Mercenaries
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 DMG(Lethal), Foe -DEF |
Soldiers | 1 | Summon Soldier |
Slug | 2 | Ranged, High DMG(Lethal), Foe Knockback |
Equip Mercenary | 6 | Ranged, Equip Mercenary Henchman |
M30 Grenade | 8 | Ranged(Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback |
Spec Ops | 12 | Summon Spec Ops |
Serum | 18 | Buff Mercenary +DMG, +Res(All except Psionic), +To Hit, +Rec |
Commando | 22 | Summon Commando |
Tactical Upgrade | 26 | 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.
Focus Fire: The target struck by this attack will take 3.33% increased damage from any Mercenary Henchmen regardless of their owners for 30 seconds. This does effect does not stack from the same power or from multiple Masterminds.
Damage | Moderate DoT(Lethal) |
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 | |
Accurate Defense Debuff | |
Universal Damage |
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 | Very Long |
Minimum Level | 22 (Mastermind) |
Effects | Summon Commando |
Basic Powers | Brawl (Melee, Light DMG(Smash)) |
Burst (Ranged, Moderate DMG(Lethal), Foe -DEF) | |
Slug (Ranged, High DMG(Lethal), Foe Knockback) | |
Equip Powers | Buckshot (Ranged (Cone), Moderate DMG(Lethal), Foe Knockback) |
Heavy Burst (Ranged, Extreme DoT(Lethal), Foe -DEF) | |
Full Auto (Ranged (Cone), Extreme DoT(Lethal), +Special) | |
Upgrade Powers | Full Burst (Ranged, Extreme DoT(Lethal), Foe -DEF) |
M30 Grenade (Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback) | |
Flamethrower (Ranged (Cone), Superior DoT(Fire)) | |
LRM Rocket (Ranged (Sniper AoE), Moderate DMG(Lethal/Smash), Foe Knockback) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Defense Debuff | |
Accurate Defense Debuff | |
Knockback | |
Universal Damage |
Equip Mercenary
Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to all Mercenary Henchman. The powers gained are unique and dependent upon the type of 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 | |
Enhance Damage Resistance | |
Set Categories | Resist Damage |
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.
Focus Fire: The main target struck by this attack will take 3.33% increased damage from any Mercenary Henchmen regardless of their owners for 30 seconds. This does effect does not stack from the same power or from multiple Masterminds.
Damage | Moderate DMG(Fire/Lethal) |
Recharge | Slow |
Minimum Level | 8 (Mastermind) |
Effects | Ranged (Targeted AoE) |
Foe Knockback | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged AoE Damage |
Knockback | |
Universal Damage |
Serum
You can use a special Serum to turn your Mercenaries into virtually Unstoppable killing machines for a short time. The Serum will increase their Damage, chance to hit, Endurance Recovery, and Damage Resistance to all damage except Psionics. They will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize, and Knockback. The effects will start to slowly fade away over 60 seconds.
Recharge | Very Long |
Minimum Level | 18 (Mastermind) |
Effects | Buff Mercenaries: +DMG, +Res(All DMG but Psionic), +ToHit, +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.
Focus Fire: The target struck by this attack will take 3.33% increased damage from any Mercenary Henchmen regardless of their owners for 30 seconds. This does effect does not stack from the same power or from multiple Masterminds.
Damage | High DMG(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 | |
Universal Damage |
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 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 more 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 Soldier |
Soldier | Level 1 and 6 pets are Soldiers |
Basic Powers | Brawl Melee, Light DMG(Smash) |
Quick Burst (Ranged, Light DMG(Lethal), Foe -DEF) | |
Equip Powers | Light Burst (Ranged, Heavy DoT(Lethal), Foe -DEF) |
Burst (Ranged, High DoT(Lethal), Foe -DEF) | |
Upgrade Powers | Heavy Burst (Ranged, Superior DoT(Lethal), Foe -DEF) |
Full Burst (Ranged, Extreme DoT(Lethal), Foe -DEF) | |
Assault Rifle Auto Fire (Ranged (Cone), Superior DoT(Lethal), Foe -DEF) | |
Medic | Level 18 pet is a Medic |
Basic Powers | Brawl Melee, Light DMG(Smash) |
Quick Burst (Ranged, Light DMG(Lethal), Foe -DEF) | |
Med Kit (Close, Ally Heal) | |
Equip Powers | Light Burst (Ranged, Heavy DoT(Lethal), Foe -DEF) |
Upgrade Powers | Frag Grenade (Ranged (Targeted AoE), Light DMG(Fire/Lethal), Foe Knockback) |
Stimulant (Close, Ally +Res(Effects)) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Heal | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Defense Debuff | |
Accurate Defense Debuff | |
Healing/Absorb | |
Knockback | |
Universal Damage |
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 |
Recharge Intensive Pets | |
Defense Debuff | |
Accurate Defense Debuff | |
Holds | |
Immobilize | |
Stuns | |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Tactical Upgrade
Permanently Upgrade the most advanced tactical weapons and gear 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 | Medium |
Minimum Level | 26 (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 | Enhance Defense Buffs |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Defense |
Historical
- This set was added to the game with the original release of Masterminds in Issue 6.
- This set was reworked in Issue 27, Page 5.