Malta Operatives: Difference between revisions
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== | == Overview == | ||
== | == Background == | ||
Malta Group official info ( Copied from the City of Heroes official website [http://web.archive.org/web/20121025114431/http://na.cityofheroes.com/en/game_info/know_your_adversary/malta.php]): | |||
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. | |||
==Named | 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 warmachines, 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. | |||
=== Origins of the Malta Group=== | |||
Players learn of the origins of the Malta Group during [[Indigo#Missing_Melvin_and_the_Mysterious_Malta_Group_.2840-44.29|Missing Melvin and the Mysterious Malta Group]] arc from [[Indigo]]. In [[Indigo#Get_debriefed_by_Crimson|Get debriefed by Crimson]] players learn: | |||
:''"...After World War II ended, a lot of super-humans who'd fought for the US left the service, leaving us weakened against the paranormal assets of our new enemies in the Soviet bloc. To counter this, a CIA spook named Roger Vrabel pulled enough strings to get the Might for Right act passed, which let him draft meta-humans into his own special strike force. When the Might for Right act was overturned in '67, the Soviets proceeded to kick our asses in all the Cold War spy games and it started to look grim."'' | |||
:''"So Vrabel, McIntosh, and a bunch of others got together at a little conference organized by Neil McIntosh on the island of Malta, and there the 17 of them formed an illegal intelligence conspiracy called the Malta Group. They acted outside of their own governments, recruiting meta-humans by any means fair or foul to fight their invisible war."'' | |||
:''"These days, communism's gone, the cold war is over, and the Malta Group's had to change. Now they've dedicated themselves to the spread of their version of democracy and capitalism, which really is more like a dictatorship wrapped in an American flag. "'' | |||
== Villain types == | |||
=== Minions === | |||
==== Tactical Operative ==== | |||
[[File:Malta TacticalOperative.jpg|93px|right]] | |||
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'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Adv Assault Rifle| Ranged, Moderate DMG(Lethal), Foe -Defense| Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Frag Grenade| Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback| The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. }} | |||
{{Power|[[File:Gadgets WebGrenade.png|22px]]| Web Grenade| Ranged, Foe Immobilize, -Fly, -Recharge, -Jump, -Speed| The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Moderate DMG(Smash)| When all else fails, use your own 2 fists. }} | |||
{{Power|[[File:Gadgets Taser.png|22px]]| Taser| Melee, Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Taser. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Operation Engineer ==== | |||
[[File:Malta OperationEngineer.jpg|78px|right]] | |||
The Engineers of the Tac Ops cells are masters of technology. They maintain and repair all the equipment used by their comrades. In addition to these responsibilities the Engineers are known to drop turrets in the field, turning every battle with their cell into a killing field. | |||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Adv Assault Rifle| Ranged, Moderate DMG(Lethal), Foe -Defense| Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Frag Grenade| Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback| The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Moderate DMG(Smash)| When all else fails, use your own 2 fists. }} | |||
{{Power|[[File:Gadgets Taser.png|22px]]| Taser| Melee, Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Taser. }} | |||
{{Power|[[File:Gadgets Turret.png|22px]]| Auto Turret| Build Turret: Ranged, High DMG(Lethal)| 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. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Sapper ==== | |||
[[File:Malta Sapper.jpg|71px|right]] | |||
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'' | |||
{{Power|[[File:Flight TravelFlight.png|22px]]| Fly| Self Fly| Sappers can Fly! }} | |||
{{Power|[[File:ElectricalBolt ShortCircuit.png|22px]]| Sapper| Ranged, Minor DoT(Energy), Foe -Endurance over Time| Sapper is draining you of your Endurance. }} | |||
{{Power|[[File:ElectricalBolt ShortCircuit.png|22px]]| Sapper Overload| Ranged (Targeted AoE), Minor DMG(Energy), Foe -Endurance over Time| Sapper is draining you of your Endurance. }} | |||
{{Power|[[File:ElectricityManipulation ShockingGrasp.png|22px]]| Sapp Stick| Melee, Light DoT(Energy), Foe Hold, -Endurance over Time, -Recovery| Sapper is draining you of your Endurance and you are Held, writhing in agony! }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Tech Armor| Auto, Self {{DamResVal|20|25|0|0|50}}, Resist(Endurance Debuff)| Sappers wear Tech Armor that protect them from Lethal, Smashing and Energy damage, as well as Endurance drain. }} | |||
{{clr}} | |||
=== Lieutenants === | |||
==== Gunslinger ==== | |||
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'' | |||
[[File:Malta Gunslinger.jpg|79px|right]] | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Hollow Round| Ranged, High-Accuracy, High DMG(Lethal), Foe Knockback| Fires a large caliber hollow tip rounds from both guns that can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Round| Ranged (Targeted AoE), High-Accuracy, Minor DMG(Lethal), High DoT(Fire)| The Gunslingers Incendiary round has ignited you! }} | |||
{{Power|[[File:IceBlast_FreezeRay.png|22px]]| Liquid Nitrogen Round| Ranged, High-Accuracy, High DMG(Cold), Foe Hold| The Gunslingers Liquid Nitrogen round has frozen you solid! }} | |||
{{Power|[[File:FireBlast_FireBall.png|22px]]| Explosive Tip| Ranged (Targeted AoE), High-Accuracy, Moderate DMG(Fire/Lethal), Foe Knockback| Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Rapid Fire| Ranged (Cone), High-Accuracy, Moderate DMG(Lethal)| The Gunslinger can fire off a quick burst of lead in a wide cone. }} | |||
