- 11 Talk
-
Malta Operatives
|
Overview
Edit
Background
Edit
Malta Group official info ( Copied from the City of Heroes official website [1]):
Secrets within secrets. Black helicopters and balaclavas. Shadowy agencies with limitless slush funds and black-hearted agents with licenses to kill. Hushed conversations on internet chat-rooms that mysteriously vanish. Men in black with blank identities and deadly women with a dozen passports. A high-tech paramilitary force divided into clandestine cells and dispersed around the globe– this is the Malta Group.
In a world of super-powered chaos and costume-clad adventurers, there are still mortal forces that try to control the storm. One such group is spoken of in whispers, even at the highest levels of power. Rarely seen, those who know of them detect their fingerprints staining the headlines with frightening regularity. Young heroes may never encounter these forces directly, but paranoid government analysts and conspiracy experts believe the Malta Group’s machinations are ubiquitous.
Veteran heroes who have encountered these heavily-equipped and highly-trained special forces warn of their resources and capabilities. These agents often disguise themselves with fake IDs and false names, claiming to be attached to real agencies (like the bogus NSA’s Suppressed Transmissions Office), or part of completely fabricated groups (like the KTU anti-terrorism agency). Yet no matter what their papers say, they have similar features in common.
Malta field agents are centered around the Tactical Ops team. These men resemble “future infantry soldiers”, armed with advanced assault rifles, tasers, fragmentation and web grenades. Officers may carry stun grenades as well, to disorient and paralyze targets. They wear cutting edge armor, such as electro-textiles that provide power to a wide array of built-in sensors (capable of detecting both the wearer’s vital signs and monitoring a target’s condition), all reinforced with flexible Kevlar plates.
Tactical Ops teams are often supported by an Engineer. In addition to their expert skills, they are able to deploy mini-field artillery with lightning-quick reaction speed. These autogun turrets have a rapid rate of fire and a sophisticated tracking system; once they lock on, they maintain a field of fire until the target is destroyed or out of range.
The most feared agents of Malta are their Sapper units. These battle-hardened soldiers are equipped with a Bio-Energy Feedback Inducer: a weapon designed in a top-secret laboratory, built specifically for hunting down and neutralizing super-powered beings. Heroes coined the term “Power Sapper” for these weapons and use it with fear, anger and disgust. A hero cornered by a Sapper will find he or she is unable to sustain most powers and will be easy prey for the Sapper’s back-up.
Malta also has a stable of veteran killers in their service. These wetwork agents are recruited early and put through a rigorous training regime. Despite their lack of powers, they believe they can take on a super-powered hero one-on-one. Due to their extensive close combat and sniper training, they are often right. Technically known as Special Qualification Marksmen, everyone calls them Gunslingers because of their cocky attitude and cowboy mentality. They are armed with high-tech pistols capable of firing a wide-range of specialized ammunition– all designed plainly to take down super-powered beings. Those who have battled them have reported explosive rounds, liquid nitrogen rounds (that freeze a target solid), incendiary rounds, hollow rounds and even poisoned rounds. The Gunslingers are able to switch ammunition in the middle of a fire-fight, keeping their opponents off-guard and hard-pressed as they work up to a killing blow. Finally, many Gunslingers are equipped with short-range teleporters, allowing them to get up close to a target before pulling the trigger.
A few heroes have also reported of mobile armored walkers at several Malta bases. These Titan units are powerful robot war machines, equipped with tremendous firepower. Hercules Class Titans are armed with plasma blasts, gas swarm missiles, incendiary swarm missiles and are physically very powerful. When injured (or for tactical advantage) two Hercules Titans can combine into a larger unit, designated Zeus Class; a Zeus Class combined plasma generator is a truly devastating weapon.
The various Tactical Ops teams are organized in a cell-like structure, insulated, scattered and autonomous. This makes it hard to find out real information about the leadership manipulating the course of Malta, because each agent knows only wisps of compartmentalized information.
