Mercenaries: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
imported>Pythe
(henchman-related enhancements)
imported>Pythe
(hench powers)
Line 68: Line 68:
     Long Burst
     Long Burst
  Spec Ops: Helmet
  Spec Ops: Helmet
     Long Burst
     Flashbang Grenade
  Commando: Bandanna
  Commando: Bandanna
     Long Burst
     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.
Line 96: Line 96:
  '''Approximate Abilities:'''
  '''Approximate Abilities:'''
  Spec Ops:
  Spec Ops:
     Burst, M30 Grenade, Flashbang Grenade, Web Grenade, Brawl(+Disorient)
     Burst, Long Burst, Flashbang Grenade, Web Grenade, Brawl(+Disorient)


=== [[Image:Paramilitary Serum.png]] Serum ===
=== [[Image:Paramilitary Serum.png]] Serum ===
Line 122: Line 122:
  '''Approximate Abilities:'''
  '''Approximate Abilities:'''
  Commando:
  Commando:
     Burst, Brawl, ...
     Burst, Slug


=== [[Image:Paramilitary TacticalUpgrade.png]] Tactical Upgrade ===
=== [[Image:Paramilitary TacticalUpgrade.png]] Tactical Upgrade ===
Line 144: Line 144:
     Sniper Shot, (more grenades?)
     Sniper Shot, (more grenades?)
  Commando: Tactical Belt
  Commando: Tactical Belt
     LRM Rocket, Flamethrower, Full Auto
     LRM Rocket, Flamethrower, M30 Grenade


''Check out all the effects...''
''Check out all the effects...''


[[Category: Powersets]]
[[Category: Powersets]]

Revision as of 20:45, 20 April 2006

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

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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerSpaces Template:PowerEnhancements

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. 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

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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements

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. 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

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. Template:PowerRecharge Template:PowerMinLevel Template:PowerEffects Template:PowerSpaces

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. 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)

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. Template:PowerRecharge Template:PowerMinLevel Template:PowerSpaces Template:PowerEffects Template:PowerSpaces Template:PowerEnhancements

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. 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

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. 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...