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Difference between revisions of "Mercenaries"

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m (Spec Ops: No flashbang initially)
(powerblocked, some editing, think a new template for minions needs to be made)
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== Overview ==
 +
{{TOCright}}
 +
'''{{PAGENAME}}''' 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 ==
 
== Power Table ==
 +
 +
=== Mastermind ===
 +
 +
The {{PAGENAME}} powerset is available as a primary set for [[Mastermind|Masterminds]].  The following table shows which powers are available and at what level:
 +
 
{{Powers_LevelHeader}}
 
{{Powers_LevelHeader}}
 
{{Powers_LevelRow|Icon=Paramilitary AssaultRifleBurst.png|Power=Burst|Level=1|Effect=Ranged, Moderate Damage(Lethal), Foe -Defense}}
 
{{Powers_LevelRow|Icon=Paramilitary AssaultRifleBurst.png|Power=Burst|Level=1|Effect=Ranged, Moderate Damage(Lethal), Foe -Defense}}
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==Powers==
 
==Powers==
 +
 
=== [[Image:Paramilitary AssaultRifleBurst.png]] Burst ===
 
=== [[Image: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.
 
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.
{{PowerRecharge|Fast}}
 
{{PowerMinLevel|1}}
 
{{PowerSpaces| }}
 
{{PowerEffects|Ranged}}
 
{{PowerSpaces|Damage(Moderate/DoT), Foe -Defense}}
 
{{PowerSpaces| }}
 
{{PowerEnhancements| }}
 
  
=== [[Image:Paramilitary DraftArmy.png]] Soldiers ===
+
{{PowerBlock_Start}}
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.
+
{{PowerBlock_Damage|Moderate damage over time}}
{{PowerRecharge|Very Long}}
+
{{PowerBlock_Recharge|Fast}}
{{PowerMinLevel|1}}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}}
{{PowerSpaces| }}
+
{{PowerBlock_Effects|Ranged}}
{{PowerEffects|Summon Soldiers}}
+
{{PowerBlock_Blank|Foe -Defense}}
{{PowerSpaces| }}
+
{{PowerBlock_Enhancements|-}}
{{PowerEnhancements|Reduce Endurance Cost}}
+
{{PowerBlock_Blank|-}}
{{PowerSpaces|Enhance Heal}}
+
{{PowerBlock_End}}
{{PowerSpaces|Enhance Defense DeBuff}}
+
{{PowerSpaces|Enhance Damage}}
+
{{PowerSpaces|Enhance Accuracy}}
+
  
'''Approximate Abilities:'''
+
=== [[Image:Paramilitary SuperSoldier.png]] Commando ===
Soldiers:
+
    Burst, Brawl
+
Medic:
+
    Burst, Aid Other, Brawl
+
  
=== [[Image:Paramilitary AssaultRifleSlug.png]] Slug ===
+
Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weaponsHe 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.
Fires a single Slug at a targeted foeFiring a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes.
+
 
{{PowerRecharge|Moderate}}
+
{{PowerBlock_Start}}
{{PowerMinLevel|2}}
+
{{PowerBlock_Recharge|Long}}
{{PowerSpaces| }}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 26 (Mastermind)}}}
{{PowerEffects|Ranged}}
+
{{PowerBlock_Effects|Summon Commando}}
{{PowerSpaces|High DMG(Lethal), Foe Knockback}}
+
{{PowerBlock_Blank|-}}
{{PowerEnhancements| }}
+
{{PowerBlock_Enhancements|Reduce Endurance Cost}}
 +
{{PowerBlock_Blank|Enhance KnockBack}}
 +
{{PowerBlock_Blank|Enhance Defense DeBuff}}
 +
{{PowerBlock_Blank|Enhance Damage}}
 +
{{PowerBlock_Blank|Enhance Accuracy}}
 +
{{PowerBlock_End}}
 +
 
 +
'''Approximate Abilities:'''
 +
Commando:
 +
    Burst, Slug
  
 
=== [[Image:Paramilitary EquipSoldier.png]] Equip Mercenary ===
 
=== [[Image: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.
 
