Difference between revisions of "Mercenaries"
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== Overview == | == Overview == | ||
− | '''Mercenaries''' is | + | {{Power Set Icon|Freem}} |
+ | '''Mercenaries''' is a standard power set that is a primary set for [[Mastermind]]s. | ||
− | Despite their reputations, Mercenaries are extremely loyal dedicated soldiers. | + | "Despite their reputations, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, exactly what a Mastermind needs. Mercenaries typically use conventional weapons and all Mercenaries have body armor that gives them resistance to smashing and lethal damage and their training makes them resistant to Confusion and Placate." |
+ | {{clrl}} | ||
== Power Table == | == Power Table == | ||
− | + | The Mercenaries power set is available as a primary set for [[Mastermind]]s. The following table shows the level at which each power is available: | |
− | + | ||
− | + | ||
− | The Mercenaries | + | |
{{Powers_LevelHeader}} | {{Powers_LevelHeader}} | ||
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== Powers == | == Powers == | ||
− | |||
=== [[File:Paramilitary AssaultRifleBurst.png]] Burst === | === [[File:Paramilitary AssaultRifleBurst.png]] Burst === | ||
− | + | Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. | |
− | Quickly fires a Burst of rounds at a single target at very long range. | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary SuperSoldier.png]] Commando === | === [[File:Paramilitary SuperSoldier.png]] Commando === | ||
− | + | Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. | |
− | Enlists one highly trained Commando. | + | |
[[File:Mastermind Mercenaries Commando Fully Trained.jpg|thumb|150px|right|Commando]] | [[File:Mastermind Mercenaries Commando Fully Trained.jpg|thumb|150px|right|Commando]] | ||
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=== [[File:Paramilitary EquipSoldier.png]] Equip Mercenary === | === [[File:Paramilitary EquipSoldier.png]] Equip Mercenary === | ||
− | + | Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip your Mercenary Henchmen once with this power. | |
− | Equip your Mercenary Henchmen with more advanced munitions and weaponry. | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary AssaultRifleGrenade.png]] M30 Grenade === | === [[File:Paramilitary AssaultRifleGrenade.png]] M30 Grenade === | ||
− | + | Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. | |
− | Launches a Grenade at long range from beneath the barrel of your Assault Rifle. | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary Serum.png]] Serum === | === [[File:Paramilitary Serum.png]] Serum === | ||
− | + | You can use a special Serum to turn one mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, chance to hit, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize, and Knockback. After the Serum wears off, the Mercenary will be exhausted and drained of all Endurance and be unable to recover endurance for a short while. | |
− | You can use a special Serum to turn one mercenary into a virtually Unstoppable killing machine for a short time. | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary AssaultRifleSlug.png]] Slug === | === [[File:Paramilitary AssaultRifleSlug.png]] Slug === | ||
− | + | Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. | |
− | Fires a single Slug at a targeted foe. | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary DraftArmy.png]] Soldiers === | === [[File:Paramilitary DraftArmy.png]] Soldiers === | ||
− | + | Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. | |
− | Calls forth one to three Mercenary Soldiers ( | + | |
[[File:Mastermind Mercenaries Soldier Fully Trained.jpg|thumb|150px|right|Soldier]] | [[File:Mastermind Mercenaries Soldier Fully Trained.jpg|thumb|150px|right|Soldier]] | ||
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=== [[File:Paramilitary EnlistSpecialForces.png]] Spec Ops === | === [[File:Paramilitary EnlistSpecialForces.png]] Spec Ops === | ||
+ | You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be eqipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. | ||
− | |||
[[File:Mastermind Mercenaries Spec Ops Fully Trained.jpg|thumb|150px|right|Spec Ops]] | [[File:Mastermind Mercenaries Spec Ops Fully Trained.jpg|thumb|150px|right|Spec Ops]] | ||
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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=== [[File:Paramilitary TacticalUpgrade.png]] Tactical Upgrade === | === [[File:Paramilitary TacticalUpgrade.png]] Tactical Upgrade === | ||
− | + | Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power. | |
− | Permanently Upgrade the most advanced tactical weapons and gears to | + | |
{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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== Historical == | == Historical == | ||
− | |||
{{Historical|type=section|reason=change}} | {{Historical|type=section|reason=change}} | ||
− | |||
* This set was added to the game with the original release of [[Mastermind]]s in [[Issue 6]]. | * This set was added to the game with the original release of [[Mastermind]]s in [[Issue 6]]. | ||
== External Links == | == External Links == | ||
− | + | *{{RedTomaxPowerSet|Power={{PAGENAMEE}}|Archetype=Mastermind|Type=Summon}} | |
− | *{{RedTomaxPowerSet | + | |
− | + | ||
[[Category:Power Sets]] | [[Category:Power Sets]] | ||
[[Category:Mastermind Primary]] | [[Category:Mastermind Primary]] |
Latest revision as of 05:55, 25 July 2014
Overview
Mercenaries is a standard power set that is a primary set for Masterminds.
