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Lostpedia

Up to date as of February 07, 2010
(Redirected to Mercenary team article)

From Lostpedia

Mercenary team
[[{{{Video}}}|Orientation Video]]
{{{Title}}}
First seen
Leader
Owner
{{{Owner}}}
Purpose
Capture Ben Linus and "torch the Island"
Connection
Sent to the Island from the Kahana

The mercenary team came to the Island aboard the freighter Kahana to apprehend Benjamin Linus and kill the rest of the Island's inhabitants. They were responsible for the deaths of at least six people on the Island. They were led by Martin Keamy, who was hired by Charles Widmore. All members of the mercenary team were killed while trying to accomplish their mission.

Contents

Activities

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On the freighter

Keamy skeet-shooting ("Meet Kevin Johnson")

Michael, posing as a deckhand named Kevin Johnson, witnessed Keamy, Omar, and two other mercenaries along with one of the freighter's crew skeet-shooting off the deck. When Michael questioned Keamy about the need for firearms on what he had thought was a rescue mission, Keamy snidely dismissed him. ("Meet Kevin Johnson")

Later, after Frank's return from his first helicopter trip to the Island, he transported Keamy and five other mercenaries back there from the freighter at night. ("Ji Yeon")

On the Island

First mission

The mercenaries force Alex to deactivate the fence. From L to R: Lacour, Omar, Keamy, Mayhew, Kocol, and Redfern. ("The Shape of Things to Come")

The mercenaries fatally shot Karl and Danielle Rousseau and took hostage Alex as the three were hiking to the security of the Temple. ("Meet Kevin Johnson") Upon coming to the sonar fence protecting the Barracks, they forced Alex to deactivate it. Unbeknown to them, however, this caused a telephone to ring and inform those in the Barracks that the fence had been shut down. ("The Shape of Things to Come")

The mercenaries commenced an assault on the Barracks, shooting and killing Doug, a blonde woman, and Jerome, three Oceanic Flight 815 survivors who had followed Locke to the Barracks for its security. They destroyed Claire's house with a rocket launcher. (Claire survived the explosion and was rescued from the rubble by Sawyer.) The mercenaries then ceased fire as Sawyer brought Claire to Ben Linus's house, revealing Ben's hiding place. ("The Shape of Things to Come")

Kocol fires an RPG round. ("The Shape of Things to Come")

Next, the mercenaries released Miles from his imprisonment in the boat house, giving him a walkie and sending him to Ben's house. Keamy used the walkie to negotiate with Ben, ordering him to come out and give himself up to the custody of the mercenaries. After Ben's refusal, a mercenary brought Ben's daughter Alex to Keamy, and he held her at gunpoint, threatening to kill her if Ben did not give himself up. When Ben again refused to comply, Keamy shot Alex in the head. ("The Shape of Things to Come")

The Monster drags Mayhew into the jungle. ("The Shape of Things to Come")

Ben promptly summoned the Monster, and it indiscriminately attacked the mercenaries. While Keamy screamed orders for the mercenaries to fall back, one unfortunate mercenary, Mayhew, was dragged back into the jungle by a tendril of the Monster. ("The Shape of Things to Come")

Mayhew was thrown 50 feet into the air, causing him internal injuries, leaving him bloodied and unable to walk without assistance. He later died of his wounds shortly after the helicopter flight back to the Kahana. ("Something Nice Back Home")  ("Cabin Fever")


Second mission

Keamy shows Gault his device. ("Cabin Fever")

After stopping for a brief respite back on the Kahana (allowing Omar time to strap a device to Keamy's arm and for Keamy to read the secondary protocol), the five remaining mercenaries returned to the Island after the shooting of Captain Gault. ("Cabin Fever")

Upon arriving on the Island five kilometers from the Orchid, the mercenaries handcuffed Frank to the helicopter and set off to the Orchid to await Ben's arrival, as predicted by the secondary protocol. Ben eventually did arrive, surrendering as a diversion so that Locke could sneak into the station. Keamy then knocked Ben out with the butt of his pistol. ("There's No Place Like Home, Part 1")

Keamy encounters Kate. ("There's No Place Like Home, Parts 2 & 3")