{{Power|[[File:Power Missing.png|22px]]| No Melee attacks| No Hand to Hand| ''Gunslinger doesn't have any Melee attacks at all'' }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Vest| Auto, {{DamResVal|20|30|20|20|20|20}}| Gunslingers wear an advanced Vest that protects him from all damage except Psionics. }} | |||
{{clr}} | |||
==== Operation Officer ==== | |||
[[File:Malta OperationOfficer.jpg|111px|right]] | |||
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 weaponry are their stock in trade. | |||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Adv Assault Rifle| Ranged, Moderate DMG(Lethal), Foe -Defense| Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Frag Grenade| Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback| The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. }} | |||
{{Power|[[File:Temporary ChromaticGrenades.png|22px]]| Stun Grenades| Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Moderate DMG(Smash)| When all else fails, use your own 2 fists. }} | |||
{{Power|[[File:Gadgets Taser.png|22px]]| Taser| Melee, Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Taser. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Hercules Class Titan ==== | |||
[[File:Malta HerculesClassTitan.jpg|194px|right]] | |||
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'' | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee (Cone), Heavy DMG(Smash), Foe Knockback| Titan Brawling attacks. }} | |||
{{Power|[[File:EnergyMastery LaserBeamEyes.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Swarm Missile| Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback| Hercules Titans can launch a pack of 8 Swarm missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Swarm Missiles| Ranged (Targeted AoE), Moderate DoT(Lethal), Location AoE, Minor DoT(Fire)| Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Gas Swarm Missiles| Ranged (Targeted AoE), Light DoT(Lethal), Location AoE, Foe Hold| Hercules Titans can launch a pack of 8 Gas Swarm Missiles. }} | |||
{{Power|[[File:Inherent Brawl.png|22px]]| Merge| Special| Two Hercules class Titans can combine together to form a Zeus Titan! }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|30|50|20|60|20|20|60}}, {{StatusProtVal|0|0|3.0|100|0|2.0|100}}, {{StatusResVal|0|47%}}, Resist(Heal, Debuffs), +Recovery| Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers. }} | |||
{{clr}} | |||
=== Bosses === | |||
==== Gunslinger ==== | |||
Any Gunslinger has 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'' | |||
{{Power|[[File:Teleportation_Teleport.png|22px]]| Teleport| Self Teleport| Gunslingers can Teleport long distances. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Hollow Round| Ranged, High-Accuracy, High DMG(Lethal), Foe Knockback| Fires a large caliber hollow tip rounds from both guns that can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Round| Ranged (Targeted AoE), High-Accuracy, Minor DMG(Lethal), High DoT(Fire)| The Gunslingers Incendiary round has ignited you! }} | |||
{{Power|[[File:IceBlast_FreezeRay.png|22px]]| Liquid Nitrogen Round| Ranged, High-Accuracy, High DMG(Cold), Foe Hold| The Gunslingers Liquid Nitrogen round has frozen you solid! }} | |||
{{Power|[[File:FireBlast_FireBall.png|22px]]| Explosive Tip| Ranged (Targeted AoE), High-Accuracy, Moderate DMG(Fire/Lethal), Foe Knockback| Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Rapid Fire| Ranged (Cone), High-Accuracy, Moderate DMG(Lethal)| The Gunslinger can fire off a quick burst of lead in a wide cone. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Narcotic Dart| Ranged, High-Accuracy, Moderate DMG(Lethal), Foe Sleep, -Regeneration| This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out. }} | |||
{{Power|[[File:Power Missing.png|22px]]| No Melee attacks| No Hand to Hand| ''Gunslinger doesn't have any Melee attacks at all'' }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Vest| Auto, {{DamResVal|20|30|20|20|20|20}}| Gunslingers wear an advanced Vest that protects him from all damage except Psionics. }} | |||
{{clr}} | |||
==== Tac Ops Commander ==== | |||
[[File:Malta TacOpsCommander.jpg|99px|right]] | |||
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'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Adv Assault Rifle| Ranged, Moderate DMG(Lethal), Foe -Defense| Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Frag Grenade| Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback| The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. }} | |||
{{Power|[[File:Temporary ChromaticGrenades.png|22px]]| Stun Grenades| Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Moderate DMG(Smash)| When all else fails, use your own 2 fists. }} | |||
{{Power|[[File:Gadgets Taser.png|22px]]| Taser| Melee, Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Taser. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Zeus Class Titan ==== | |||
[[File:Malta ZeusClassTitan.jpg|170px|right]] | |||
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 equipped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously. | |||
''Powers'' | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee (Cone), Heavy DMG(Smash), Foe Knockback| Titan Brawling attacks. }} | |||
{{Power|[[File:EnergyMastery LaserBeamEyes.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Swarm Missile| Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback| Zeus Titans can launch a pack of 16 Swarm missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Swarm Missiles| Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Minor DoT(Fire)| Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Gas Swarm Missiles| Ranged (Targeted AoE), High DoT(Lethal), Location AoE, Foe Hold| Zeus Titans can launch a pack of 16 Gas Swarm Missiles. }} | |||
{{Power|[[File:EnergyMastery LaserBeamEyes.png|22px]]| Quad Plasma Blast| Ranged (Targeted AoE), Extreme DoT(Energy), Foe -Regeneration, Knockback| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:Jump_CombatJump.png|22px]]| Jump Jets| Auto, Self +Jump| Zeus Class Titans are equipped with Jump Jets. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|30|50|20|60|20|20|60}}, {{StatusProtVal|2.0|2.0|2.0|100|100|2.0|100|100}}, {{StatusResVal|0|47%}}, Resist(Heal, Debuffs), +Recovery| Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers. }} | |||
