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Difference between revisions of "Mercenaries"

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m (Image:Paramilitary EnlistSpecialForces.png Spec Ops: added availability level for 2nd spec ops)
(Added Henchman Powers)
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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.
 
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.
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*{{UL|Basic Powers}}:
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**[[Assault Rifle#Burst|Burst]]
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**[[Assault Rifle#Slug|Slug]]
 +
 +
*{{UL|Equip Powers}}:
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**[[Assault Rifle#Buckshot|Buckshot]]
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**[[Assault Rifle#Full Auto|Full Auto]]
 +
 +
*{{UL|Upgrade Powers}}:
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**[[Assault Rifle#M30 Grenade|M30 Grenade]]
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**[[Assault Rifle#Flamethrower|Flamethrower]]
 +
**LRM Rocket Launcher
  
 
{{PowerBlock_Start}}
 
{{PowerBlock_Start}}
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{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_End}}
 
{{PowerBlock_End}}
 
'''Approximate Abilities:'''
 
Commando:
 
    Burst, Slug
 
  
 
=== [[Image:Paramilitary EquipSoldier.png]] Equip Mercenary ===
 
=== [[Image:Paramilitary EquipSoldier.png]] Equip Mercenary ===
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Calls forth one to three Mercenary Soldiers (the second is available at level six, the third at level eighteen) 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 (the second is available at level six, the third at level eighteen) 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.
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 +
Soldier:
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*{{UL|Basic Powers}}:
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**[[Mercenaries#Burst|Advanced SMG Burst]]
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*{{UL|Equip Powers}}:
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**Advanced SMG Heavy Burst
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 +
*{{UL|Upgrade Powers}}:
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**Auto Fire
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 +
Medic:
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*{{UL|Basic Powers}}:
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**[[Mercenaries#Burst|Advanced SMG Burst]]
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**MedKit
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*{{UL|Equip Powers}}:
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**Advanced SMG Heavy Burst
 +
 +
*{{UL|Upgrade Powers}}:
 +
**Stimulant
 +
**Frag Grenade
 +
  
 
{{PowerBlock_Start}}
 
{{PowerBlock_Start}}
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{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_End}}
 
{{PowerBlock_End}}
 
'''Approximate Abilities:'''
 
Soldiers:
 
    Burst, Brawl
 
Medic:
 
    Burst, Aid Other, Brawl
 
  
 
=== [[Image:Paramilitary EnlistSpecialForces.png]] Spec Ops ===
 
=== [[Image:Paramilitary EnlistSpecialForces.png]] Spec Ops ===
  
 
You can enlist one to two highly skilled Spec Ops Mercenaries (the second is available at level twenty-four).  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.
 
You can enlist one to two highly skilled Spec Ops Mercenaries (the second is available at level twenty-four).  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.
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*{{UL|Basic Powers}}:
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**SCAR Burst
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**SCAR Heavy Burst
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**[[Traps#Web Grenade|Web Grenade]]
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*{{UL|Equip Powers}}:
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**Rifle Butt
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**Flash Bang
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*{{UL|Upgrade Powers}}:
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**SCAR Snipe
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**Tear Gas
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**[[Leadership#Stealth|Stealth]]
  
 
{{PowerBlock_Start}}
 
{{PowerBlock_Start}}
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{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_Blank|Enhance Accuracy}}
 
{{PowerBlock_End}}
 
{{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 ===

Revision as of 23:29, 17 October 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
Paramilitary AssaultRifleBurst.png Burst 1 Ranged, Moderate Damage(Lethal), Foe -Defense
Paramilitary DraftArmy.png Soldiers 1 Summon Soldier
Paramilitary AssaultRifleSlug.png Slug 2 Ranged, High Damage(Lethal), Foe Knockback
Paramilitary EquipSoldier.png Equip Soldier 6 Ranged, Equip Mercenary Henchman
Paramilitary AssaultRifleGrenade.png M30 Grenade 8 Ranged(Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback
Paramilitary EnlistSpecialForces.png Spec Ops 12 Summon Spec Ops
Paramilitary Serum.png Serum 18 Buff Mercenary +Damage, +Resistance, +Accuracy, +Recovery
Paramilitary SuperSoldier.png Commando 26 Summon Commando
Paramilitary TacticalUpgrade.png Tactical Upgrade 32 Ranged Upgrade Mercenary Henchman

Powers

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.

Damage Moderate damage over time
Recharge Fast
Minimum Level V archetypeicon mastermind.png 1 (Mastermind)
Effects Ranged
Foe -Defense
Enhancements -
-

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 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 V archetypeicon mastermind.png 26 (Mastermind)
Effects Summon Commando
-
Enhancements Reduce Endurance Cost
Enhance KnockBack
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

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.

Damage -
Recharge Fast
Minimum Level V archetypeicon mastermind.png 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

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.

Damage Moderate Lethal/Smashing
Recharge Slow
Minimum Level V archetypeicon mastermind.png 8 (Mastermind)
Effects Ranged Targeted area of effect
Foe Knockback
Enhancements -
-

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.

Damage High Lethal
Recharge Moderate
Minimum Level V archetypeicon mastermind.png 2 (Mastermind)
Effects Ranged
Foe Knockback
Enhancements -
-


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.

Recharge Very Long
Minimum Level V archetypeicon mastermind.png 18 (Mastermind)
Effects Buff Mercenary
+Damage
+Resistance
+Accuracy
+Recovery
Enhancements -
-


Paramilitary DraftArmy.png Soldiers

Calls forth one to three Mercenary Soldiers (the second is available at level six, the third at level eighteen) 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.

Soldier:

  • Equip Powers:
    • Advanced SMG Heavy Burst
  • Upgrade Powers:
    • Auto Fire

Medic:

  • Equip Powers:
    • Advanced SMG Heavy Burst
  • Upgrade Powers:
    • Stimulant
    • Frag Grenade


Recharge Very Long
Minimum Level V archetypeicon mastermind.png 1 (Mastermind)
Effects Summon Soldiers
-
Enhancements Reduce Endurance Cost
Enhance Heal
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

Paramilitary EnlistSpecialForces.png Spec Ops

You can enlist one to two highly skilled Spec Ops Mercenaries (the second is available at level twenty-four). 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.

  • Equip Powers:
    • Rifle Butt
    • Flash Bang
  • Upgrade Powers:
Recharge Very Long
Minimum Level V archetypeicon mastermind.png 12 (Mastermind)
Effects Summon Spec Ops
-
Enhancements Enhance Hold
Reduce Endurance Cost
Enhance Disorient
Enhance Immobilization
Enhance ToHit DeBuffs
Enhance Defense DeBuff
Enhance Damage
Enhance Accuracy

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 can only Tactically Upgrade any given Mercenary Henchman once.

Recharge Very Slow
Minimum Level V archetypeicon mastermind.png 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

External Links