The mercenaries, with Ben as a captive, returned to the helicopter, and were preparing to leave when Kate appeared from the jungle, surprising the mercenaries. Almost immediately after her appearance, the whispers began and the mercenaries fanned out into a defensive formation. Despite their precaution, the mercenaries were taken down by knives, bolas and electrical weapons as the Others ambushed. Under the intense gunfire, a grenade attack killed Omar, leaving only Keamy to chase Ben as him and Kate sprinted into the jungle. Keamy almost caught up to Ben as he tripped, but was tackled by Sayid, and engaged in a lengthy hand to hand melee. He was stabbed by Sayid, and then shot four times in the back by Richard Alpert, who appeared from the jungle with a Luger. Afterwards, Kate, Sayid, Ben, Richard, and the Others left Keamy presumed dead in the jungle.

Keamy is stabbed to death by Ben.("There's No Place Like Home, Parts 2 & 3")

However, Keamy was wearing a bulletproof vest, and sneaked off into the jungle, returning to the Orchid with nothing but a combat knife to capture Ben. There he encountered Locke, who asked to talk, before being hit from behind by Ben with his telescopic baton, and then stabbed with his own knife. His death caused the Kahana to explode, marking the end of freighter mercenaries. ("There's No Place Like Home, Parts 2 & 3")

Members

Members

Picture Name Status Position History
Martin Keamy Deceased Leader of group Led mercenaries to destroy the Barracks, killed Alex, staged mutiny on Kahana, abducted Ben, Killed by Ben.
Omar Deceased Possibly second-in-command, Keamy's confidant Accompanied mercenaries to island to attack the Barracks, assisted Keamy in mutiny. Killed by grenade kicked towards him by Keamy (which had been thrown by the Others).
Mayhew Deceased Member Was mortally wounded by monster after assault on the Barracks.
Kocol Deceased Member Assaulted the Barracks, helped carry the injured Mayhew. Neck snapped by the Others.
Lacour Deceased Member Assaulted the Barracks, assisted an injured Mayhew. Killed by the Others.
Redfern Deceased Member Assaulted the Barracks, helped carry the injured Mayhew. Killed by one of the Others' stun darts.

Body count

Team deaths

Inflicted casualties

Keamy and his mercenary team were responsible for a number of casualties, using small arms fire, hand-to-hand weapons, and C4 explosives.

Casualties

Picture Casualty Episode of Death Comments
Karl Martin "Meet Kevin Johnson" Member of the Others. The first known casualty inflicted by the mercenary team. Shot dead by unseen snipers as he, Danielle, and Alex were fleeing from the Barracks to the Temple under Ben's instructions.
Danielle Rousseau "Meet Kevin Johnson" The second known casualty inflicted by the mercenary team. Shot dead by unseen snipers as she, Karl, and Alex were fleeing from the Barracks to the Temple under Ben's instructions.
Doug "The Shape of Things to Come" Middle section survivor extra and member of Locke's team. He was the first of three extras shot in quick succession by unseen snipers from the mercenary team in front of Sawyer as he was searching for Claire. Hoban was officially credited with a speaking part as the character Doug in this final episode.
Blonde casualty "The Shape of Things to Come" Middle section survivor extra and member of Locke's team. She was the second consecutive extra shot by unseen snipers from the mercenary team in front of Sawyer as he was searching for Claire.
Jerome "The Shape of Things to Come" Middle section survivor extra and member of Locke's team. He was the third consecutive extra shot by unseen snipers from the mercenary team in front of Sawyer as he was searching for Claire. In previous episodes, this extra was referred to as Jerome by dialogue.
Background survivor portrayed by Juliette Goodell "The Shape of Things to Come" Middle section survivor extra and member of Locke's team. Possibly killed by mercenary.
Alex "The Shape of Things to Come" Member of the Others, captured by the mercenary team, and eventually executed by Keamy during his bargaining with Ben.
Ray "Cabin Fever" Doctor of the crew of the Kahana. In "The Shape of Things to Come" his body was discovered washed up on the shore of the Island. In "Cabin Fever" his death is shown: Keamy slits his throat in order to compel Frank Lapidus to fly the mercenary team to the Island, preventing further needless killings.
Captain Gault "Cabin Fever" Captain of the Kahana. Shot and killed by Keamy on the deck of the Kahana.
Michael Dawson "There's No Place Like Home, Parts 2 & 3" Crew member aboard the Kahana secretly working for Benjamin Linus. Tortured by Keamy, and then later died attempting to stop the bomb on the freighter.
Jeff "There's No Place Like Home, Parts 2 & 3" Crew member aboard the Kahana. Aboard the ship during its destruction.
Hendricks "There's No Place Like Home, Parts 2 & 3" Pilot of the Kahana. Aboard the ship during its destruction.
Background survivor portrayed by Judy Chamness "There's No Place Like Home, Parts 2 & 3" Middle section survivor extra. She was on the first trip on the Zodiac raft to the Kahana. Therefore she was aboard the ship when the C4 blew it up and is presumed dead.
Background survivor portrayed by Adelina Gregor "There's No Place Like Home, Parts 2 & 3" Middle section survivor extra and member of Jack's team. She was on the first trip on the Zodiac raft to the Kahana. She was aboard the Kahana and was depicted with the crew getting life-jackets and preparing to evacuate, immediately before the destruction of the Kahana.
Background survivor portrayed by Scott Day "There's No Place Like Home, Parts 2 & 3" This Middle section survivor extra was on the first trip on the Zodiac raft to the Kahana. He was depicted with the crew getting life-jackets and preparing to evacuate, immediately before the destruction of the Kahana.