{{clr}} | |||
=== Special Bosses === | |||
==== Moment (Boss) ==== | |||
Moment is a shapeshifther 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. | |||
===== Devouring Earth Form ===== | |||
[[File:DevEarth GreaterDevoured.jpg|171px|right]] | |||
The ultimate eco-warriors, the Greater Devoured incorporate the biomass of fallen heroes into their monstrous 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'' | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee (Cone), Heavy DMG(Lethal), Foe Knockback| Devouring Earth claw attacks. }} | |||
{{Power|[[File:FireBlast FireBlast.png|22px]]| Spit| Ranged, Moderate DMG(Toxic), Minor DoT(Toxic)| You are taking Toxic damage over time from the toxic spray. }} | |||
{{Power|[[File:StoneMelee HurlBoulder.png|22px]]| Hurl Boulder| Ranged, High DMG(Smash), Foe Knockback| Devoured can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes. }} | |||
{{Power|[[File:SuperStrength_FootStomp.png|22px]]| Foot Stomp| PBAoE Melee, Moderate DMG(Smash), Foe Knockback| Devoured shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area. }} | |||
{{Power|[[File:Villain 5thmachete.png|22px]]| Call Swarm| Summon 2 Swarms| All Devoured can summon The Swarm. }} | |||
{{Power|[[File:Invulnerability TemporaryInvulnerabilty.png|22px]]| Resistance| Auto, {{DamResVal|20|0|0|0|20|20|0|40|n=-}}, {{StatusProtVal|0|2.0|2.0|2.0|100|0|2.0}}, {{StatusResVal|33%}}| Devoured are resistant to Disorient, Immobilize, Hold, Knockback, effects as well as Smashing and Energy Damage. They are vulnerable to Negative Energy. }} | |||
{{clr}} | |||
===== Rikti Form ===== | |||
[[File:ChiefSoldier1.jpg|100px|thumb| |<div style="text-align: center;border:none">Moment as a Rikti Chief Soldier</div>]] | |||
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere. | |||
''Powers'' | |||
{{Power|[[File:MedievalWeapons_BattleAxe.png|22px]]| Rikti Rifle| Ranged, High DMG(Energy), Foe Knockback, Disorient| You are Disoriented. }} | |||
{{Power|[[File:MedievalWeapons_MaceClobber.png|22px]]| Greater Rikti Sword| Melee, High DMG(Energy/Lethal), Foe Knockback| You are Disoriented. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Auto, {{DamResVal|30|30|0|0|30}}, {{StatusProtVal|0|0|0|1.0}}, Resist(Recharge Debuff)| Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep. }} | |||
{{clr}} | |||
=== Quantum Gunners === | |||
==== Tactical Operative Quantum (Minion) ==== | |||
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'' | |||
{{Power|[[File:AssaultWeapons ShotgunBuckShot.png|22px]]| Quantum Array Gun| Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades| Your attack and Movement rate have been slowed by the Quantum Array Gun. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, Self {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Operation Officer Quantum (Lieutenant) ==== | |||
[[File:Operation Officer Quantum.png|right|thumb|100px|{{center|Operation Officer Quantum}}]] | |||
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'' | |||
{{Power|[[File:AssaultWeapons ShotgunBuckShot.png|22px]]| Quantum Array Gun| Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades| Your attack and Movement rate have been slowed by the Quantum Array Gun. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, Self {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
{{clr}} | |||
==== Tac Ops Commander Quantum (Boss) ==== | |||
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'' | |||
{{Power|[[File:AssaultWeapons ShotgunBuckShot.png|22px]]| Quantum Array Gun| Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades| Your attack and Movement rate have been slowed by the Quantum Array Gun. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Kevlar| Auto, Self {{DamResVal|20|25}}| Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage. }} | |||
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=== Elite Bosses === | |||
==== Zeus Class Titan ==== | |||
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 equipped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously. | |||
''Levels: 20-34'' | |||
''Powers'' | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Pummel| Melee (Cone), Heavy DMG(Smash), Foe Knockback| Titan Brawling attacks. }} | |||
{{Power|[[File:EnergyMastery LaserBeamEyes.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Swarm Missile| Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback| Zeus Titans can launch a pack of 16 Swarm missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Swarm Missiles| Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Minor DoT(Fire)| Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Gas Swarm Missiles| Ranged (Targeted AoE), High DoT(Lethal), Location AoE, Foe Hold| Zeus Titans can launch a pack of 16 Gas Swarm Missiles. }} | |||
{{Power|[[File:EnergyMastery LaserBeamEyes.png|22px]]| Quad Plasma Blast| Ranged (Targeted AoE), Extreme DoT(Energy), Foe -Regeneration, Knockback| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:Jump_CombatJump.png|22px]]| Jump Jets| Auto, Self +Jump| Zeus Class Titans are equipped with Jump Jets. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| Auto, Self {{DamResVal|30|50|20|60|20|20|60}}, {{StatusProtVal|2.0|2.0|2.0|100|100|2.0|100|100}}, {{StatusResVal|0|47%}}, Resist(Heal, Debuffs), +Recovery| Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers. }} | |||
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=== Archvillains === | |||
==== Slinger ==== | |||
Slinger is one of Malta's engineering geniuses, with excellent knowledge of advanced robotics and weapons. Some suspect he had a direct hand in the development of the infamous Titan robots. | |||
''Powers'' | |||
{{Power|[[File:Robotics_LaserRifleBurst.png|22px]]| Pulse Rifle Blast| Ranged, Moderate DMG(Energy/Smash)| This Pulse Rifle can fire a long range laser pulse. Deals moderate Smashing/Energy damage. }} | |||
