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

Powers[]

Paramilitary AssaultRifleBurst 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 1 (Mastermind)
Effects Ranged
Foe -Defense
Enhancements -
-

Paramilitary SuperSoldier 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 26 (Mastermind)
Effects Summon Commando
Basic Powers Inherent Brawl Brawl (Moderate (Smashing))
AssaultWeapons ARBurst Burst (Moderate DoT, -Def)
AssaultWeapons ShotgunSlug Slug (Heavy Damage, Knockback)
Equip Powers AssaultWeapons ShotgunBuckShot Buckshot (Moderate Damage, Knockback)
AssaultWeapons ARFullAuto Full Auto (Superior DoT)
Upgrade Powers AssaultWeapons ARM30grenade M30 Grenade (Moderate Damage, Knockback)
AssaultWeapons ARFlamethrower Flamethrower (Extreme DoT)
MunitionsMastery LRMRocket LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements TO Training Endurance Cost Reduce Endurance Cost
TO Training KnockBack Distance Enhance Knockback Distance
TO Training Defense DeBuff Enhance Defense Debuff
TO Training Damage Enhance Damage
TO Training Accuracy Enhance Accuracy

Paramilitary EquipSoldier 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.

Recharge Fast
Minimum Level V archetypeicon mastermind 6 (Mastermind)
Effects Ranged
Equip Mercenary Henchman
Soldiers:  
Visual Change: Military helmet
Powers added: AssaultWeapons ARBurst Advanced SMG Heavy Burst (Heavy DoT)
AssaultWeapons ARBurst Heavy Burst (Lethal)
Medic:  
Visual Change: Military helmet
Powers added: AssaultWeapons ARBurst SMG Heavy Burst (Heavy DoT)
Spec Ops:  
Visual Change: Military helmet, night vision goggles
Powers added: Inherent Brawl Rifle Butt (Moderate Damage, Disorient)
AssaultWeapons ShotgunBeanbag Flash Bang (Disorient -Acc)
Commando:  
Visual Change: -
Powers added: AssaultWeapons ShotgunBuckShot Buckshot (Moderate Damage, Knockback)
AssaultWeapons ARFullAuto Full Auto (Superior DoT)
Enhancements TO Training Endurance Cost Reduce Endurance Cost
TO Training Range Enhance Range
TO Training Attack Rate Increase Attack Rate

Paramilitary AssaultRifleGrenade 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 8 (Mastermind)
Effects Ranged Targeted area of effect
Foe Knockback
Enhancements -
-

Paramilitary Serum 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 18 (Mastermind)
Effects Buff Mercenary
+Damage
+Resistance
+Accuracy
+Recovery
Enhancements -
-

Paramilitary AssaultRifleSlug 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 2 (Mastermind)
Effects Ranged
Foe Knockback
Enhancements -
-

Paramilitary DraftArmy 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 soldiers 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 V archetypeicon mastermind 1 (Mastermind)
Effects Summon Soldiers
Soldier Level 1 and 6 pets are Soldiers
Basic Powers Inherent Brawl Brawl (Smashing)
AssaultWeapons ARBurst Advanced SMG Burst (Moderate DoT)
Equip Powers AssaultWeapons ARBurst Advanced SMG Heavy Burst (Heavy DoT)
AssaultWeapons ARBurst Heavy Burst (Lethal)
Upgrade Powers AssaultWeapons ARFullAuto Auto Fire (Extreme DoT)
AssaultWeapons ARBurst Burst (Lethal)
Medic Level 18 pet is a Medic
Basic Powers Inherent Brawl Brawl (Smashing)
AssaultWeapons ARBurst SMG Burst (Moderate DoT)
Medicine Aid MedKit (Heal)
Equip Powers AssaultWeapons ARBurst SMG Heavy Burst (Heavy DoT)
Upgrade Powers Medicine Stimulant Stimulant (Resist Effects)
AssaultWeapons ARM30grenade Frag Grenade (Moderate Damage, Knockback)
Enhancements TO Training Endurance Cost Reduce Endurance Cost
TO Training Heal Enhance Heal
TO Training Defense DeBuff Enhance Defense Debuff
TO Training Damage Enhance Damage
TO Training Accuracy Enhance Accuracy

Paramilitary EnlistSpecialForces 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 V archetypeicon mastermind 12 (Mastermind)
Effects Summon Spec Ops
Basic Powers Inherent Brawl Brawl (Smashing)
AssaultWeapons ARBurst SCAR Burst (Moderate DoT)
AssaultWeapons ARBurst SCAR Heavy Burst (Heavy DoT)
Traps TargetedImmoblize Web Grenade (Immobilize, -Recharge, -Fly)
Equip Powers Inherent Brawl Rifle Butt (Moderate Damage, Disorient)
AssaultWeapons ShotgunBeanbag Flash Bang (Disorient -Acc)
Upgrade Powers AssaultWeapons SniperRifle SCAR Snipe (?Heavy Damage)
Traps DroppedAoEDebuffDamage Tear Gas (Hold/Immob? -Damage)
Invisibility Stealth Stealth (Stealth +Defense)
Enhancements TO Training Hold Duration Enhance Hold Duration
TO Training Endurance Cost Reduce Endurance Cost
TO Training Disorient Duration Enhance Disorient Duration
TO Training Immobilization Duration Enhance Immobilization Duration
TO Training ToHit DeBuffs Enhance ToHit Debuff
TO Training Defense DeBuff Enhance Defense Debuff
TO Training Damage Enhance Damage
TO Training Accuracy Enhance Accuracy

Paramilitary TacticalUpgrade 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 dependent 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 32 (Mastermind)
Effects Ranged, Upgrade Mercenary Henchman
Soldiers:  
Visual Change: Tactical Belt, new Assault Rifle
Powers added: AssaultWeapons ARFullAuto Auto Fire (Extreme DoT)
AssaultWeapons ARBurst Burst (Lethal)
Medic:  
Visual Change: Tactical Belt
Powers added: Medicine Stimulant Stimulant (Resist Effects)
AssaultWeapons ARM30grenade Frag Grenade (Moderate Damage, Knockback)
Spec Ops:  
Visual Change: Grenade Harness
Powers added: AssaultWeapons SniperRifle SCAR Snipe (?Heavy Damage)
Traps DroppedAoEDebuffDamage Tear Gas (Hold/Immob? -Damage)
Invisibility Stealth Stealth (Stealth +Defense)
Commando:  
Visual Change: Tactical Belt
Powers added: AssaultWeapons ARM30grenade M30 Grenade (Moderate Damage, Knockback)
AssaultWeapons ARFlamethrower Flamethrower (Extreme DoT)
MunitionsMastery LRMRocket LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements TO Training Endurance Cost Reduce Endurance Cost
TO Training Range Enhance Range
TO Training Attack Rate Increase Attack Rate

Notes[]

It is a known issue that when fully upgraded (with Tactical Upgrade), if you order the Commando and Spec Ops to attack from very long range, they will all repeatedly use their long range, long recharge time powers (sniper shot for Spec Ops, LRM for Commando) but will not close range to use any other powers. You must force them to move to closer range to get them to use the remainder of their attacks.

External Links[]

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