Trivia


This article uses material from the "Mercenary team" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Mercenary article)

From Wookieepedia, the Star Wars wiki.

A Trandoshan mercenary.
"Look, I ain't in this for your revolution, and I'm not in it for you, Princess. I expect to be well paid. I'm in it for the money."
Han Solo, to Leia Organa

A mercenary (merc for short), sometimes also called soldier of fortune, was a soldier who fought or worked in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.

Sometimes, word mercenary was used as a derogatory term for someone who values credits over other things, such as ideals or kinship[1].

Contents

Characteristics

A Human mercenary.
"You were a stormtrooper?"
"Yeah, but I couldn't stand taking orders, so I jumped ship first chance I got."
"Smart move."
―Mercenary talking with his ex-stormtrooper colleague about his past

Mercenaries served mostly as troopers or pilots for hire, but also as bodyguards and enforcers. They worked in other military assignments[2] as well, for example in those involving testing the equipment [3], liberating abducted people[4] or retrieving, transporting and protecting valuable goods or items[5]. Some even outfitted other beings with devices and equipment they may need. They appeared in all known eras, being especially active when conflicts erupted[2]. Mercenaries were often said to be opportunistic and concerned only on profits and "survival to fight another day". Mostly they had "neutral" affiliation and were hired by many fighting forces without actually joining them. In some cases though, they grew sympathetic to their clients, such as Kyle Katarn or Han Solo, who eventually joined the Rebel Alliance. Many mercenaries were also defectors from armies or ex-soldiers, often from special forces, thus having versatility and abilities very useful in their occupation.

Mercenaries always were equipped with weapons, often they also carried personal armor and multiple devices allowing them to fulfill their employer's demands.

Many civilizations were specialized in mercenary business. Having complicated history behind them, Mistryl Shadow Guard dedicated themselves to serve as mercenaries to save their people. Due to their incredible brute strength and low intelligence, Gamorreans were often employed as mercenaries for less demanding. Many Rodians, Trandoshans, Ubese and Weequay were working throughout the galaxy as mercs.

History

A Zabrak mercenary and his crew
"It's far better to be a freelance mercenary in a war than to be a soldier for a losing side."
―Ergeron

Mercenaries from several factions (like Echani, Iridonians and Mandalorians) were employed in the Jedi Civil War by both Sith and Galactic Republic forces. Prior to the splitting of the Mandalorians into two factions, they were among the most famous and skilled mercenaries in the galaxy. During the Clone Wars, a number of Trandoshan mercenaries were working for the Separatists against the Galactic Republic. Under the rule of the Galactic Empire, powerful mercenary organizations were either employed by the Empire or hunted down and wiped out[6], although many mercs, including Stormtrooper X, were defectors from the imperial service. The Rebel Alliance hired several privateers in the Galactic Civil War.

