Mercenaries
Power Table
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerSpaces Template:PowerEnhancements
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces
Approximate Abilities: Soldiers: Burst, Brawl Medic: Burst, Aid Other, Brawl
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerSpaces Template:PowerEnhancements Template:PowerSpaces Template:PowerSpaces
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerEffects Template:PowerSpaces
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces
Approximate Abilities: Spec Ops: Burst, Long Burst, Flashbang Grenade, Web Grenade, Brawl(+Disorient)
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces Template:PowerSpaces
Approximate Abilities: Commando: Burst, Slug
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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerSpaces Template:PowerEnhancements Template:PowerSpaces Template:PowerSpaces
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
Check out all the effects...