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.
{{PowerRecharge|Medium}}
+
 
{{PowerMinLevel|6}}
+
{{PowerBlock_Start}}
{{PowerSpaces| }}
+
{{PowerBlock_Damage|-}}
{{PowerEffects|Ranged}}
+
{{PowerBlock_Recharge|Medium}}
{{PowerSpaces|Equip Mercenary Henchman}}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 6 (Mastermind)}}}
{{PowerSpaces| }}
+
{{PowerBlock_Effects|Ranged}}
{{PowerEnhancements|Reduce Endurance Cost}}
+
{{PowerBlock_Blank|Equip Mercenary Henchman}}
{{PowerSpaces|Enhance Range}}
+
{{PowerBlock_Enhancements|Reduce Endurance Cost}}
{{PowerSpaces|Enhance Recharge Speed}}
+
{{PowerBlock_Blank|Enhance Range}}
 +
{{PowerBlock_Blank|Enhance Recharge Speed}}
 +
{{PowerBlock_End}}
 +
 
  
 
  '''Approximate Effects:'''
 
  '''Approximate Effects:'''
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  Commando: Bandanna
 
  Commando: Bandanna
 
     Full Auto, Buckshot
 
     Full Auto, Buckshot
 +
 
=== [[Image:Paramilitary AssaultRifleGrenade.png]] M30 Grenade ===
 
=== [[Image: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.
 
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.
{{PowerRecharge|Slow}}
 
{{PowerMinLevel|8}}
 
{{PowerEffects|Ranged(Targeted AoE)}}
 
{{PowerSpaces|Moderate Damage(Lethal/Smash), Foe Knockback}}
 
  
=== [[Image:Paramilitary EnlistSpecialForces.png]] Spec Ops ===
+
{{PowerBlock_Start}}
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.
+
{{PowerBlock_Damage|Moderate Lethal/Smashing}}
{{PowerRecharge|Very Long}}
+
{{PowerBlock_Recharge|Slow}}
{{PowerMinLevel|12}}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 8 (Mastermind)}}}
{{PowerSpaces| }}
+
{{PowerBlock_Effects|Ranged Targeted area of effect}}
{{PowerEffects|Summon Spec Ops}}
+
{{PowerBlock_Blank|Foe Knockback}}
{{PowerSpaces| }}
+
{{PowerBlock_Enhancements|-}}
{{PowerEnhancements|Enhance Hold}}
+
{{PowerBlock_Blank|-}}
{{PowerSpaces|Reduce Endurance Cost}}
+
{{PowerBlock_End}}
{{PowerSpaces|Enhance Disorient}}
+
 
{{PowerSpaces|Enhance Immobilization}}
+
=== [[Image:Paramilitary AssaultRifleSlug.png]] Slug ===
{{PowerSpaces|Enhance ToHit DeBuffs}}
+
 
{{PowerSpaces|Enhance Defense DeBuff}}
+
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.
{{PowerSpaces|Enhance Damage}}
+
 
{{PowerSpaces|Enhance Accuracy}}
+
{{PowerBlock_Start}}
 +
{{PowerBlock_Damage|High Lethal}}
 +
{{PowerBlock_Recharge|Moderate}}
 +
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 2 (Mastermind)}}}
 +
{{PowerBlock_Effects|Ranged}}
 +
{{PowerBlock_Blank|Foe Knockback}}
 +
{{PowerBlock_Enhancements|-}}
 +
{{PowerBlock_Blank|-}}
 +
{{PowerBlock_End}}
  
'''Approximate Abilities:'''
 
Spec Ops:
 
    Burst, Long Burst, Web Grenade, Brawl(+Disorient)
 
  
 
=== [[Image:Paramilitary Serum.png]] Serum ===
 
=== [[Image: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.
 
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.
{{PowerRecharge|Very Long}}
 
{{PowerMinLevel|18}}
 
{{PowerSpaces| }}
 
{{PowerEffects|Buff Mercenary +Damage, +Resistance, +Accuracy, +Recovery}}
 
{{PowerSpaces| }}
 
{{PowerEnhancements| }}
 
  
=== [[Image:Paramilitary SuperSoldier.png]] Commando ===
+
{{PowerBlock_Start}}
Enlists one highly trained Commando.  The Commando is a seasoned professional who favors heavy assault weaponsHe 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.
+
{{PowerBlock_Recharge|Very Long}}
{{PowerRecharge|Long}}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 18 (Mastermind)}}}
{{PowerMinLevel|26}}
+
{{PowerBlock_Effects|Buff Mercenary}}
{{PowerSpaces| }}
+
{{PowerBlock_Blank|+Damage}}
{{PowerEffects|Summon Commando}}
+
{{PowerBlock_Blank|+Resistance}}
{{PowerSpaces| }}
+
{{PowerBlock_Blank|+Accuracy}}
{{PowerEnhancements|Reduce Endurance Cost}}
+
{{PowerBlock_Blank|+Recovery}}
{{PowerSpaces|Enhance KnockBack}}
+
{{PowerBlock_Enhancements|-}}
{{PowerSpaces|Enhance Defense DeBuff}}
+
{{PowerBlock_Blank|-}}
{{PowerSpaces|Enhance Damage}}
+
{{PowerBlock_End}}
{{PowerSpaces|Enhance Accuracy}}
+
 
