Council: Difference between revisions
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==== Arakhn ==== | ==== Arakhn ==== | ||
''Main Article:'' [[Arakhn]] | ''Main Article:'' [[Arakhn]] | ||
[[Image:screenshot_2007-02-10-12-26-36.jpg.jpg|thumb|100px]] | |||
Very little is known about the mysterious figure known as Arakhn. She is a deadly assassin and is the last thing seen by many enemies of the Council. What most of the Council is unaware of is that Arakhn's powers resulted from the fusion of her human body with a Nictus life form. She is on the front lines of a war with the [[Kheldian|Kheldians]], ancient enemies of the [[Nictus]]. | Very little is known about the mysterious figure known as Arakhn. She is a deadly assassin and is the last thing seen by many enemies of the Council. What most of the Council is unaware of is that Arakhn's powers resulted from the fusion of her human body with a Nictus life form. She is on the front lines of a war with the [[Kheldian|Kheldians]], ancient enemies of the [[Nictus]]. |
Revision as of 20:43, 25 July 2007
Overview
The Council is one of the main factions in the City of Heroes universe. A paramilitary force with a vast web of resources, an army of superhuman soldiers, legions of killer automatons and an extraterrestrial alliance. Despite their regular use of conventional weapons, the Council is able to keep under its control whole zones by itself and should not be underestimated. This villain group is present in City of Heroes in force, being found in many zones in Paragon City, mostly between levels 10 and 40. They can be found in City of Villains in much lesser numbers, due to their feud with the ruling power in the Rogue Isles, Arachnos.
Background
The Council official info ( Copied from the City of Heroes official website [1]):
The shadowy brain trust known as the Council has become a major player in Paragon City only recently, but their roots stretch back through more than six decades of trickery, intrigue, and lies. After their recent coup, the Council is ready to take Paragon City by storm, starting from their base on Striga Isle.
This island off the coast of Paragon City has never been the most savory of environments, but with the addition of the Council, Striga’s gotten a lot worse. The Warriors and the Family are still in nominal control of portions of the island, but a vast chunk of it is dedicated to the biggest and most well defended villain base the heroes of Paragon have ever seen. The base is built around a massive volcano on the easternmost edge of the island. Rumors indicate that the smoking volcano may in fact be dormant, and that fantastic experiments may be going on inside.
In addition to their large holdings on Striga Isle, the Council has another ace up its sleeve: their alliance with the Nictus. These evil aliens have been partnered with the Council since its formative years in the aftermath of World War II. Two of the group’s most feared leaders are humans fused with Nictus energy beings: Requiem and Arakhn. Though Requiem is known to be a somewhat bitter servant of the Council, Arakhn, by all appearances, is a loyal soldier. Her experimentation with the use of Nictus fragments has resulted in many new warriors within the Council’s ranks—including the Galaxy troops, whose dark energy attacks are deadly.
At the heart of the Council is The Center, a man whose powers are shrouded in mystery. Some rumors indicate that the Center has powerful psychic abilities, while others suggest he is nothing more than a ruthless and brilliant strategist. One thing is certain: he has built his Council into a threat that can only be torn apart by the bravest inhabitants of the City of Heroes.
Villain Types
Minions
Nebula Division
Nebula Buckshot
New Council recruits are placed in the ranks of the Nebula, the lowest of the organization's Outer Bands. There they will either prove themselves worthy to learn the secrets of the Council, or else they will die in combat. Either way, they serve the Council's purposes.
Powers
Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
Brawl Melee, Smash
Council brawling attacks.
Nebula Gunner
New Council recruits are placed in the ranks of the Nebula, the lowest of the organization's Outer Bands. There they will either prove themselves worthy to learn the secrets of the Council, or else they will die in combat. Either way, they serve the Council's purposes.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Pistol
New Council recruits are placed in the ranks of the Nebula, the lowest of the organization's Outer Bands. There they will either prove themselves worthy to learn the secrets of the Council, or else they will die in combat. Either way, they serve the Council's purposes.
Powers
Automatic Pistol Ranged, Lethal, Moderate Damage
Small caliber side arm.
Brawl Melee, Smash
Council brawling attacks.
Nebula Rifle
New Council recruits are placed in the ranks of the Nebula, the lowest of the organization's Outer Bands. There they will either prove themselves worthy to learn the secrets of the Council, or else they will die in combat. Either way, they serve the Council's purposes.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Assault
Once a soldier has proven his total commitment to the cause, he is transferred into the ranks of the Elite. Only one in five soldiers survive long enough to achieve this promotion. Nebula Elites receive first stage super soldier serum that improves their physical prowess to the level of Olympic athletes. They also go through training courses before being put back into the battle lines. After all, the Council has made an investment in their success.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Buckshot
Once a soldier has proven his total commitment to the cause, he is transferred into the ranks of the Elite. Only one in five soldiers survive long enough to achieve this promotion. Nebula Elites receive first stage super soldier serum that improves their physical prowess to the level of Olympic athletes. They also go through training courses before being put back into the battle lines. After all, the Council has made an investment in their success.