Villain types
Edit
Minions
Edit
Tactical Operative
Edit
These are the backbone of the military presence of the Malta Group. The Tac Ops cells are trained to operate independently and are almost never aware of each other's activity. Machine guns, grenades of varying kinds and other modern weaponary are their stock in trade.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Web Grenade (Ranged, No Damage) Foe Immobilize, -Fly, -Recharge
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Adv Assault Rifle Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Brawl Melee, Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | When all else fails, use your own 2 fists.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Taser (Melee, Energy) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Taser.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Kevlar Auto, Self +Resistance: 25% Lethal, 20% Smashing
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Operation Engineer
Edit
The Engineers of the Tac Ops cells are masters of technology. They maintain and repair all the equipment used by their comrades. In adittion to these responsabilities the Engineers are known to drop turrets in the fields, turning every battle with their cell into a killing field.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Web Grenade (Ranged, No Damage) Foe Immobilize, -Fly, -Recharge
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Adv Assault Rifle Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Brawl Melee, Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | When all else fails, use your own 2 fists.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Taser (Melee, Energy) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Taser.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Auto Turret Build Turret
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Places a stationary Auto Turret on the ground. The Auto Turret has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, the Turret will continue to unload a volley of lead into the target until it is destroyed or is out of range. The Turret is armored, but can be destroyed. Damage: Heavy, Recharge: Very Long.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Kevlar Auto, Self +Resistance: 25% Lethal, 20% Smashing
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Sapper
Edit
It has not yet been fully determined how the Bio Energy Feedback Inducer utilized by the Malta Sappers work, but it certainly does so efficiently it is clear this weapon was designed specifically for hunting down and neutralizing super powered beings of all sorts. Heroes in combat with them should be very wary.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Flight Self, Fly
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Sappers can Fly!
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Sapper Overload (Ranged) Foe -Endurance
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Sapper is draining you of your Endurance.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Sapp Stick (Melee) Foe Hold, -Endurance
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Sapper is draining you of your Endurance and you are Held, writhing in agony!
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Tech Armor Auto, Self, +Resistance: 20% Smashing, 25% Lethal, 50% Energy. Resist: Endurance Drain
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Sappers wear Tech Armor that protect them from Lethal, Smashing and Energy damage, as well as Endurance drain.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Lieutenants
Edit
Gunslinger
Edit
Some of the most deadly Operatives in the Malta Group have been given the nickname Gunslingers. This name came into common usage not only because the agents use firearms, but because they also tend to have the same kind of cocky attitude and cow boy mentality that one associates with gunslingers in the old west.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Teleport Self Teleport
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Gunslingers can Teleport long distances
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Explosive Tip Ranged, (Targeted Area of Effect,) Moderate Damage, Smash/Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Hollow Round Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Fires a large caliber hollow tip from both guns that can knock down foes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Incendiary Round (Ranged, Lethal) Damage over Time
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger Incendiary Round has ignited you.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Liquid Nitrogen Round (Ranged) Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger Liquid Nitrogen Round has frozen you solid!
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Rapid Fire Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger can fire off a quick burst of lead in a wide cone.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | No Melee attacks No Hand to Hand
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | This operative doesen´t have any Melee attacks at all
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Vest Auto, Self +Resistances: 20% Smashing, 30% Lethal, 20% Fire, 20% Cold, 20% Energy, 20% Negative Energy
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Gunslinger wears an advanced Vest that protects him from all damage except Psionics.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Operation Officer
Edit
These are the backbone of the military presence of the Malta Group. The Tac Ops cells are trained to operate independently and are almost never aware of each other's activity. Machine guns, grenades of varying kinds and other modern weaponary are their stock in trade.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Stun Grenades (Ranged, Targeted Area of Effect) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Frag Grenade Targeted Area of Effect, Lethal/Smash, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Adv Assault Rifle Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Brawl Melee, Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | When all else fails, use your own 2 fists.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Taser (Melee, Energy) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Taser.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Kevlar Auto, Self +Resistance: 25% Lethal, 20% Smashing
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Hercules Class Titan
Edit
The Hercules Class is the smallest Titan unit employed by Malta. It is believed that the technology used to create them came to this covert villain group sometime during or after the fall of the Soviet Union. It has not yet been determined if the Titans are simply robots, or something more. Their offensive capabilities are many and varied.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through these flames will be burned.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Hercules Titans can launch a pack of 8 Gas Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Sleep Gas (Targeted Area of Effect) Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through this gas will take damage from the fumes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Plasma Blast (Ranged) Foe -Regeneration
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Pummel Melee, Cone, Heavy Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan Brawling attacks.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Merge Special
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Two Hercules class Titans can combine together to form a Zeus Titan!
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Resistance Auto, Self +Resistances (+30% Smashing, +50% Lethal, +20% Fire, +60% Cold, +20% Energy, +20% Negative Energy, +60% Psionic). Resist: 3 Stun, 100 Sleep, 100 Fear, 2 Confuse. +Recovery
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Bosses
Edit
Gunslinger
Edit
Any Gunslinger might be able to take down a super powered being, especially the experienced ones. Their mastery of the deadly weaponry and technology given to them by the Malta Group is complete. They complete the tasks assigned to them, taking pleasure in violence, especially when they get the chance to take down some heroes in the process.
Powers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Teleport Self Teleport
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Gunslingers can Teleport long distances
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Explosive Tip Ranged, (Targeted Area of Effect) Moderate Damage, Smash/Lethal, Foe Knockdown
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Hollow Round Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Fires a large caliber hollow tip from both guns that can knock down foes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Incendiary Round (Ranged, Lethal) Damage over Time (Fire)
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger Incendiary Round has ignited you.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Liquid Nitrogen Round (Ranged, Cold) Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger Liquid Nitrogen Round has frozen you solid!
