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Event Build: The Mercenary (FO4)

Tags: #Fallout 4 Build  #Character Build Sharpshooter  #D3LTAFOX  #Event:Secret Origins 
  • Member
    May 22, 2017

    Hello, everybody and welcome to my build for the Secret Origins event. I decided to create this build after I lost the save files for my planned build, The Girl with Two Faces. Anyways, I present to you my first Fallout 4 build:

     

    THE MERCENARY

    "Human, Synth, Ghoul. Doesn't matter. I hunt everything."

     

    Name: Nicholas Draken a.k.a Drake

    Occupation: Retired - Former US soldier, Former German soldier, Former PMC, Former arms dealer

    Recorded Conflicts: Sino-American War, Euro-Arabic Wars, Fall of the African Union, at least 7 other conflicts

    Skills: Sharpshooter, Expert hand-to-hand combatant, extensive experience of most existing weaponry, explosives expert

    List of Used Weaponry: Insufficent memory storage on this terminal

     

    Report to Brotherhood Command

     

    Operative: Knight Simmons

    Target: Drake - The Mercenary

    Mission Type: Intel Collection

    Objectives: Uncover Target History

     

    After months of undercover work in the Commonwealth, I finaly found a lead to get me to The Mercenary. It was hard to infiltrate the Gunners and get a chance to speak to the now legendary Mercenary. I've even got him to tell me his name, Nicholas Draken, Drake for short. From the short time I got with him, this is what I learned of his history.

     

    He was born a little over 40 years before the Great War in Berlin, Germany, to an American father and a German mother. He joined the German military at the age of 17 by forging his papers. He participated in the Euro-Arabic Wars where he saw his first combat situations. He was later diagnosed with PTSD at the age of 23. He tried to settle down with his first wife. But his wife died during labor with the child. Drake battled the depresion the only way he knew, with war. He traveled to Africa during the continent wide conflict known as the Fall of the African Union. He worked as an arms dealer in South Africa until he was cought. After a year spent in Cape Town Federal Prison, he escaped and joined a PMC group in Sudan and Somalia. After three years of working for the numerous new dictators, he met a doctor from WHO, a woman called Nora Clarke. They fell in love and traveled to Boston where he finaly threw away his weapons and settled down. Then the bombs came.

     

    That is all that I managed to dig up before I was ordered to leave the compound. I hope that this report will help the Brotherhood help see what an asset this man is and that the Marked for Termination order on him is to be lifted as soon as possible.

     

    End of Report

    Knight Michael Simmons

     

    S.P.E.C.I.A.L

    Strenght:5 - Five points here will help you carry a lot of supplies for upgrading weapons and armor, and building your merc base at Oberland Station after clearing it of those pesky settlers.

    Perception:4+1 - Four points here will keep you tracking your enemies. We don't need much as this isn't a sniper build, altough a sniper is used in small quantites. Pick up the Bobblehead.

    Endurance:6 - Our biggest point dump. Having a high Endurance will help us survive the toughest battles against Behemoths and Coursers.

    Charisma:5+2 - Having Charisma in the middle will help you convince people to give you a bigger pay for the jobs you take. You will invest two perk points here.

    Intelligence:5 - A good Intelligence will allow you to use the Hacker perk. This will allow you to hack most terminals out there.(Note: The Hacker perk is optional. I didn't use it.)

    Agility:2+1 - Agility is mostly used for a bit more action points in VATS, as you won't be sneaking that much.

    Luck:1 - You don't need luck, you have ammo. 

     

    EARLY PERKS

     

    Rifleman: Two points here will keep you going for a good portion of the build. At the start of the game, you get a laser musket, that if upgraded with a good scope and a three-time crank, you can get a powerful sniper rifle.

    Gun Nut: One point in this perk will help you upgrade your weapons to a good level. I built a submachine gun (nicknamed "Piper") that served me well throughtout the entire build.

    Commando: In the Wasteland, automatic weapons are a must. Rifles just can't keep up with those fast moving ghouls and bloodbugs. Two points will raise their damage to a good level.

    Armorer: One point here will help you endure the dangers of the Commonwealth.

    Lady Killer: As some of the quest givers are female, you'll need two points here to persuade them to give you a higher pay. It's also usefull for some other thing that will be revealed later.

    Gunslinger: One point here will give you a sidearm that will serve you for a long time.

    Medic: You'll be using a lot of stimpaks, so why not give them a better kick.

    Scrapper: Scrap, scrap, scrap! Scrap everything you can.

    Life Giver: A few more hit points. What's not to like?

    Toughness: Made out of steel. Take everything that's thrown at you and then some.

     

    EQUIPMENT

    Scoped Three-Crank Laser Musket - This will be your primary long range weapon. You get the Laser Musket early on and it's the perfect early to mid-game weapon.

    Automatic Pipe Rifle with Long Barrel and Drum Magazine - A good weapon to keep you going for most of the build.

    Tactical 10mm with Comfort Grip and Long Barrel - A good sidearm for every merc in the Commowealth.

    Machete - A simple, yet effective weapon for close encounters.

     

    Base of Operations

    "Home, sweet home."

     

    Oberland Station:

    It's a perfect base of operations for a mercenary. It's located in a central position in the game world, so it's great for any roleplayers that don't like fast traveling, as you can get anywhere quickly. A few settlers and some turrets will keep it safe while you're out on a job.

