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The Mercenary Command Post is a structure in High Treason.[1]

Overview[]

The Mercenary Command Post enables its owners to call in Mercenaries, with two upgrades that unlock more available tiers for deployment. While functionally identical, build proximity limitations still apply for Task Force Talon (must be build within range of a Headquarters or Forward operations center and will lose power in their absence) and Consortium players (can only be constructed within range of most base structures) players.

  • Building more Mercenary Command Posts will not confer any additional benefits, though it is notable that their deployment timer (in seconds) for mercenaries is dependent on the distance to the closest one. The extraction timer is still a uniform 10 seconds.
  • Selecting an official/unofficial/illegal mercenary team will deduct their initial insurance fee ($5000/$10000/$15000) and they will charge a smaller fee every 5 seconds as upkeep ($100/$200/$300), even before they are deployed, and will last until they are completely withdrawn. Cancelling their deployment will fully refund their insurance premium (90% for Shadow Hawk, Iron Rain and Death Wing). This is subject to further penalties depending on their condition at the time of withdrawal.
  • Mercenaries are automatically withdrawn if the player loses their last Mercenary command post or if they could no longer be paid for. If all of them are merely disabled (by the EFV, FA-35 Joint Strike Fighter's BLU-144 Blackout or if a Task Force Talon Mercenary Command Post loses power), it is still possible to request mercenaries, though their deployment will be immediately cancelled (in the case of Shadow Hawk, Iron Rain and Death Wing, requesting them will result in the player losing funds instead).

Mercenaries[]

Main article: Mercenaries

Official[]

Unofficial[]

Illegal[]

Upgrades[]

References[]

  1. Eugen Systems, Atari, Act of War: High Treason. March 24, 2006

See also[]