Powers
Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Gunner
Once a soldier has proven his total commitment to the cause, he is transferred into the ranks of the Elite. Only one in five soldiers survive long enough to achieve this promotion. Nebula Elites receive first stage super soldier serum that improves their physical prowess to the level of Olympic athletes. They also go through training courses before being put back into the battle lines. After all, the Council has made an investment in their success.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Marksman
Once a soldier has proven his total commitment to the cause, he is transferred into the ranks of the Elite. Only one in five soldiers survive long enough to achieve this promotion. Nebula Elites receive first stage super soldier serum that improves their physical prowess to the level of Olympic athletes. They also go through training courses before being put back into the battle lines. After all, the Council has made an investment in their success.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Rifle
Once a soldier has proven his total commitment to the cause, he is transferred into the ranks of the Elite. Only one in five soldiers survive long enough to achieve this promotion. Nebula Elites receive first stage super soldier serum that improves their physical prowess to the level of Olympic athletes. They also go through training courses before being put back into the battle lines. After all, the Council has made an investment in their success.
Powers
Adv Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Slightly more accurate than a standard submachinegun. Can reduce a target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Cor Leonis Assult
A Cor Leonis is a Council soldier who has undergone a long and painful regimen of super soldier treatments. The Nebula Cor Leonis are the most numerous of these medical marvels, but that doesn't mean they're common. They've had extensive training and thousands of dollars worth of drugs pumped into them. It's an investment that usually pays off, since a first rank Cor Leonis is stronger than five normal men.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Cor Leonis Fire
A Cor Leonis is a Council soldier who has undergone a long and painful regimen of super soldier treatments. The Nebula Cor Leonis are the most numerous of these medical marvels, but that doesn't mean they're common. They've had extensive training and thousands of dollars worth of drugs pumped into them. It's an investment that usually pays off, since a first rank Cor Leonis is stronger than five normal men.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Nebula Cor Leonis Marksman
A Cor Leonis is a Council soldier who has undergone a long and painful regimen of super soldier treatments. The Nebula Cor Leonis are the most numerous of these medical marvels, but that doesn't mean they're common. They've had extensive training and thousands of dollars worth of drugs pumped into them. It's an investment that usually pays off, since a first rank Cor Leonis is stronger than five normal men.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Division
Penumbra Assult
The Penumbra is the Council's special operations division, tasked with covert ops, assassinations, and espionage. Even the lowest level recruits receive some special training, particularly in stealth and evasion techniques. New recruits must have some military or law enforcement experience before being accepted into the Penumbra.
Penumbra Buckshot
The Penumbra is the Council's special operations division, tasked with covert ops, assassinations, and espionage. Even the lowest level recruits receive some special training, particularly in stealth and evasion techniques. New recruits must have some military or law enforcement experience before being accepted into the Penumbra.
Penumbra Gunner
The Penumbra is the Council's special operations division, tasked with covert ops, assassinations, and espionage. Even the lowest level recruits receive some special training, particularly in stealth and evasion techniques. New recruits must have some military or law enforcement experience before being accepted into the Penumbra.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Marksman
The Penumbra is the Council's special operations division, tasked with covert ops, assassinations, and espionage. Even the lowest level recruits receive some special training, particularly in stealth and evasion techniques. New recruits must have some military or law enforcement experience before being accepted into the Penumbra.
Penumbra Rifle
The Penumbra is the Council's special operations division, tasked with covert ops, assassinations, and espionage. Even the lowest level recruits receive some special training, particularly in stealth and evasion techniques. New recruits must have some military or law enforcement experience before being accepted into the Penumbra.