Mercenary organizations

Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. Occasionally, members of the brotherhoods found themselves employed by opposite sides of armed conflicts, forcing them to fight against each other. But when the contract was over, the brotherhood took precedence. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic[6].

Mandalorian mercenaries

Mandalorian mercenaries, known informally as Mandalorian Mercs[7], were regarded as some of the finest soldiers-for-hire in the Galaxy, greatly due to their warrior-based culture, providing the combat training to its members even when they are very young.

A small group of Mandalorians

After the Mandalorians were defeated by the Galactic Republic during the Mandalorian Wars in the year 3,960 BBY, the Jedi Knight Revan disarmed and disbanded the Mandalorian Clans, and allowed them to scatter in disheartened groups across the Outer Rim Territories. There, devoid of leadership and honor, they degenerated. A few Mandalorian Neo-Crusader survivors returned to the Mandalore system, but many veterans, including Canderous Ordo, humbled their pride and became mercenaries for hire.[7][8]

The skilled Mandalorian Mercs became highly sought after in the aftermath of the Mandalorian Wars. During the Jedi Civil War and the Dark Wars, they gathered on Kashyyyk, Dantooine, Nar Shaddaa, Manaan, and many other worlds where they hired themselves out to the Sith, the Republic, and various criminal organizations such as the Exchange.[8]

At some point between the years 3,955 and 3,953 BBY, Canderous Ordo returned to the former Mandalorian headquarters of Dxun and began to rebuild Clan Ordo. Through skill in arms and sheer cunning, he rose to the rank of Mandalore and began to gather the remaining Mandalorian Clans.[9] While journeying with the Jedi Exile during the First Jedi Purge, he was able to convince several groups of Mandalorian mercenaries to give up their independence and join themselves to his cause.[10]

It is unknown how many Mandalorians Canderous eventually managed to recruit, but in any case, Mandalorian mercenaries became a traditional part of Mandalorian society and they continued to operate for millennia.

Jaster Mereel, a later Mandalore, would later try to purge the dishonorable brigandage adopted into their society by superseding their old code with the Supercommando Codex, bringing honor back to their society. The Death Watch, a splinter group, opposed such change and fought the True Mandalorians in a civil war to determine their future.

A later group called the Mandalorian Protectors, formed by Mandalore the Resurrector, would revive mercenary traditions and prior to the Yuuzhan Vong War, Mandalorians were once again in high demand[11].

List of mercenary units

"We're soldiers. We don't ask questions. We supply answers. With an entire corporate world about to sway over to the New Republic, and the New Republic unable to openly confront the Pentastar Alignment, you need someone else to fight the battle. We are that someone else."
Sully Tigereye

Mercenaries worked either as freelancers or as members of some larger military unit or mercenary guild. Some of them included:

A few Churhee's Riflemen.

List of mercenaries

Darca Nyl, Human merc

Behind the scenes

Most Star Wars mercenary units are interstellar versions of real-world private military companies, a mercenary-type, privately owned paramilitary organization that provides security detail and military support. As with Aurodium Sword, PMCs often employ retired ex-Special Forces veterans.

Appearances

Mercenaries working for Galak Fyyar and Desann's faction of the Empire Reborn, around the time of the Battle of Cloud City.
  • Star Wars: Knights of the Old Republic
  • Star Wars: Knights of the Old Republic II: The Sith Lords
  • Darth Bane: Dynasty of Evil (Mentioned only)
  • Star Wars: Starfighter
  • Star Wars: Episode I Jedi Power Battles
  • Star Wars: Republic Commando
  • Jedi Quest: The School of Fear
  • Star Wars: Jedi Starfighter
  • Star Wars: The Clone Wars video game
  • Boba Fett: Hunted (Mentioned only)
  • "MedStar: Intermezzo" - Star Wars Insider 83
  • MedStar II: Jedi Healer (Mentioned only)
  • The Order of Outcasts
  • Coruscant Nights I: Jedi Twilight (Mentioned only)
  • Coruscant Nights II: Street of Shadows (Mentioned only)
  • Star Wars: The Force Unleashed video game
  • Rebel Dawn (Mentioned only)
  • Star Wars Episode IV: A New Hope (First appearance)
  • Star Wars: Rebellion (Mentioned only)
  • Gathering Shadows
  • Star Wars 11: Star Search
  • The Mandalorian Armor (Appears in flashback(s))
  • "Black Curs Blues" - Star Wars Adventure Journal 8
  • "Blaze of Glory" - Star Wars Adventure Journal 8
  • Star Wars: Jedi Knight II: Jedi Outcast
  • Star Wars: Jedi Knight: Jedi Academy
  • Young Jedi Knights: Trouble on Cloud City
  • Young Jedi Knights: Crisis at Crystal Reef
  • Millennium Falcon (Mentioned only)
  • Star Wars: Dark Forces II