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Narcotic Dart (Ranged, Lethal) Foe Sleep, -Regeneration
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Rapid Fire Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Gunslinger can fire off a quick burst of lead in a wide cone.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | No Melee attacks No Hand to Hand
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | This operative doesen´t have any Melee attacks at all
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Vest Auto, Self +Resistances: All but Psionics
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Gunslinger wears an advanced Vest that protects him from all damage except Psionics.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Tac Ops Commander
Edit
The Tac Ops Commanders are the only members of their cell to have any contact with the upper echelons of the Malta Group. Secrecy and maintaining their cover identity is the primary directive for these agents.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Stun Grenades (Ranged, Targeted Area of Effect) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Adv Assault Rifle Ranged, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Brawl Melee, Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | When all else fails, use your own 2 fists.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Taser (Melee, Energy) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Malta Tactical Ops soldier has Disoriented you with his Taser.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Kevlar Auto, Self, +Resistance: 25% Lethal, 20% Smashing
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Zeus Class Titan
Edit
The middle class of the Titans used by the Malta Group are even more deadly than their younger brothers. This stands to reason since they are two Hercules class units combined into a deadly enemy. They are equiped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Zeus Titans can launch a pack of 16 Gas Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Sleep Gas (Targeted Area of Effect) Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through this gas will take damage from the fumes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through these flames will be burned.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Plasma Blast (Ranged) Foe -Regeneration
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Quad Plasma Blast (Ranged, Energy) Foe -Regeneration
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Pummel Melee, Cone, Heavy Smash
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan Brawling attacks.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Jump Jets Self Auto, +Jump, +Speed
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Zeus Class Titans are equipped with Jump Jets.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Resistance Auto, Self +Resistances (All). Resist: Sleep, Fear
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Zeus Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Quantum Gunners
Edit
Tactical Operative Quantum (Minion)
Edit
These are the backbone of the military presence of the Malta Group. The Tac Ops cells are trained to operate independently and are almost never aware of each other's activity. Machine guns, grenades of varying kinds and other modern weaponary are their stock in trade.
Powers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your attack and Movement rate have been slowed by the Quantum Array Gun.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Operation Officer Quantum (Lieutenant)
Edit
These are the backbone of the military presence of the Malta Group. The Tac Ops cells are trained to operate independently and are almost never aware of each other's activity. Machine guns, grenades of varying kinds and other modern weaponary are their stock in trade.
Powers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your attack and Movement rate have been slowed by the Quantum Array Gun.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Tac Ops Commander Quantum (Boss)
Edit
The Tac Ops Commanders are the only members of their cell to have any contact with the upper echelons of the Malta Group. Secrecy and maintaining their cover identity is the primary directive for these agents.
Powers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Your attack and Movement rate have been slowed by the Quantum Array Gun.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Moment (Boss)
Edit
Moment is a shapeshifter currently working for the Malta Group. He may adopt different appearances, even non-human ones, apparently gaining the attacks of those forms. So far only two are found in-game. Despite the fact that these forms come under their respective factions, it should be noticed that this being works for Malta. Probably he has more forms. His true form is still unknown.
Moment
Edit
The ultimate eco-warriors, the Greater Devoured incorporate the biomass of fallen heroes into their monstruous forms. They rend foes with their slashing talons, spitting poison on those they can't reach. A Greater Devoured is a formidable foe, resistant to most kinds of attacks. Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Spit (Ranged) Damage over Time, Toxic
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | You are taking Toxic damage over time from the toxic spray.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Foot Stomp |
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Devoured shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Resistances Self Auto, +Resistances: Energy, Smash. Resist: Disorient, Immobilize, Hold, Knockback.
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Devoured are resistant to Disorient, Immobilize, Hold, Knockback, effects as well as Smashing and Energy Damage. They are vulnerable to Negative Energy.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Moment
Edit

Added by YakovlevPowers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Rikti Rifle Ranged, Energy, Foe Knockback, Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Rikti Rifle takes a while to recharge, but deals a lot of damage and can Knockback and Disorient foes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Greater Rikti Sword (Melee, Energy/Lethal) Foe Disorient
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | You are Disoriented.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Resistance Auto, Self +Resistances: Smash, Lethal, Energy. Resist: Sleep
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Giant Monsters
Edit
Kronos Class Titan
Edit
Main Article: Kronos Class Titan
The mammoth Kronos Class Titans are the pinnacle of the Titan Project. Fortunately they are prohibitively expensive to manufacture. If the Malta Group can find a cost effective way of manufacturing these monsters, their terror will felt around the globe.
