Difference between revisions of "Mercenaries"
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− | {{ | + | == Overview == |
+ | {{TOCright}} | ||
+ | '''{{PAGENAME}}''' is one of the powersets. It is a [[Mastermind]] primary power set. | ||
+ | |||
+ | Despite their reputations, Mercenaries are extremely loyal 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 == | == Power Table == | ||
+ | |||
+ | === Mastermind === | ||
+ | |||
+ | The {{PAGENAME}} powerset is available as a primary set for [[Mastermind|Masterminds]]. The following table shows which powers are available and at what level: | ||
+ | |||
{{Powers_LevelHeader}} | {{Powers_LevelHeader}} | ||
{{Powers_LevelRow|Icon=Paramilitary AssaultRifleBurst.png|Power=Burst|Level=1|Effect=Ranged, Moderate Damage(Lethal), Foe -Defense}} | {{Powers_LevelRow|Icon=Paramilitary AssaultRifleBurst.png|Power=Burst|Level=1|Effect=Ranged, Moderate Damage(Lethal), Foe -Defense}} | ||
Line 14: | Line 24: | ||
==Powers== | ==Powers== | ||
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=== [[Image:Paramilitary AssaultRifleBurst.png]] Burst === | === [[Image: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. Damage is average, but the fire rate is fast. Can also reduce the target's defense. | ||
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− | + | {{PowerBlock_Start}} | |
− | + | {{PowerBlock_Damage|Moderate damage over time}} | |
− | {{ | + | {{PowerBlock_Recharge|Fast}} |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Ranged}} |
− | {{ | + | {{PowerBlock_Blank|Foe -Defense}} |
− | + | {{PowerBlock_Enhancements|-}} | |
− | {{ | + | {{PowerBlock_Blank|-}} |
− | {{ | + | {{PowerBlock_End}} |
− | {{ | + | |
− | {{ | + | |
− | {{ | + | |
− | + | === [[Image:Paramilitary SuperSoldier.png]] Commando === | |
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− | + | 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 the 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. | |
− | + | ||
− | {{ | + | {{PowerBlock_Start}} |
− | {{ | + | {{PowerBlock_Recharge|Long}} |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 26 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Summon Commando}} |
− | {{ | + | {{PowerBlock_Blank|-}} |
− | {{ | + | {{PowerBlock_Enhancements|Reduce Endurance Cost}} |
+ | {{PowerBlock_Blank|Enhance KnockBack}} | ||
+ | {{PowerBlock_Blank|Enhance Defense DeBuff}} | ||
+ | {{PowerBlock_Blank|Enhance Damage}} | ||
+ | {{PowerBlock_Blank|Enhance Accuracy}} | ||
+ | {{PowerBlock_End}} | ||
+ | |||
+ | '''Approximate Abilities:''' | ||
+ | Commando: | ||
+ | Burst, Slug | ||
=== [[Image:Paramilitary EquipSoldier.png]] Equip Mercenary === | === [[Image: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 any given Mercenary Henchman once. | 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 any given Mercenary Henchman once. | ||
− | {{ | + | |
− | {{ | + | {{PowerBlock_Start}} |
− | {{ | + | {{PowerBlock_Damage|-}} |
− | {{ | + | {{PowerBlock_Recharge|Medium}} |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 6 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Ranged}} |
− | {{ | + | {{PowerBlock_Blank|Equip Mercenary Henchman}} |
− | {{ | + | {{PowerBlock_Enhancements|Reduce Endurance Cost}} |
− | {{ | + | {{PowerBlock_Blank|Enhance Range}} |
+ | {{PowerBlock_Blank|Enhance Recharge Speed}} | ||
+ | {{PowerBlock_End}} | ||
+ | |||
'''Approximate Effects:''' | '''Approximate Effects:''' | ||
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Commando: Bandanna | Commando: Bandanna | ||
Full Auto, Buckshot | Full Auto, Buckshot | ||
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=== [[Image:Paramilitary AssaultRifleGrenade.png]] M30 Grenade === | === [[Image:Paramilitary AssaultRifleGrenade.png]] M30 Grenade === | ||
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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. This explosion affects all within the blast radius, and can knock them back. | ||