Powers
Adv Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Slightly more accurate than a standard submachinegun. Can reduce a target's defense.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Elite Assult
The Penumbra Elites are world-class special forces operatives, as well trained as any Navy SEAL. They're expert insurgents, capable of infiltrating a target swiftly and silently, then taking it down. Elites undergo a basic super soldier regimen designed to heighten their stealth, accuracy, and concentration. These enhancements make them incredibly dangerous, especially when encountered in force.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Elite Fire
The Penumbra Elites are world-class special forces operatives, as well trained as any Navy SEAL. They're expert insurgents, capable of infiltrating a target swiftly and silently, then taking it down. Elites undergo a basic super soldier regimen designed to heighten their stealth, accuracy, and concentration. These enhancements make them incredibly dangerous, especially when encountered in force.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Elite Marksman
The Penumbra Elites are world-class special forces operatives, as well trained as any Navy SEAL. They're expert insurgents, capable of infiltrating a target swiftly and silently, then taking it down. Elites undergo a basic super soldier regimen designed to heighten their stealth, accuracy, and concentration. These enhancements make them incredibly dangerous, especially when encountered in force.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Cor Leonis Fire
The Cor Leonis of the Penumbra have transcended mere special ops stats. They are each unto themselves a powerful covert force, capable of taking on operations that would normally require an entire team of commandos. In addition to their enhanced physical and mental attributes, they receive training in security systems, computer infiltration, and surveillance equipment. In many ways, they are the perfect spies.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Cor Leonis Force
The Cor Leonis of the Penumbra have transcended mere special ops stats. They are each unto themselves a powerful covert force, capable of taking on operations that would normally require an entire team of commandos. In addition to their enhanced physical and mental attributes, they receive training in security systems, computer infiltration, and surveillance equipment. In many ways, they are the perfect spies.
Powers
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Cor Leonis Marksman
The Cor Leonis of the Penumbra have transcended mere special ops stats. They are each unto themselves a powerful covert force, capable of taking on operations that would normally require an entire team of commandos. In addition to their enhanced physical and mental attributes, they receive training in security systems, computer infiltration, and surveillance equipment. In many ways, they are the perfect spies.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Council Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time (Fire)
You are taking Fire Damage over Time from the Council Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks
Vortex Division
Vortex Assault
The Vortex are the pride and joy of the Council's army. They represent the ideal to which all other followers of the Council should aspire. Not only are they disciplined, well-trained soldiers, but their faith in the Council's supremacy is complete. Only those who have proven both their ability and loyalty are permitted to join the ranks of the Vortex.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Vortex Fire
The Vortex are the pride and joy of the Council's army. They represent the ideal to which all other followers of the Council should aspire. Not only are they disciplined, well-trained soldiers, but their faith in the Council's supremacy is complete. Only those who have proven both their ability and loyalty are permitted to join the ranks of the Vortex.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Vortex Marksman
The Vortex are the pride and joy of the Council's army. They represent the ideal to which all other followers of the Council should aspire. Not only are they disciplined, well-trained soldiers, but their faith in the Council's supremacy is complete. Only those who have proven both their ability and loyalty are permitted to join the ranks of the Vortex.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Vortex Elite Assult
Elite members of the Vortex have not only proven their loyalty to the cause, they've also shown themselves capable of bringing new members into the fold. Only those who have achieved Elite status are allowed to interact directly with potential recruits. Their fanatical devotion ensures that they'll convert the potential member, or kill him. Either way, the secrets of the Council remain secure.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Vortex Elite Fire
Elite members of the Vortex have not only proven their loyalty to the cause, they've also shown themselves capable of bringing new members into the fold. Only those who have achieved Elite status are allowed to interact directly with potential recruits. Their fanatical devotion ensures that they'll convert the potential member, or kill him. Either way, the secrets of the Council remain secure.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Vortex Elite Marksman
Elite members of the Vortex have not only proven their loyalty to the cause, they've also shown themselves capable of bringing new members into the fold. Only those who have achieved Elite status are allowed to interact directly with potential recruits. Their fanatical devotion ensures that they'll convert the potential member, or kill him. Either way, the secrets of the Council remain secure.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Vortex Cor Leonis Fire
Every member of the Council aspires to become one of the Vortex Cor Leonis, but few of them achieve this lofty goal. They are the spiritual and philosophical leaders of the Council - totally devoted to its goal of world domination. Like any good soldier, they lead by example. Their intense training and physical enhancements make them perfect soldiers. In battle, they serve as an inspiration to all who fight at their side.
Powers
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Vortex Cor Leonis Force
Every member of the Council aspires to become one of the Vortex Cor Leonis, but few of them achieve this lofty goal. They are the spiritual and philosophical leaders of the Council - totally devoted to its goal of world domination. Like any good soldier, they lead by example. Their intense training and physical enhancements make them perfect soldiers. In battle, they serve as an inspiration to all who fight at their side.
Powers
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Brawl Melee, Smash
Council brawling attacks.
Vortex Cor Leonis Marksman
Every member of the Council aspires to become one of the Vortex Cor Leonis, but few of them achieve this lofty goal. They are the spiritual and philosophical leaders of the Council - totally devoted to its goal of world domination. Like any good soldier, they lead by example. Their intense training and physical enhancements make them perfect soldiers. In battle, they serve as an inspiration to all who fight at their side.