Sources

Notes and references

  1. Star Wars Episode IV: A New Hope
  2. 2.0 2.1 Clone Wars Miniatures Preview 4
  3. Star Wars: Starfighter
  4. Blaze of Glory - Adventure Journal 8
  5. Underworld: The Yavin Vassilika
  6. 6.0 6.1  "Special Ops: The Mercenary" - Star Wars Gamer 8
  7. 7.0 7.1 The New Essential Chronology
  8. 8.0 8.1 Star Wars: Knights of the Old Republic
  9. Chronicles of the Old Republic
  10. Star Wars: Knights of the Old Republic II: The Sith Lords
  11. Boba Fett: A Practical Man

See also


This article uses material from the "Mercenary" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Headline text

Black Sun Elite(CL80-8?)

Found in the Northwestern quadrant of Yavin IV, mostly along the beach and around the NW mountain. Spawns of agressive Guards, Thugs, Henchmen, Assasins. Drop Bounty Hunter armor aproximately 1/40 times.


This article uses material from the "Mercenaries" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Overview

Contents

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
Burst 1 Ranged, Moderate Damage(Lethal), Foe -Defense
Soldiers 1 Summon Soldier
Slug 2 Ranged, High Damage(Lethal), Foe Knockback
Equip Mercenary 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

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.

Damage Moderate damage over time
Recharge Fast
Minimum Level 1 (Mastermind)
Effects Ranged
Foe -Defense
Enhancements -
-

Image: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 26 (Mastermind)
Effects Summon Commando
Basic Powers Brawl (Moderate (Smashing))
Burst (Moderate DoT, -Def)
Slug (Heavy Damage, Knockback)
Equip Powers Buckshot (Moderate Damage, Knockback)
Full Auto (Superior DoT)
Upgrade Powers M30 Grenade (Moderate Damage, Knockback)
Flamethrower (Extreme DoT)
LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Knockback Distance
Enhance Defense Debuff
Enhance Damage
Enhance Accuracy

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.

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

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.

Damage Moderate Lethal/Smashing
Recharge Slow
Minimum Level 8 (Mastermind)
Effects Ranged Targeted area of effect
Foe Knockback
Enhancements -
-

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.

Recharge Very Long
Minimum Level 18 (Mastermind)
Effects Buff Mercenary
+Damage
+Resistance
+Accuracy
+Recovery
Enhancements -
-

Image: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 2 (Mastermind)
Effects Ranged
Foe Knockback
Enhancements -
-

Image:Paramilitary DraftArmy.png 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 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 1 (Mastermind)
Effects Summon Soldiers
Soldier Level 1 and 6 pets are Soldiers
Basic Powers Brawl (Smashing)
Advanced SMG Burst (Moderate DoT)
Equip Powers Advanced SMG Heavy Burst (Heavy DoT)
Heavy Burst (Lethal)
Upgrade Powers Auto Fire (Extreme DoT)
Burst (Lethal)
Medic Level 18 pet is a Medic
Basic Powers Brawl (Smashing)
SMG Burst (Moderate DoT)
MedKit (Heal)
Equip Powers SMG Heavy Burst (Heavy DoT)
Upgrade Powers Stimulant (Resist Effects)
Frag Grenade (Moderate Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Heal
Enhance Defense Debuff
Enhance Damage
Enhance Accuracy

Image:Paramilitary EnlistSpecialForces.png 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 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 Hold Duration
Reduce Endurance Cost
Enhance Disorient Duration
Enhance Immobilization Duration
Enhance ToHit Debuff
Enhance Defense Debuff
Enhance Damage
Enhance Accuracy

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 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 32 (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 Reduce Endurance Cost
Enhance Range
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


This article uses material from the "Mercenaries" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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