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− | + | {{PowerBlock_Start}} | |
− | + | {{PowerBlock_Damage|Moderate Lethal/Smashing}} | |
− | {{ | + | {{PowerBlock_Recharge|Slow}} |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 8 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Ranged Targeted area of effect}} |
− | {{ | + | {{PowerBlock_Blank|Foe Knockback}} |
− | {{ | + | {{PowerBlock_Enhancements|-}} |
− | {{ | + | {{PowerBlock_Blank|-}} |
− | {{ | + | {{PowerBlock_End}} |
− | {{ | + | |
− | {{ | + | === [[Image: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. |
− | {{ | + | |
− | {{ | + | {{PowerBlock_Start}} |
+ | {{PowerBlock_Damage|High Lethal}} | ||
+ | {{PowerBlock_Recharge|Moderate}} | ||
+ | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 2 (Mastermind)}}} | ||
+ | {{PowerBlock_Effects|Ranged}} | ||
+ | {{PowerBlock_Blank|Foe Knockback}} | ||
+ | {{PowerBlock_Enhancements|-}} | ||
+ | {{PowerBlock_Blank|-}} | ||
+ | {{PowerBlock_End}} | ||
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=== [[Image:Paramilitary Serum.png]] Serum === | === [[Image: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, Accuracy, 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 for a while. | 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, Accuracy, 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 for a while. | ||
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− | === [[Image:Paramilitary | + | {{PowerBlock_Start}} |
− | + | {{PowerBlock_Recharge|Very Long}} | |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 18 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Buff Mercenary}} |
− | {{ | + | {{PowerBlock_Blank|+Damage}} |
− | {{ | + | {{PowerBlock_Blank|+Resistance}} |
− | {{ | + | {{PowerBlock_Blank|+Accuracy}} |
− | {{ | + | {{PowerBlock_Blank|+Recovery}} |
− | {{ | + | {{PowerBlock_Enhancements|-}} |
− | {{ | + | {{PowerBlock_Blank|-}} |
− | {{ | + | {{PowerBlock_End}} |
− | {{ | + | |
+ | |||
+ | === [[Image: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. | ||
+ | |||
+ | {{PowerBlock_Start}} | ||
+ | {{PowerBlock_Recharge|Very Long}} | ||
+ | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}} | ||
+ | {{PowerBlock_Effects|Summon Soldiers}} | ||
+ | {{PowerBlock_Blank|-}} | ||
+ | {{PowerBlock_Enhancements|Reduce Endurance Cost}} | ||
+ | {{PowerBlock_Blank|Enhance Heal}} | ||
+ | {{PowerBlock_Blank|Enhance Defense DeBuff}} | ||
+ | {{PowerBlock_Blank|Enhance Damage}} | ||
+ | {{PowerBlock_Blank|Enhance Accuracy}} | ||
+ | {{PowerBlock_End}} | ||
'''Approximate Abilities:''' | '''Approximate Abilities:''' | ||
− | + | Soldiers: | |
− | Burst, | + | Burst, Brawl |
+ | Medic: | ||
+ | Burst, Aid Other, Brawl | ||
+ | |||
+ | === [[Image: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. | ||
+ | |||
+ | {{PowerBlock_Start}} | ||
+ | {{PowerBlock_Recharge|Very Long}} | ||
+ | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 12 (Mastermind)}}} | ||
+ | {{PowerBlock_Effects|Summon Spec Ops}} | ||
+ | {{PowerBlock_Blank|-}} | ||
+ | {{PowerBlock_Enhancements|Enhance Hold}} | ||
+ | {{PowerBlock_Blank|Reduce Endurance Cost}} | ||
+ | {{PowerBlock_Blank|Enhance Disorient}} | ||
+ | {{PowerBlock_Blank|Enhance Immobilization}} | ||
+ | {{PowerBlock_Blank|Enhance ToHit DeBuffs}} | ||
+ | {{PowerBlock_Blank|Enhance Defense DeBuff}} | ||
+ | {{PowerBlock_Blank|Enhance Damage}} | ||
+ | {{PowerBlock_Blank|Enhance Accuracy}} | ||
+ | {{PowerBlock_End}} | ||
+ | |||
+ | '''Approximate Abilities:''' | ||
+ | Spec Ops: | ||
+ | Burst, Long Burst, Web Grenade, Brawl(+Disorient) | ||
=== [[Image:Paramilitary TacticalUpgrade.png]] Tactical Upgrade === | === [[Image:Paramilitary TacticalUpgrade.png]] Tactical Upgrade === | ||
+ | |||
Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactucally Upgraded Mercenary will gain powers, weapons, and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you cna only Tactically Upgrade any given Mercenary Henchman once. | Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactucally Upgraded Mercenary will gain powers, weapons, and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you cna only Tactically Upgrade any given Mercenary Henchman once. | ||