{{Power|[[File:Robotics_LaserRifleBlast.png|22px]]| Pulse Rifle Burst| Ranged, High DMG(Energy), Foe Knockback| This high powered laser pulse from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard pulse and has a very good chance to send your foes flying. }} | |||
{{Power|[[File:Robotics_LaserRifleStunGrenade.png|22px]]| Photon Grenade| Ranged (Targeted AoE), Moderate DMG(Energy/Smash), Foe Disorient| Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area. }} | |||
{{Power|[[File:Robotics_BuildRobotArmy.png|22px]]| Battle Drones| Summon 3 Battle Drones| Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail. }} | |||
{{Power|[[File:Robotics_ConstructProtectorBot.png|22px]]| Protector Bots| Summon 2 Protector Bots| You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offense, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fail. }} | |||
{{Power|[[File:Robotics_AssembleAssaultMech.png|22px]]| Assault Bot| Summon Assault Bot| Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fail. }} | |||
{{Power|[[File:ForceField_RepulsionBomb.png|22px]]| Repulsion Bomb| Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockback, Disorient| Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes. This power cannot be used on yourself. }} | |||
{{Power|[[File:ForceField_PersonalForceField.png|22px]]| Personal Force Field| Self {{TypeDefVal|0|0|0|0|0|0|0|75%}}, {{DamResVal|0|0|0|0|0|0|0|0|40}}, Resist(Teleport), Only Affect Self| The Personal Force Field is almost impenetrable to all attacks, even Psionics and Enemy Teleportation, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest. }} | |||
{{Power|[[File:ForceField_DispersionBubble.png|22px]]| Dispersion Bubble| Toggle, PBAoE, Team {{TypeDefVal|0|0|0|0|0|0|0|10%}}, {{StatusProtVal|6.92|6.92|6.92}}| Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. }} | |||
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==== Gyrfalcon ==== | |||
Gyrfalcon is the Malta Group's top general and the only known member of the organization's mysterious Council of Leaders. Though Gyrfalcon has an almost legendary disdain for his operatives, when they get killed or captured, he does something about it. That, after all, is what you do. | |||
''Powers'' | |||
{{Power|[[File:Teleportation_Teleport.png|22px]]| Teleport| Self Teleport| Gunslingers can Teleport long distances. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Hollow Round| High-Accuracy, Ranged, High DMG(Lethal), Foe Knockback| Fires a large caliber hollow tip rounds from both guns that can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Incendiary Round| High-Accuracy, Ranged (Targeted AoE), Minor DMG(Lethal), High DoT(Fire)| The Gunslingers Incendiary round has ignited you! }} | |||
{{Power|[[File:IceBlast_FreezeRay.png|22px]]| Liquid Nitrogen Round| High-Accuracy, Ranged, High DMG(Cold), Foe Hold| The Gunslingers Liquid Nitrogen round has frozen you solid! }} | |||
{{Power|[[File:FireBlast_FireBall.png|22px]]| Explosive Tip| High-Accuracy, Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback| Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Rapid Fire| High-Accuracy, Ranged (Cone), Moderate DMG(Lethal)| The Gunslinger can fire off a quick burst of lead in a wide cone. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Narcotic Dart| High-Accuracy, Ranged, Moderate DMG(Lethal), Foe Sleep, -Regeneration| This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out. }} | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Sap Shot| High-Accuracy, Ranged, Light DoT(Energy), Foe -Endurance| This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out. }} | |||
{{Power|[[File:Power Missing.png|22px]]| No Melee attacks| No Hand to Hand| ''Gunslinger doesn't have any Melee attacks at all'' }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Vest| Auto, {{DamResVal|20|30|20|20|20|20}}| Gunslingers wear an advanced Vest that protects him from all damage except Psionics. }} | |||
{{Power|[[File:Temporary PVP BuffDefense.png|22px]]| Resistance| Resistance| [[Archvillain Resistance]]. }} | |||
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==== Director 11 ==== | |||
[[File:Director_11.jpg|thumb|100px|{{center|Director 11}}]] | |||
Director 11, as he is called, would have a dossier of operations and plots several cubic feet large... That is, if he ever left a paper trail. One fact that has managed to get out is his penchant for using excessive amounts of self-propelling proximity mines to control the field of battle. | |||
''Powers'' | |||
{{Power|[[File:AssaultWeapons_ARBurst.png|22px]]| Adv Assault Rifle| Ranged, Moderate DMG(Lethal), Foe -Defense| Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Frag Grenade| Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback| The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. }} | |||
{{Power|[[File:Gadgets WebGrenade.png|22px]]| Web Grenade| Ranged, Foe Immobilize, -Fly, -Recharge, -Jump, -Speed| The Malta Tactical Ops soldier has snared you in his web grenade. You are Immobilized, cannot fly, and your attack speed is reduced. }} | |||
{{Power|[[File:Temporary ChromaticGrenades.png|22px]]| Stun Grenades| Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade. }} | |||
{{Power|[[File:Inherent_Brawl.png|22px]]| Brawl| Melee, Moderate DMG(Smash)| When all else fails, use your own 2 fists. }} | |||
{{Power|[[File:Gadgets Taser.png|22px]]| Taser| Melee, Minor DMG(Energy), Foe Disorient| The Malta Tactical Ops soldier has Disoriented you with his Taser. }} | |||
{{Power|[[File:FireBlast Inferno.png|22px]]| Minelayer| Mines| Drops Proximity Minelayers. }} | |||
:{{Power|[[File:Incarnate StoryArc.png|22px]]| Lay Mine| Special: Summon Proximity Mine every 30 seconds| Grant. }} | |||
::'''Proximity Mine''' | |||
::{{Power|[[File:FireBlast Inferno.png|22px]]| Proximity Mine| Post Death Special: PBAoE, Extreme DMG(Fire/Lethal), Foe Knockback| All foes that pass near this Explosive Trap will get blown to smithereens. }} | |||
::{{Power|[[File:FireBlast Inferno.png|22px]]| Self Destruct Timer| Special: Self Destruct after 180 seconds| Self Destruct }} | |||
::{{Power|[[File:FireBlast Inferno.png|22px]]| Self Destruct| Special: Self Destruct after 3 seconds if enemy enters within 20 ft PBAoE radius| Self Destruct }} | |||