"Despite their reputations, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, exactly what a Mastermind needs. Mercenaries typically use conventional weapons and all Mercenaries have body armor that gives them resistance to smashing and lethal damage and their training makes them resistant to Confusion and Placate."
Power Table
The Mercenaries power set is available as a primary set for Masterminds. The following table shows the level at which each power is available:
Power | Level | Effect | |
Burst | 1 | Ranged, Moderate Damage(Lethal), Foe -Defense | |
Soldiers | 1 | Summon Soldier | |
Slug | 2 | Ranged, High Damage(Lethal), Foe Knockback | |
Equip Mercenary | 6 | Ranged, Equip Mercenary Henchman | |
M30 Grenade | 8 | Ranged(Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback | |
Spec Ops | 12 | Summon Spec Ops | |
Serum | 18 | Buff Mercenary +Damage, +Resistance, +To Hit, +Recovery | |
Commando | 26 | Summon Commando | |
Tactical Upgrade | 32 | Ranged Upgrade Mercenary Henchman |
Powers
Burst
Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.
Damage | Moderate damage over time |
Recharge | Fast |
Minimum Level | 1 (Mastermind) |
Effects | Ranged |
Foe -Defense | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged Damage |
Defense Debuff |
Commando
Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail.
Recharge | Long |
Minimum Level | 26 (Mastermind) |
Effects | Summon Commando |
Basic Powers | Brawl (Moderate (Smashing)) |
Burst (Moderate DoT, -Def) | |
Slug (Heavy Damage, Knockback) | |
Equip Powers | Buckshot (Moderate Damage, Knockback) |
Full Auto (Superior DoT) | |
Upgrade Powers | M30 Grenade (Moderate Damage, Knockback) |
Flamethrower (Extreme DoT) | |
LRM Rocket Launcher (Superior Damage, Knockback) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Set Categories | Pet Damage |
Defense Debuff | |
Knockback |
Equip Mercenary
Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip your Mercenary Henchmen once with this power.
Recharge | Fast |
Minimum Level | 6 (Mastermind) |
Effects | Ranged |
Equip Mercenary Henchman | |
Soldiers: | |
Visual Change: | Military helmet |
Powers added: | Advanced SMG Heavy Burst (Heavy DoT) |
Heavy Burst (Lethal) | |
Medic: | |
Visual Change: | Military helmet |
Powers added: | SMG Heavy Burst (Heavy DoT) |
Spec Ops: | |
Visual Change: | Military helmet, night vision goggles |
Powers added: | Rifle Butt (Moderate Damage, Disorient) |
Flash Bang (Disorient -Acc) | |
Commando: | |
Visual Change: | - |
Powers added: | Buckshot (Moderate Damage, Knockback) |
Full Auto (Superior DoT) | |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Increase Attack Rate | |
Set Categories | None |
M30 Grenade
Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Damage | Moderate Lethal/Smashing |
Recharge | Slow |
Minimum Level | 8 (Mastermind) |
Effects | Ranged Targeted area of effect |
Foe Knockback | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Targeted AoE Damage |
Knockback |
Serum
You can use a special Serum to turn one mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, chance to hit, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize, and Knockback. After the Serum wears off, the Mercenary will be exhausted and drained of all Endurance and be unable to recover endurance for a short while.