Powers
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Council Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage Over Time (Fire)
You are taking Fire Damage over Time from the Council Advanced Rifle Incendiary rounds.
Vortex Cor Leonis Sonic
Every member of the Council aspires to become one of the Vortex Cor Leonis, but few of them achieve this lofty goal. They are the spiritual and philosophical leaders of the Council - totally devoted to its goal of world domination. Like any good soldier, they lead by example. Their intense training and physical enhancements make them perfect soldiers. In battle, they serve as an inspiration to all who fight at their side.
Powers
Sonic Blast (Ranged, Energy) Foe -Resistances (All but Psionics)
The Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics.
Brawl Melee, Smash
Council brawling attacks.
Robots
Zenith Hoverbot
The Zenith Hoverbot is one of Vandal's more ingeniuos inventions. Rumor has it that he was nspired by the Rikit attack drones, but there have been versions of the machines in sevice since the 1940's. Mounted with omni-directional jets and banks of armor piercing rockets, the Zenith Hoverbots are quite maneuverable and pack a deadly punch. They can make the skies a very dangerous place.
Powers
Flight Self fly
Zenith Hoverbots Fly.
Robot Missile Launcher Ranged, Area of Effect, Lethal/Smah, Foe Knockback
Hoverbots can launch small missiles at long range.
No Melee attacks No Hand to Hand
Zenith Hoverbots don´t have any Melee attacks at all
Zenith Mech Man
Vandal, the genius behind the Council's technology, created his first robots during the 1940's. He's been improving on them ever since. Now known as the Zenith Mech Men, these tough and deadly machines are 100 times more dangerous than their predecessors of 60 years ago. Modern Mech Men have tough, thick armor, redundant systems that resist damage, and a powerful onboard AI that makes them faster and smarter than most human soldiers.
Powers
Blast Ranged, Energy/Smashing Damage, Foe Knockback
Zenith Mechs Blast sends a focused beam of energy that can knock foes back.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Vampyri
Equinox Parasite
After the Council took over another villainous organization, they applied their vast technological skills to expanding that group's super soldier program. These vampyri are the result. They are not true vampires at all, but the result of a full year of conditioning and surgical enhancements. The Vampyr Parasite has the ability to drain life from its targets, while strengthening itself.
Powers
Gloom Ranged, Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The Vampyr taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Vampyr.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Vampyri taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. A successful hit can reduce the targets accuracy.
Shadow Punch Melee, 40% Smash/60% Negative Energy Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target's accuracy.
Pummel Melee, Smash, Foe Knockdown
Vampyri brawling attacks.
Fast Healing Auto, Self, +Regeneration
The Vampyri naturally heals at a faster than a normal rate. This power is always on and does not need to activated.
Reconstruction Self Heal
The Vampyri can concentrate for a few moments to heal himself.
Werewolves
Eclipse Nightwolf
It is speculated that the sudden increase in the number of Nightwolves is due to some new, dark purpose of the Council, who recently subsumed the group the Nightwolves once belonged to. No one can be sure, however, since the process that creates Nightwolves is still shrouded in mystery. Unlike the Vampyri, these beasts are not the result of any known super serum treatment. Many suspect that a dark energy force is involved in their transformation.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Darkwolf
The nature of the Nightwolves remains a terrifying mistery. These monstruous, werewolf like creatures were once human beings, but they have since been warped beyond all recognition. Unlike the Vampyri, these beasts are not the result of any known super-serum treatment. Many suspect that a dark energy force is involved in their transformation.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Ascendant
The personal guard of the Center, these crack soldiers are highly trained for protection and defense. Their equipment is geared toward healing and shielding their charge.
Powers
Sonic Blast (Ranged, Energy) Foe -Resistances (All but Psionics)
The Blast from the Sonic Rifle has reduced you Resistance to all damage types except Psionics.
No Melee attacks No Hand to Hand
Ascendants don´t have any Melee attacks at all
Shield Toggle: Invulnerable, +Regeneration, +Recovery
Ascendants can put up a Superior Personal Force Field that makes them Invulnerable and increases their Regeneration and Recovery Rate. They cannot move or attack while this power is active.
Galaxy
The Galaxy Band of the Council has been trained by Arakhn in stealth and infiltration. They have also been conditioned by Kheldian mind control techniques to be loyal to her above all others.
Powers
Shadow Bolt Ranged, Negative Energy damage, Foe -Recharge, -Speed
Your attack and movement rate have been Slowed by a Shadow Bolt.
Brawl Melee, Smash
Council brawling attacks.