{{Power|[[File:SuperSpeed SuperSpeed.png|22px]]| Tactical Retreat| Self Afraid, {{StatusProtVal|0|30}}| Director 11 can make a tactical retreat. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Scaling| Special: Self +MaxHP, +Regeneration, +DMG for each player on map| Special. }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|25|25}}| [[Archvillain Resistance|Archvillain resistance]]. }} | |||
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=== Giant Monsters === | |||
==== Kronos Class Titan ==== | |||
[[File:Malta KronosClassTitan.jpg|225px|right]] | |||
''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'' | |||
{{Power|[[File:SuperStrength_FootStomp.png|22px]]| Foot Stomp| PBAoE, Heavy DMG(Smash), Foe Knockback| Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area. }} | |||
{{Power|[[File:PowerBlast_PowerBlast.png|22px]]| Plasma Blast| Ranged, Moderate DMG(Energy), Foe Knockback, -Regen| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:AssaultWeapons_ARM30grenade.png|22px]]| Swarm Missiles| Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback| Kronos Titans can launch a pack of 16 Swarm missiles. }} | |||
{{Power|[[File:FireBlast_FireBall.png|22px]]| Incendiary Swarm Missiles| Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, DoT(Fire)| Kronos Titans can launch a pack of 16 Incendiary Swarm missiles. }} | |||
{{Power|[[File:Poison_Poison_Trap.png|22px]]| Gas Swarm Missiles| Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Foe Hold| Kronos Titans can launch a pack of 16 Gas Swarm missiles. }} | |||
{{Power|[[File:PowerBlast_Explosion.png|22px]]| Quad Plasma Blast| Ranged (Targeted AoE), Extreme DoT(Energy), Foe Knockback, -Regen| Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. }} | |||
{{Power|[[File:Invulnerability_DullPain.png|22px]]| Colossal| Scaling MaxHP (Special)| Giant Monsters have significant amounts of health- a number of people will likely need to work together to take this foe down! }} | |||
{{Power|[[File:Invulnerability ToughHide.png|22px]]| Resistance| {{DamResVal|30|50|20|60|20|20|60}}| [[Archvillain Resistance|Monster resistance]]. }} | |||
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=== Others === | |||
==== Auto Turret (Pet) ==== | |||
[[File:AutoTurret1.jpg|100px|thumb| |<div style="text-align: center;border:none">An Auto Turret</div>]] | |||
The Engineers of the Tac Ops team has constructed this Turret. Its defenses are surely formidable. | |||
''Powers'' | |||
{{Power|[[File:ElectricalBolt_LightningBolt.png|22px]]| Gatling Gun| Ranged, High DoT(Lethal)| The Auto Turret can fire at an extremely fast rate. }} | |||
{{Power|[[File:Invulnerability_TemporaryInvulnerabilty.png|22px]]| Auto Turret| Auto, Self Fly, {{DamResVal|20|50|20|30|0|0|70|s=-|f=-}}, {{StatusProtVal|100|10|100|100|100|100|100|100|100}}, Resist(Debuffs), +Perception, -Regeneration| Auto Turret }} | |||
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== Named Enemies == | |||
{{columns|3| | |||
* 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'') | |||
* Cannibal Gold 4-5-5 (''Gunslinger'') | |||
* Circuit Red Alpha (''Gunslinger'') | |||
* Circuit Red Omega (''Gunslinger'') | |||
* Death Chant Tango (''Gunslinger'') | |||
* Destiny Orange 5-1-3 (''Tac Ops Commander'') | |||
* D.R. Support Unit 41 (''Zeus Titan'') | |||
* D.R. Support Unit 42 (''Zeus Titan'')* Dreadnaught Red Kronos 02 (''[[Archvillain]] rank Kronos Class Titan, World Wide Red story arc from [[Crimson]]'') | |||
* Echo Red Eta (''Gunslinger'') | |||
* Guardian Black 3-5-7 (''Gunslinger'') | |||
* Guardian Blue 1-4-9 (''Gunslinger'') | |||
* Headhunter Red 2-4-2 (''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'') | |||
* 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'') | |||
* K.R. Support Unit 02 (''Zeus Titan'') | |||
* Kronos Class Titan (''[[Monster]] rank Kronos Class Titan, [[Lord Recluse Strike Force]]'') | |||
* Lantern Black Ultra (''Gunslinger'') | |||
* Libram Green1-0-9 (''Tac Ops Commander'') | |||
* Nile Fire 9-7 (''Gunslinger'') | |||
* Ocean Orange 4-6-2 (''Gunslinger'') | |||
* Ocelot Alpha Male (''Gunslinger'') | |||
* Omnivore Red 1-1-5 (''Gunslinger'') | |||
* Omnivore Red 7-7-0 (''Gunslinger'') | |||
* Opal Blue (''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'') | |||
* 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'') | |||
* Philospher Gold 1-4-1 (''Tac Ops Commander'') | |||
* Rain Purple 8-7-7 (''Gunslinger'' or ''Tac Ops Commander'') | |||
* Silhouette Azure Alpha (''Gunslinger'') | |||
* Silo Green 8-7-7 (''Tac Ops Commander'') | |||
* The Boss (''Gunslinger'') | |||
* Vital Gold 1-2-1 (''Gunslinger'') | |||
* Wesley Strauss (''Gunslinger'') | |||
}} | |||
== Related Badges == | |||
{{BadgeBox|Hercules Titan}} | |||
{{BadgeBox|Master of Olympus}} | |||
{{BadgeBox|Monkeywrencher}} | |||
{{BadgeBox|Running on Empty}} | |||
[[Category:Enemies]] | |||
[[Category:Malta Lore]] |
Latest revision as of 21:11, 3 August 2024
Overview
Background
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 warmachines, 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.
Origins of the Malta Group
Players learn of the origins of the Malta Group during Missing Melvin and the Mysterious Malta Group arc from Indigo. In Get debriefed by Crimson players learn:
- "...After World War II ended, a lot of super-humans who'd fought for the US left the service, leaving us weakened against the paranormal assets of our new enemies in the Soviet bloc. To counter this, a CIA spook named Roger Vrabel pulled enough strings to get the Might for Right act passed, which let him draft meta-humans into his own special strike force. When the Might for Right act was overturned in '67, the Soviets proceeded to kick our asses in all the Cold War spy games and it started to look grim."
- "So Vrabel, McIntosh, and a bunch of others got together at a little conference organized by Neil McIntosh on the island of Malta, and there the 17 of them formed an illegal intelligence conspiracy called the Malta Group. They acted outside of their own governments, recruiting meta-humans by any means fair or foul to fight their invisible war."