 +
 
 +
=== [[Image:Paramilitary DraftArmy.png]] Soldiers ===
 +
 
 +
Calls forth one to three Mercenary Soldiers (Depending on your level) to do your bidding.  The third Soldier you gain will be a MedicAll 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.
 +
 
 +
{{PowerBlock_Start}}
 +
{{PowerBlock_Recharge|Very Long}}
 +
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 1 (Mastermind)}}}
 +
{{PowerBlock_Effects|Summon Soldiers}}
 +
{{PowerBlock_Blank|-}}
 +
{{PowerBlock_Enhancements|Reduce Endurance Cost}}
 +
{{PowerBlock_Blank|Enhance Heal}}
 +
{{PowerBlock_Blank|Enhance Defense DeBuff}}
 +
{{PowerBlock_Blank|Enhance Damage}}
 +
{{PowerBlock_Blank|Enhance Accuracy}}
 +
{{PowerBlock_End}}
  
 
  '''Approximate Abilities:'''
 
  '''Approximate Abilities:'''
  Commando:
+
  Soldiers:
     Burst, Slug
+
     Burst, Brawl
 +
Medic:
 +
    Burst, Aid Other, Brawl
 +
 
 +
=== [[Image:Paramilitary EnlistSpecialForces.png]] 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.
 +
 
 +
{{PowerBlock_Start}}
 +
{{PowerBlock_Recharge|Very Long}}
 +
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 12 (Mastermind)}}}
 +
{{PowerBlock_Effects|Summon Spec Ops}}
 +
{{PowerBlock_Blank|-}}
 +
{{PowerBlock_Enhancements|Enhance Hold}}
 +
{{PowerBlock_Blank|Reduce Endurance Cost}}
 +
{{PowerBlock_Blank|Enhance Disorient}}
 +
{{PowerBlock_Blank|Enhance Immobilization}}
 +
{{PowerBlock_Blank|Enhance ToHit DeBuffs}}
 +
{{PowerBlock_Blank|Enhance Defense DeBuff}}
 +
{{PowerBlock_Blank|Enhance Damage}}
 +
{{PowerBlock_Blank|Enhance Accuracy}}
 +
{{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 ===
 +
 
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.
 
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.
{{PowerRecharge|Very Slow}}
+
 
{{PowerMinLevel|32}}
+
{{PowerBlock_Start}}
{{PowerSpaces| }}
+
{{PowerBlock_Recharge|Very Slow}}
{{PowerEffects|Ranged}}
+
{{PowerBlock_Level|[[Image:V archetypeicon mastermind.png|18px]] 32 (Mastermind)}}}
{{PowerSpaces|Upgrade Mercenary Henchman}}
+
{{PowerBlock_Effects|Upgrade Mercenary Henchman}}
{{PowerSpaces| }}
+
{{PowerBlock_Blank|Ranged}}
{{PowerEnhancements|Reduce Endurance Cost}}
+
{{PowerBlock_Enhancements|Reduce Endurance Cost}}
{{PowerSpaces|Enhance Range}}
+
{{PowerBlock_Blank|Enhance Range}}
{{PowerSpaces|Enhance Recharge Time}}
+
{{PowerBlock_Blank|Enhance Recharge Time}}
 +
{{PowerBlock_End}}
  
 
  '''Approximate effects:'''
 
  '''Approximate effects:'''
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  Commando: Tactical Belt
 
  Commando: Tactical Belt
 
     LRM Rocket, Flamethrower, M30 Grenade
 
     LRM Rocket, Flamethrower, M30 Grenade
 
''Check out all the effects...''
 
  
 
[[Category: Powersets]]
 
[[Category: Powersets]]

Revision as of 06:45, 2 May 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
Approximate Abilities:
Commando:
   Burst, Slug

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 Medium
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 (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.

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
Approximate Abilities:
Soldiers:
   Burst, Brawl
Medic:
   Burst, Aid Other, Brawl

Paramilitary EnlistSpecialForces.png 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 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
Approximate Abilities:
Spec Ops:
   Burst, Long Burst, Web Grenade, Brawl(+Disorient)

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 cna 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