Powers
{| width="100%" cellspacing="0" class="collapsible collapsed"! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Kronos Titans can launch a pack of 16 Gas Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Sleep Gas (Targeted Area of Effect) Hold
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through this gas will take damage from the fumes.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Anyone that passes through these flames will be burned.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Plasma Blast (Ranged) Foe -Regeneration
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Foot Stomp (Point Blank) Area of Effect, Foe Knockback
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Resistance Auto, Self
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Monster Class Resistances
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Arch-villains
Edit
Dreadnaught Red Kronos 02
Edit
Note: This enemy is encountered in the final mission of the World Wide Red story arc from Crimson. It is identical to Kronos Class Titan, with the exception that it cons as an Arch-villain instead of a Giant Monster.
Others
Edit
Turret (Pet)
Edit

Added by YakovlevPowers{| width="100%" cellspacing="0" class="collapsible collapsed" ! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Gatling Gun Ranged, Lethal
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | The Auto Turret can fire at an extremely fast rate.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Auto Turret Self Resistances: -20% Smashing, 50% Lethal, -20% Fire, 30% Cold, 70% Psionic, Debuffs, Effects.
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" |
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | No Melee attacks No Hand to Hand
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Turrets don´t have any Melee attacks at all
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | Immobile Self Immobilize
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Turrets are immobile.
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}{| width="100%" cellspacing="0" class="collapsible collapsed"
! colspan="2" style="border:1px solid #CCC; padding-top:0.5em;" |
| | ??? +Perception
|
|-
| width="60%" style="border-width:0 1px 1px 1px; border-style:solid; border-color:#CCC; padding:0.5em;" | Turrets can see through Stealth
| width="40%" rowspan="1" style="border-width:0 1px 1px 0; border-style:solid; border-color:#CCC; padding:0.5em;" |
|}
Named Enemies
Edit
- A Titan Called Joe (Zeus Titan)
- Aegis Ocher Beta (Gunslinger)
- Aegis Ocher Echo (Gunslinger)
- Agent Gator (Sapper)
- Agent Ice Cold (Gunslinger (Lieutenant))
- Agent Tomahawk (Gunslinger)
- Agent Tulip (Operation Engineer)
- Agent Umber Tango (Gunslinger)
- Agent Wildfire (Gunslinger)
- Arc Light Black Ultra (Gunslinger)
- Babel Blue 9-6 (Gunslinger)
- Babel Green 2-4 (Gunslinger)
- Babel Red 8-7 (Gunslinger)
- Babel Red Alpha (Gunslinger)
- Babel Red Beta (Gunslinger)
- Belfry Black 4-5-1 (Gunslinger)
- Belfry Black 4-5-4 (Gunslinger)
- Belfry Blue 2-2-1 (Gunslinger)
- Circuit Red Alpha (Gunslinger)
- Circuit Red Omega (Gunslinger)
- D.R. Support Unit 41 (Zeus Titan)
- D.R. Support Unit 42 (Zeus Titan)
- Death Chant Tango (Gunslinger)
- Echo Red Eta (Gunslinger)
- Helix Black 08-08 (Gunslinger)
- Helix Black 0-9-0 (Gunslinger)
- Heretic Green Epsilon (Gunslinger)
- Ice Cold Panther (Gunslinger)
- Jack Firenze, Director 17 (Gunslinger)
- K.R. Support Unit 02 (Zeus Titan)
- Kingdom Red 0-1-0 (Gunslinger)
- Kingdom Red 1-0-1 (Gunslinger)
- Kingdom Red 2-0-2 (Gunslinger)
- Kitty Kat Bravo (Gunslinger)
- Knight Blue 1-0 (Gunslinger)
- Knight Red 0-1 (Gunslinger)
- Lantern Black Ultra (Gunslinger)
- Nile Fire 9-7 (Gunslinger)
- O.R. Support Unit 01 (Zeus Titan)
- O.R. Support Unit 04 (Zeus Titan)
- O.R. Support Unit 21 (Zeus Titan)
- O.R. Support Unit 23 (Zeus Titan)
- O.R. Support Unit 24 (Zeus Titan)
- O.R. Support Unit 25 (Zeus Titan)
- Ocelot Alpha Male (Gunslinger)
- Omnivore Red 1-1-5 (Gunslinger)
- Omnivore Red 7-7-0 (Gunslinger)
- Opal Blue (Gunslinger)
- Paradox Black Alpha (Gunslinger)
- Paradox Black Beta (Gunslinger)
- Paradox Black Delta (Gunslinger)
- Paradox Black Epsilon (Gunslinger)
- Paradox Black Gamma (Gunslinger)
- Paradox Black Omega (Gunslinger)
- Paradox Dancer (Gunslinger)
- Silhouette Azure Alpha (Gunslinger)
- The Boss (Gunslinger)
- Vital Gold 1-2-1 (Gunslinger)
- Wesley Strauss (Gunslinger)