- "These days, communism's gone, the cold war is over, and the Malta Group's had to change. Now they've dedicated themselves to the spread of their version of democracy and capitalism, which really is more like a dictatorship wrapped in an American flag. "
Villain types
Minions
Tactical Operative
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
Adv Assault Rifle Ranged, Moderate DMG(Lethal), Foe -Defense
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Web Grenade Ranged, Foe Immobilize, -Fly, -Recharge, -Jump, -Speed
The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Taser Melee, Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Operation Engineer
The Engineers of the Tac Ops cells are masters of technology. They maintain and repair all the equipment used by their comrades. In addition to these responsibilities the Engineers are known to drop turrets in the field, turning every battle with their cell into a killing field.
Powers
Adv Assault Rifle Ranged, Moderate DMG(Lethal), Foe -Defense
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Taser Melee, Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Auto Turret Build Turret: Ranged, High DMG(Lethal)
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.
Kevlar Auto, Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Sapper
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
Sapper Ranged, Minor DoT(Energy), Foe -Endurance over Time
Sapper is draining you of your Endurance.
Sapper Overload Ranged (Targeted AoE), Minor DMG(Energy), Foe -Endurance over Time
Sapper is draining you of your Endurance.
Sapp Stick Melee, Light DoT(Energy), Foe Hold, -Endurance over Time, -Recovery
Sapper is draining you of your Endurance and you are Held, writhing in agony!
Tech Armor Auto, Self Res( S20 L25 E50 ), Resist(Endurance Debuff)
Sappers wear Tech Armor that protect them from Lethal, Smashing and Energy damage, as well as Endurance drain.
Lieutenants
Gunslinger
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
Hollow Round Ranged, High-Accuracy, High DMG(Lethal), Foe Knockback
Fires a large caliber hollow tip rounds from both guns that can knock down foes.
Incendiary Round Ranged (Targeted AoE), High-Accuracy, Minor DMG(Lethal), High DoT(Fire)
The Gunslingers Incendiary round has ignited you!
Liquid Nitrogen Round Ranged, High-Accuracy, High DMG(Cold), Foe Hold
The Gunslingers Liquid Nitrogen round has frozen you solid!
Explosive Tip Ranged (Targeted AoE), High-Accuracy, Moderate DMG(Fire/Lethal), Foe Knockback
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Rapid Fire Ranged (Cone), High-Accuracy, Moderate DMG(Lethal)
The Gunslinger can fire off a quick burst of lead in a wide cone.
No Melee attacks No Hand to Hand
Gunslinger doesn't have any Melee attacks at all
Vest Auto, Res( S20 L30 F20 C20 E20 N20 )
Gunslingers wear an advanced Vest that protects him from all damage except Psionics.
Operation Officer
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 weaponry are their stock in trade.
Powers
Adv Assault Rifle Ranged, Moderate DMG(Lethal), Foe -Defense
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Stun Grenades Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Taser Melee, Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Hercules Class Titan
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
Pummel Melee (Cone), Heavy DMG(Smash), Foe Knockback
Titan Brawling attacks.
Plasma Blast Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Swarm Missile Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback
Hercules Titans can launch a pack of 8 Swarm missiles.
Incendiary Swarm Missiles Ranged (Targeted AoE), Moderate DoT(Lethal), Location AoE, Minor DoT(Fire)
Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles.
Gas Swarm Missiles Ranged (Targeted AoE), Light DoT(Lethal), Location AoE, Foe Hold
Hercules Titans can launch a pack of 8 Gas Swarm Missiles.
Merge Special
Two Hercules class Titans can combine together to form a Zeus Titan!
Resistance Auto, Self Res( S30 L50 F20 C60 E20 N20 P60 ), Prot( St 3.0 Sl 100 Co 2.0 Fr 100 ), Res( Im 47% ), Resist(Heal, Debuffs), +Recovery
Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
Bosses
Gunslinger
Any Gunslinger has 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
Teleport Self Teleport
Gunslingers can Teleport long distances.
Hollow Round Ranged, High-Accuracy, High DMG(Lethal), Foe Knockback
Fires a large caliber hollow tip rounds from both guns that can knock down foes.
Incendiary Round Ranged (Targeted AoE), High-Accuracy, Minor DMG(Lethal), High DoT(Fire)
The Gunslingers Incendiary round has ignited you!
Liquid Nitrogen Round Ranged, High-Accuracy, High DMG(Cold), Foe Hold
The Gunslingers Liquid Nitrogen round has frozen you solid!
Explosive Tip Ranged (Targeted AoE), High-Accuracy, Moderate DMG(Fire/Lethal), Foe Knockback
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Rapid Fire Ranged (Cone), High-Accuracy, Moderate DMG(Lethal)
The Gunslinger can fire off a quick burst of lead in a wide cone.
Narcotic Dart Ranged, High-Accuracy, Moderate DMG(Lethal), Foe Sleep, -Regeneration
This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
No Melee attacks No Hand to Hand
Gunslinger doesn't have any Melee attacks at all
Vest Auto, Res( S20 L30 F20 C20 E20 N20 )
Gunslingers wear an advanced Vest that protects him from all damage except Psionics.
Tac Ops Commander
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
Adv Assault Rifle Ranged, Moderate DMG(Lethal), Foe -Defense
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Stun Grenades Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Taser Melee, Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Zeus Class Titan
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 equipped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously.
Powers
Pummel Melee (Cone), Heavy DMG(Smash), Foe Knockback
Titan Brawling attacks.
Plasma Blast Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Swarm Missile Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback
Zeus Titans can launch a pack of 16 Swarm missiles.
Incendiary Swarm Missiles Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Minor DoT(Fire)
Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles.
Gas Swarm Missiles Ranged (Targeted AoE), High DoT(Lethal), Location AoE, Foe Hold
Zeus Titans can launch a pack of 16 Gas Swarm Missiles.
Quad Plasma Blast Ranged (Targeted AoE), Extreme DoT(Energy), Foe -Regeneration, Knockback
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Jump Jets Auto, Self +Jump
Zeus Class Titans are equipped with Jump Jets.