     

    GAMEPLAY

    Combat:

    Combat is mostly straight forward. Go in guns blazing or pick them off from a distance, whichever you prefer. I prefer laying down some traps and then drawing the enemies to my positions. Take some down with your gun, and let the other feel the shrapnel of an exploding mine.

    Roleplay:

    You are a hired gun. You don't have friends, you have clients. Always ask for a pay for any quest you're doing. There is never enough caps. Help the highest bitter. In my test play, I helped the chem dealers take over Drumlin Dinner simply because they offered a pay. That is how you play The Mercenary. You are neither good nor evil. You profit from both.

    Companion:

    MacCready is the best possible companion for a Merc build. He is a merc himself, and like you, he cares only about how much caps can he make before he dies. Go to him as soon as you can. The price he gives you is nothing compared to having this badass kid on your side.

     

    Well, that's it for this build. I really hope you liked it as I spent a lot of time working on it and I woul?=)%&#(%(%)U#

     

    Report to Brotherhood Command

     

    Operative: Paladin Danse

    Target: Drake - The Mercenary

     

    Elder Maxson, I think that you will be happy to know that Knight Simmons was right in his report. I had just been contacted by a Gunner agent who said that the man known as The Mercenary has decided to join our ranks and become a member of the Brotherhood. As soon as you enter the Commonwealth airspace, I will arrive on board with him after the Prydwen has docked at the Boston Airport. I have no doubt that he will be a valuable source of infromation on the Commonwealth and possibly the Institute. Ad Victoriam!

     

    End of Report

    Paladin Danse

     

    THE SOLDIER

    "There is something worth fighting for in this world."

     

    The Mercenary build works fine on it's own and can be played as it stands above. But what happens when you meet someone completely different from you, yet almost the same? What happens when you find a person that will make you turn your life around, not for caps, but for love? What happens when you meet the girl of your dreams? You let go of your past and try to make a safe future for both of you, because you now have something worth fighting for. And the only way to achive that future is under the protection of the Brotherhhod of Steel.

     

    LATE PERKS

    As you can see, some of the perks have been given some points. Rifleman, Gun Nut, Commando and Life Giver all got one point increase to suffice our needs in late game. But, the main thing here are the new perks, so let's go through them.

    Local Leader: The Local Leader perk will be used to create new settlements and increase the Brotherhoods control over the Commonwealth.

    Fortune Finder: This perk is used to collect more caps in the world and allow you to buy and upgrade the gear for the citizens in Brotherhood settlements.

    Rad Resistant: The late game will send you to the Glowing Sea multiple times, so better protection against radiation is good to have.

    Heavy Gunner: As a member of the Brotherhood, you'll be packing some serious heat. Best know how to use it.

    Science: Two points here will allow you to create laser and plasma weapons and upgrade your power armor.

     

    EQUIPMENT

    Danse's Power Armor - After his exile, Danse had left you his own power armor for use.

    Kellogg's Gun - This is the only thing you have from your former life and a way to remember Nora and Shaun.

    Righteous Authority - One of the best laser weapons in the game and your primary weapon in late game.

    Vertibird Signal Grenades - A Vertibird will be your primary way of transportation after joining the Brotherhood. Get as much as you can from Proctor Teagan.

     

    Base of Operations

    "The art of engineering. The Prydwen."

     

    The Prydwen and The Airport:

    Probably my favorite place in the game, these two locations are essential to the build and well protected so you don't have to worry about any attackers. After returning from the Institute, dismantle the teleporter and extended the base at the same spot were you built the teleporter.

     

    GAMEPLAY

    Combat:

    Work with your companion in attacking a target. Place mines, take them out from afar or go in guns blazing. How ever you like to fight.

    Roleplay:

    You are now a Brotherhood Knight. Spend your time in the Prydwen with your armor, in the Mess Hall or patroling the airport. Go on research patrols and train squire's. Create your own missions. Go on leave to Goodneighbour or Diamond City and help people to raise their trust in the Brotherhood. Help Knight Rhys or Scribe Haylen at the Cambridge Police Station. Build settlements for the Brotherhood.

    Companion:

     

    When it comes to companions in this part of the build, pick one that you can romance. I went with Piper, as I absolutely love her character and her voice actor did an amazing job in bringing her to life. That companion is the reason you joined the Brotherhood.

     

    Ad Victoriam!

     

    Now I'm truly done with the build. I spent half of this month creating it and I hope you liked it. Stay tuned for my second event build, The Lone Wanderer. Until then, bye bye! :)

     

     

     

     

     

  • Member
    May 22, 2017
    Nice merc build mixed with some nice RP and some BOS. I think you weaved it together pretty well. The one thing I wish we could sort out is the mixed fonts :/ just kind of distracting. Bummed about losing your other build too. Kudos for getting one up in spite of the loss!
  • Member
    May 22, 2017

    Yeah, the fonts showed only when I posted the build. I had problems with them changing throughout the entire writing of the build.

  • Member
    July 19, 2017

    All right! It's time to read this. I'm sorry it took so long!!

  • Member
    July 19, 2017
    Simple and effective, Delta. I enjoy the depth that both you and Amornar included in your stories. I myself find that I need to know who my character is and what drives her forward. It makes my playthrough a whole lot more enjoyable.
  • Member
    July 19, 2017

    Glad you like it Noodles! :)

    I personally think that the backstory is the most important part of the build. It shows what motivates your character and why he/she is the way they are.