Recharge | Very Long |
Minimum Level | 18 (Mastermind) |
Effects | Buff Mercenary |
+Damage | |
+Resistance | |
+To Hit | |
+Recovery | |
Enhancements | Enhance Endurance Modification |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Enhance Damage Resistance | |
Enhance ToHit Buff | |
Set Categories | Resist Damage |
Endurance Modification | |
To Hit Buff |
Slug
Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes.
Damage | High Lethal |
Recharge | Moderate |
Minimum Level | 2 (Mastermind) |
Effects | Ranged |
Foe Knockback | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged Damage |
Knockback |
Soldiers
Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail.
Recharge | Very Long |
Minimum Level | 1 (Mastermind) |
Effects | Summon Soldiers |
Soldier | Level 1 and 6 pets are Soldiers |
Basic Powers | Brawl (Smashing) |
Advanced SMG Burst (Moderate DoT) | |
Equip Powers | Advanced SMG Heavy Burst (Heavy DoT) |
Heavy Burst (Lethal) | |
Upgrade Powers | Auto Fire (Extreme DoT) |
Burst (Lethal) | |
Medic | Level 18 pet is a Medic |
Basic Powers | Brawl (Smashing) |
SMG Burst (Moderate DoT) | |
MedKit (Heal) | |
Equip Powers | SMG Heavy Burst (Heavy DoT) |
Upgrade Powers | Stimulant (Resist Effects) |
Frag Grenade (Moderate Damage, Knockback) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Heal | |
Set Categories | Pet Damage |
Defense Debuff |
Spec Ops
You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be eqipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail.
Recharge | Very Long |
Minimum Level | 12 (Mastermind) |
Effects | Summon Spec Ops |
Basic Powers | Brawl (Smashing) |
SCAR Burst (Moderate DoT) | |
SCAR Heavy Burst (Heavy DoT) | |
Web Grenade (Immobilize, -Recharge, -Fly) | |
Equip Powers | Rifle Butt (Moderate Damage, Disorient) |
Flash Bang (Disorient -Acc) | |
Upgrade Powers | SCAR Snipe (?Heavy Damage) |
Tear Gas (Hold/Immob? -Damage) | |
Stealth (Stealth +Defense) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Hold Duration | |
Enhance Immobilization Duration | |
Enhance Disorient Duration | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
Defense Debuff | |
ToHit Debuff |
Tactical Upgrade
Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power.
Recharge | Very Slow |
Minimum Level | 32 (Mastermind) |
Effects | Ranged, Upgrade Mercenary Henchman |
Soldiers: | |
Visual Change: | Tactical Belt, new Assault Rifle |
Powers added: | Auto Fire (Extreme DoT) |
Burst (Lethal) | |
Medic: | |
Visual Change: | Tactical Belt |
Powers added: | Stimulant (Resist Effects) |
Frag Grenade (Moderate Damage, Knockback) | |
Spec Ops: | |
Visual Change: | Grenade Harness |
Powers added: | SCAR Snipe (?Heavy Damage) |
Tear Gas (Hold/Immob? -Damage) | |
Stealth (Stealth +Defense) | |
Commando: | |
Visual Change: | Tactical Belt |
Powers added: | M30 Grenade (Moderate Damage, Knockback) |
Flamethrower (Extreme DoT) | |
LRM Rocket Launcher (Superior Damage, Knockback) | |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Increase Attack Rate | |
Set Categories | None |
Historical
- This set was added to the game with the original release of Masterminds in Issue 6.