Resistance Auto, Self Res( S30 L50 F20 C60 E20 N20 P60 ), Prot( Ho 2.0 Im 2.0 St 2.0 Sl 100 Kb 100 Co 2.0 Fr 100 Rp 100 ), Res( Im 47% ), Resist(Heal, Debuffs), +Recovery
Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
Special Bosses
Moment (Boss)
Moment is a shapeshifther 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.
Devouring Earth Form
The ultimate eco-warriors, the Greater Devoured incorporate the biomass of fallen heroes into their monstrous 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
Pummel Melee (Cone), Heavy DMG(Lethal), Foe Knockback
Devouring Earth claw attacks.
Spit Ranged, Moderate DMG(Toxic), Minor DoT(Toxic)
You are taking Toxic damage over time from the toxic spray.
Hurl Boulder Ranged, High DMG(Smash), Foe Knockback
Devoured can rip up a boulder out of the ground and Hurl it a short distance. The Hurled Boulder deals medium damage and can Knockback foes.
Foot Stomp PBAoE Melee, Moderate DMG(Smash), Foe Knockback
Devoured shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
Call Swarm Summon 2 Swarms
All Devoured can summon The Swarm.
Resistance Auto, Res( S20 E20 N-20 T40 ), Prot( Im 2.0 St 2.0 Sl 2.0 Kb 100 Fr 2.0 ), Res( Ho 33% )
Devoured are resistant to Disorient, Immobilize, Hold, Knockback, effects as well as Smashing and Energy Damage. They are vulnerable to Negative Energy.
Rikti Form
The Rikti battle armor is more advanced than any armor found on Earth. It offers the alien invaders protection from most normal kinds of physical attack. Armed with powerful energy weapons, these armored soldiers continue to pose a deadly threat to humans everywhere.
Powers
Rikti Rifle Ranged, High DMG(Energy), Foe Knockback, Disorient
You are Disoriented.
Greater Rikti Sword Melee, High DMG(Energy/Lethal), Foe Knockback
You are Disoriented.
Resistance Auto, Res( S30 L30 E30 ), Prot( Sl 1.0 ), Resist(Recharge Debuff)
Rikti Boss armor makes them are resistant to Lethal, Smashing, and Energy damage. They are also resistant to Sleep.
Quantum Gunners
Tactical Operative Quantum (Minion)
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
Quantum Array Gun Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Kevlar Auto, Self Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Operation Officer Quantum (Lieutenant)
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
Quantum Array Gun Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Kevlar Auto, Self Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Tac Ops Commander Quantum (Boss)
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
Quantum Array Gun Ranged, Moderate DMG(Negative), Foe -Recharge, -Speed, Special vs. Peacebringers/Warshades
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Kevlar Auto, Self Res( S20 L25 )
Op Teams wear Kevlar Vests that protect them from Lethal and Smashing damage.
Elite Bosses
Zeus Class Titan
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 equipped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously.
Levels: 20-34
Powers
Pummel Melee (Cone), Heavy DMG(Smash), Foe Knockback
Titan Brawling attacks.
Plasma Blast Ranged, Moderate DMG(Energy), Foe -Regeneration, Knockback
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Swarm Missile Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback
Zeus Titans can launch a pack of 16 Swarm missiles.
Incendiary Swarm Missiles Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Minor DoT(Fire)
Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles.
Gas Swarm Missiles Ranged (Targeted AoE), High DoT(Lethal), Location AoE, Foe Hold
Zeus Titans can launch a pack of 16 Gas Swarm Missiles.
Quad Plasma Blast Ranged (Targeted AoE), Extreme DoT(Energy), Foe -Regeneration, Knockback
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Jump Jets Auto, Self +Jump
Zeus Class Titans are equipped with Jump Jets.
Resistance Auto, Self Res( S30 L50 F20 C60 E20 N20 P60 ), Prot( Ho 2.0 Im 2.0 St 2.0 Sl 100 Kb 100 Co 2.0 Fr 100 Rp 100 ), Res( Im 47% ), Resist(Heal, Debuffs), +Recovery
Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
Archvillains
Slinger
Slinger is one of Malta's engineering geniuses, with excellent knowledge of advanced robotics and weapons. Some suspect he had a direct hand in the development of the infamous Titan robots.
Powers
Pulse Rifle Blast Ranged, Moderate DMG(Energy/Smash)
This Pulse Rifle can fire a long range laser pulse. Deals moderate Smashing/Energy damage.
Pulse Rifle Burst Ranged, High DMG(Energy), Foe Knockback
This high powered laser pulse from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard pulse and has a very good chance to send your foes flying.
Photon Grenade Ranged (Targeted AoE), Moderate DMG(Energy/Smash), Foe Disorient
Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area.
Battle Drones Summon 3 Battle Drones
Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail.
Protector Bots Summon 2 Protector Bots
You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offense, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fail.
Assault Bot Summon Assault Bot
Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fail.
Repulsion Bomb Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockback, Disorient
Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes. This power cannot be used on yourself.
Personal Force Field Self Def( All75% ), Res( All40 ), Resist(Teleport), Only Affect Self
The Personal Force Field is almost impenetrable to all attacks, even Psionics and Enemy Teleportation, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest.
Dispersion Bubble Toggle, PBAoE, Team Def( All10% ), Prot( Ho 6.92 Im 6.92 St 6.92 )
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects.
Gyrfalcon
Gyrfalcon is the Malta Group's top general and the only known member of the organization's mysterious Council of Leaders. Though Gyrfalcon has an almost legendary disdain for his operatives, when they get killed or captured, he does something about it. That, after all, is what you do.
Powers
Teleport Self Teleport
Gunslingers can Teleport long distances.
Hollow Round High-Accuracy, Ranged, High DMG(Lethal), Foe Knockback
Fires a large caliber hollow tip rounds from both guns that can knock down foes.
Incendiary Round High-Accuracy, Ranged (Targeted AoE), Minor DMG(Lethal), High DoT(Fire)
The Gunslingers Incendiary round has ignited you!
