Difference between revisions of "Mercenaries"
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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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{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 26 (Mastermind)}}} | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 26 (Mastermind)}}} | ||
{{PowerBlock_Effects|Summon Commando}} | {{PowerBlock_Effects|Summon Commando}} | ||
− | {{PowerBlock_Blank| | + | {{PowerBlock_Other|Header=Basic Powers|Text=[[Image:AssaultWeapons_ARBurst.png|18px]] [[Assault Rifle#Burst|Burst]]}} |
+ | {{PowerBlock_Blank|[[Image:AssaultWeapons_ShotgunSlug.png|18px]] [[Assault Rifle#Slug|Slug]]}} | ||
+ | {{PowerBlock_Other|Header=Equip Powers|Text=[[Image:AssaultWeapons_ShotgunBuckShot.png|18px]] [[Assault Rifle#Buckshot|Buckshot]]}} | ||
+ | {{PowerBlock_Blank|[[Image:AssaultWeapons_ARFullAuto.png|18px]] [[Assault Rifle#Full Auto|Full Auto]]}} | ||
+ | {{PowerBlock_Other|Header=Upgrade Powers|Text=[[Image:AssaultWeapons_ARM30grenade.png|18px]] [[Assault Rifle#M30 Grenade|M30 Grenade]]}} | ||
+ | {{PowerBlock_Blank|[[Image:AssaultWeapons_ARFlamethrower.png|18px]] [[Assault Rifle#Flamethrower|Flamethrower]]}} | ||
+ | {{PowerBlock_Blank|[[Image:MunitionsMastery_LRMRocket.png|18px]] [[Munitions Mastery#LRM Missile|LRM Rocket Launcher]]}} | ||
{{PowerBlock_Enhancements|Reduce Endurance Cost}} | {{PowerBlock_Enhancements|Reduce Endurance Cost}} | ||
{{PowerBlock_Blank|Enhance KnockBack}} | {{PowerBlock_Blank|Enhance KnockBack}} | ||
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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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{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
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{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}} | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}} | ||
{{PowerBlock_Effects|Summon Soldiers}} | {{PowerBlock_Effects|Summon Soldiers}} | ||
− | {{PowerBlock_Blank| | + | {{PowerBlock_Other|Header=''Soldier''|Text=''First two pets are soldiers''}} |
+ | {{PowerBlock_Other|Header=Basic Powers|Text=[[Image:Power_Missing.png|18px]] Advanced SMG Burst}} | ||
+ | {{PowerBlock_Other|Header=Equip Powers|Text=[[Image:Power_Missing.png|18px]] Advanced SMG Heavy Burst}} | ||
+ | {{PowerBlock_Other|Header=Upgrade Powers|Text=[[Image:Power_Missing.png|18px]] Auto Fire}} | ||
+ | {{PowerBlock_Other|Header=''Medic''|Text=''Third pet is a medic''}} | ||
+ | {{PowerBlock_Other|Header=Basic Powers|Text=[[Image:Power_Missing.png|18px]] SMG Burst}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] MedKit}} | ||
+ | {{PowerBlock_Other|Header=Equip Powers|Text=[[Image:Power_Missing.png|18px]] SMG Heavy Burst}} | ||
+ | {{PowerBlock_Other|Header=Upgrade Powers|Text=[[Image:Power_Missing.png|18px]] Stimulant}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] Frag Grenade}} | ||
{{PowerBlock_Enhancements|Reduce Endurance Cost}} | {{PowerBlock_Enhancements|Reduce Endurance Cost}} | ||
{{PowerBlock_Blank|Enhance Heal}} | {{PowerBlock_Blank|Enhance Heal}} | ||
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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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{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Recharge|Very Long}} | {{PowerBlock_Recharge|Very Long}} | ||
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 12 (Mastermind)}}} | {{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 12 (Mastermind)}}} | ||
{{PowerBlock_Effects|Summon Spec Ops}} | {{PowerBlock_Effects|Summon Spec Ops}} | ||
− | {{PowerBlock_Blank| | + | {{PowerBlock_Other|Header=Basic Powers|Text=[[Image:Power_Missing.png|18px]] SCAR Burst}} |
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] SCAR Heavy Burst}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] [[Traps#Web Grenade|Web Grenade]]}} | ||
+ | {{PowerBlock_Other|Header=Equip Powers|Text=[[Image:Power_Missing.png|18px]] Rifle Butt}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] Flash Bang}} | ||
+ | {{PowerBlock_Other|Header=Upgrade Powers|Text=[[Image:Power_Missing.png|18px]] SCAR Snipe}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] Tear Gas}} | ||
+ | {{PowerBlock_Blank|[[Image:Power_Missing.png|18px]] [[Leadership#Stealth|Stealth]]}} | ||
{{PowerBlock_Enhancements|Enhance Hold}} | {{PowerBlock_Enhancements|Enhance Hold}} | ||
{{PowerBlock_Blank|Reduce Endurance Cost}} | {{PowerBlock_Blank|Reduce Endurance Cost}} |
Revision as of 16:36, 18 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 | |
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 |
Basic Powers | Burst |
Slug | |
Equip Powers | Buckshot |
Full Auto | |
Upgrade Powers | M30 Grenade |
Flamethrower | |
LRM Rocket Launcher | |
Enhancements | Reduce Endurance Cost |
Enhance KnockBack | |
Enhance Defense DeBuff | |
Enhance Damage | |
Enhance Accuracy |
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 | 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 (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.
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.
Recharge | Very Long |
Minimum Level | 12 (Mastermind) |
Effects | Summon Spec Ops |
Basic Powers | SCAR Burst |
SCAR Heavy Burst | |
Web Grenade | |
Equip Powers | Rifle Butt |
Flash Bang | |
Upgrade Powers | SCAR Snipe |
Tear Gas | |
Stealth | |
Enhancements | Enhance Hold |
Reduce Endurance Cost | |
Enhance Disorient | |
Enhance Immobilization | |
Enhance ToHit DeBuffs | |
Enhance Defense DeBuff | |
Enhance Damage | |
Enhance Accuracy |
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 | 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