see how one should be made and I admit I largely copied their structure.
If you would like to check them out: www.youtube.com/user/FudgeMupp…
© 2016 - 2024 Nightreign123
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FlamingNinja12's avatar
You could also get the ballistic weave to have some DR with that trenchcoat and hat.