Liquid Nitrogen Round High-Accuracy, Ranged, High DMG(Cold), Foe Hold
The Gunslingers Liquid Nitrogen round has frozen you solid!
Explosive Tip High-Accuracy, Ranged (Targeted AoE), Moderate DMG(Fire/Lethal), Foe Knockback
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Rapid Fire High-Accuracy, Ranged (Cone), Moderate DMG(Lethal)
The Gunslinger can fire off a quick burst of lead in a wide cone.
Narcotic Dart High-Accuracy, Ranged, Moderate DMG(Lethal), Foe Sleep, -Regeneration
This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
Sap Shot High-Accuracy, Ranged, Light DoT(Energy), Foe -Endurance
This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
No Melee attacks No Hand to Hand
Gunslinger doesn't have any Melee attacks at all
Vest Auto, Res( S20 L30 F20 C20 E20 N20 )
Gunslingers wear an advanced Vest that protects him from all damage except Psionics.
Resistance Resistance
Archvillain Resistance.
Director 11
Director 11, as he is called, would have a dossier of operations and plots several cubic feet large... That is, if he ever left a paper trail. One fact that has managed to get out is his penchant for using excessive amounts of self-propelling proximity mines to control the field of battle.
Powers
Adv Assault Rifle Ranged, Moderate DMG(Lethal), Foe -Defense
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade Ranged (Targeted AoE), High DMG(Fire/Lethal), Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Web Grenade Ranged, Foe Immobilize, -Fly, -Recharge, -Jump, -Speed
The Malta Tactical Ops soldier has snared you in his web grenade. You are Immobilized, cannot fly, and your attack speed is reduced.
Stun Grenades Ranged (Targeted AoE), Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Brawl Melee, Moderate DMG(Smash)
When all else fails, use your own 2 fists.
Taser Melee, Minor DMG(Energy), Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Minelayer Mines
Drops Proximity Minelayers.
Tactical Retreat Self Afraid, Prot( Im 30 )
Director 11 can make a tactical retreat.
Scaling Special: Self +MaxHP, +Regeneration, +DMG for each player on map
Special.
Resistance Res( S25 L25 )
Archvillain resistance.
Giant Monsters
Kronos Class Titan
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
Foot Stomp PBAoE, Heavy DMG(Smash), Foe Knockback
Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
Plasma Blast Ranged, Moderate DMG(Energy), Foe Knockback, -Regen
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Swarm Missiles Ranged (Targeted AoE), Superior DoT(Lethal), Foe Knockback
Kronos Titans can launch a pack of 16 Swarm missiles.
Incendiary Swarm Missiles Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, DoT(Fire)
Kronos Titans can launch a pack of 16 Incendiary Swarm missiles.
Gas Swarm Missiles Ranged (Targeted AoE), Superior DoT(Lethal), Location AoE, Foe Hold
Kronos Titans can launch a pack of 16 Gas Swarm missiles.
Quad Plasma Blast Ranged (Targeted AoE), Extreme DoT(Energy), Foe Knockback, -Regen
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Colossal Scaling MaxHP (Special)
Giant Monsters have significant amounts of health- a number of people will likely need to work together to take this foe down!
Resistance Res( S30 L50 F20 C60 E20 N20 P60 )
Monster resistance.
Others
Auto Turret (Pet)
The Engineers of the Tac Ops team has constructed this Turret. Its defenses are surely formidable.
Powers
Gatling Gun Ranged, High DoT(Lethal)
The Auto Turret can fire at an extremely fast rate.
Auto Turret Auto, Self Fly, Res( S-20 L50 F-20 C30 P70 ), Prot( Ho 100 Im 10 St 100 Sl 100 Kb 100 Co 100 Fr 100 Rp 100 Tp 100 ), Resist(Debuffs), +Perception, -Regeneration
Auto Turret
Named Enemies
- 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)
- Cannibal Gold 4-5-5 (Gunslinger)
- Circuit Red Alpha (Gunslinger)
- Circuit Red Omega (Gunslinger)
- Death Chant Tango (Gunslinger)
- Destiny Orange 5-1-3 (Tac Ops Commander)
- D.R. Support Unit 41 (Zeus Titan)
- D.R. Support Unit 42 (Zeus Titan)* Dreadnaught Red Kronos 02 (Archvillain rank Kronos Class Titan, World Wide Red story arc from Crimson)
- Echo Red Eta (Gunslinger)
- Guardian Black 3-5-7 (Gunslinger)
- Guardian Blue 1-4-9 (Gunslinger)
- Headhunter Red 2-4-2 (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)
- 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)
- K.R. Support Unit 02 (Zeus Titan)
- Kronos Class Titan (Monster rank Kronos Class Titan, Lord Recluse Strike Force)
- Lantern Black Ultra (Gunslinger)
- Libram Green1-0-9 (Tac Ops Commander)
- Nile Fire 9-7 (Gunslinger)
- Ocean Orange 4-6-2 (Gunslinger)
- Ocelot Alpha Male (Gunslinger)
- Omnivore Red 1-1-5 (Gunslinger)
- Omnivore Red 7-7-0 (Gunslinger)
- Opal Blue (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)
- 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)
- Philospher Gold 1-4-1 (Tac Ops Commander)
- Rain Purple 8-7-7 (Gunslinger or Tac Ops Commander)
- Silhouette Azure Alpha (Gunslinger)
- Silo Green 8-7-7 (Tac Ops Commander)
- The Boss (Gunslinger)
- Vital Gold 1-2-1 (Gunslinger)
- Wesley Strauss (Gunslinger)
Related Badges
You have unlocked a mighty Titan for your gladiator team.
- Hero
- You have destroyed the Kronos Titan, showing Malta that the Heroes of Paragon City defend their turf.
- Villain
- You have destroyed the Kronos Titan, showing Malta that you are a force to be reckoned with
You have crushed Malta's Zeus Titans, the combination of two damaged Hercules Titan robots.
You have seen to it that Malta knows their Sapper soldiers are effective and notorious, with how often you have personally targeted their ranks on sight.