− | + | ||
− | {{ | + | {{PowerBlock_Start}} |
− | {{ | + | {{PowerBlock_Recharge|Very Slow}} |
− | {{ | + | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 32 (Mastermind)}}} |
− | {{ | + | {{PowerBlock_Effects|Upgrade Mercenary Henchman}} |
− | {{ | + | {{PowerBlock_Blank|Ranged}} |
− | {{ | + | {{PowerBlock_Enhancements|Reduce Endurance Cost}} |
− | {{ | + | {{PowerBlock_Blank|Enhance Range}} |
− | {{ | + | {{PowerBlock_Blank|Enhance Recharge Time}} |
+ | {{PowerBlock_End}} | ||
'''Approximate effects:''' | '''Approximate effects:''' | ||
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Commando: Tactical Belt | Commando: Tactical Belt | ||
LRM Rocket, Flamethrower, M30 Grenade | LRM Rocket, Flamethrower, M30 Grenade | ||
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[[Category: Powersets]] | [[Category: Powersets]] |
Revision as of 06:45, 2 May 2006
Overview
Mercenaries is one of the powersets. It is a Mastermind primary power set.
Despite their reputations, Mercenaries are extremely loyal 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
Mastermind
The Mercenaries powerset is available as a primary set for Masterminds. The following table shows which powers are available and at what level:
Power | Level | Effect | |
Burst | 1 | Ranged, Moderate Damage(Lethal), Foe -Defense | |
Soldiers | 1 | Summon Soldier | |
Slug | 2 | Ranged, High Damage(Lethal), Foe Knockback | |
Equip Soldier | 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, +Accuracy, +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 | - |
- |
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 the 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 |
- | |
Enhancements | Reduce Endurance Cost |
Enhance KnockBack | |
Enhance Defense DeBuff | |
Enhance Damage | |
Enhance Accuracy |
Approximate Abilities: Commando: Burst, Slug
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 any given Mercenary Henchman once.
Damage | - |
Recharge | Medium |
Minimum Level | 6 (Mastermind) |
Effects | Ranged |
Equip Mercenary Henchman | |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Enhance Recharge Speed |
Approximate Effects: Soldiers, Medic: Helmet Long Burst Spec Ops: Helmet Flashbang Grenade Commando: Bandanna Full Auto, Buckshot
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 | - |
- |
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 | - |
- |
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, Accuracy, 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 for a while.
Recharge | Very Long |
Minimum Level | 18 (Mastermind) |
Effects | Buff Mercenary |
+Damage | |
+Resistance | |
+Accuracy | |
+Recovery | |
Enhancements | - |
- |
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 |
- | |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Enhance Defense DeBuff | |
Enhance Damage | |
Enhance Accuracy |
Approximate Abilities: Soldiers: Burst, Brawl Medic: Burst, Aid Other, Brawl
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.
Approximate Abilities: Spec Ops: Burst, Long Burst, Web Grenade, Brawl(+Disorient)
Tactical Upgrade
Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactucally Upgraded Mercenary will gain powers, weapons, and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you cna only Tactically Upgrade any given Mercenary Henchman once.
Recharge | Very Slow |
Minimum Level | 32 (Mastermind) |
Effects | Upgrade Mercenary Henchman |
Ranged | |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Enhance Recharge Time |
Approximate effects: Soldiers: Tactical Belt, M-16 Rifle M30 Grenade, Full Auto, CS-Gas Grenade Medic: Tactical Belt Stimulant, Frag Grenade Spec Ops: Grenades, C4, Radio Earpiece Sniper Shot, (more grenades?) Commando: Tactical Belt LRM Rocket, Flamethrower, M30 Grenade