Lieutenants
Nebula Division
Nebula Adjutant
Only those Nebula soldiers who have proven both resilient and trustworthy achieve the rank of Adjutant. Through their skill in combat and their dedication to the Council's cause, they have begun to earn real respect from their leaders. In return, they receive better equipment and training, and are trusted with some low level secrets.
Powers
Adv Sub Machine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Slightly more accurate than a standard submachinegun. Can reduce a target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Adjutant
A high-ranking Nebula Elite Adjutant is a force to be reckoned with. His increased physical prowess is now matched by improved tactical skills and the steely resolve of a combat veteran. Regular doses of super soldier serum has left him entirely devoted to the Council's cause. He is willing to follow any order, and he seldom worries about the messy consequences.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee, Smash
Council brawling attacks.
Nebula Elite Adjutant
A high-ranking Nebula Elite Adjutant is a force to be reckoned with. His increased physical prowess is now matched by improved tactical skills and the steely resolve of a combat veteran. Regular doses of super soldier serum has left him entirely devoted to the Council's cause. He is willing to follow any order, and he seldom worries about the messy consequences.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
Cryonic Rounds (Ranged) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Nebula Cor Leonis Adjutant
The pinnacle of frontline soldiers, the Cor Leonis Adjutants are nearly unstoppable fighting machines. It often takes an anti-tank weapon just to faze one of these juggernauts. Fortunately, their numbers are small, though the Council keeps making more of them as their soldiers become more experienced.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, 70% Lethal/30% Smashing Damage, Foe Knockback
This explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Storm Kick Melee, Moderate Smashing Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smashing, Foe Disorient
You have been Disoriented by a Thunder Kick.
Penumbra Division
Penumbra Adjutant
The Penumbra Adjutants have completed their covert ops training and are on the verge of being promoted to Elite status. They have yet to benefit from a course of super soldier serum, but they have honed their stealth and physique to a near perfect level. Adjutants are often tasked with leading squads of Penumbra soldiers on raids to raise funds for the Council.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
Cryonic Rounds (Ranged, Lethal/Cold) Foe -Recharge, -Speed
Your movement and attack speed has been slowed by the Advanced Rifle Cryonic rounds.
Incendiary Rounds (Ranged, Lethal) Minor Damage over Time, Fire
You are taking Fire Damage over Time from the Advanced Rifle Incendiary rounds.
Brawl Melee, Smash
Council brawling attacks.
Penumbra Elite Adjutant
Penumbra Elite at the peak of his game may earn the rank of Adjutant, and with it a large upgrade in super soldier serum. He is on the verge of Cor Leonis status, and his mind has become focused with laser-like intensity. High ranking Elites are some of the best shots and most dedicated insurgents in the world. They can, and have, assassinated heads of state as well as world famous heroes.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Penumbra Cor Leonis Adjutant
Unlike their counterparts in the other branches of the Council's hierarchy, the Penumbra Cor Leonis Adjutants have considerable autonomy. The Council feels that the subversive activities that fall within the Penumbra's purview require a certain amount of independence. This makes the Penumbra Cor Leonis quite unpredictable at times - and thus, quite deadly.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Vortex Division
Vortex Adjutant
Vortx Adjutants are zealots in every sense of the word. They believe in the Council's superiority so fiercely that they have become experts at recruiting new members from the disaffected elements of society. Vortex Adjutants are in equal parts soldier and proselytizer.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee, Smash
Council brawling attacks.
Vortex Elite Adjutant
The Elite Vortex Adjutants are those destined for positions of authority in the Council hierarchy. Their authority supercedes nearly every other rank. These Adjutants reward the Council with the utmost devotion. By the time someone has reached this lofty level, he has given up any semblance of a normal life. He belongs to the Council, body and soul.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Vortex Cor Leonis Adjutant
Vortex Cor Leonis Adjutants have the responsibility of leading large numbers of troops. They are concerned with training their men into peak fighting form - and recruiting new members to the Council. Until recently, none have ever been taken alive by the authorities.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Robots
Mk I Zenith Warcry
The Mk I Warcry robot has been favorably compared to a battle tank when it comes to both firepower and resilience. The big difference is that the Mk I is controlled by an ingenious artificial intelligence that can capably command troops in the field. It carries enough firepower to take out heavily armored targets, and its own armor stands up to anything less than an anti-tank weapon.
Powers
Missile Launch Ranged, Area of Effect, Lethal/Smash, Foe Knockback
Zenith Warcries can launch small missiles at long range.
Power Blast Ranged, Energy/Smash Damage, Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Pummel Melee, Heavy Smash
Zenith Warcry brawling attacks.
Vampyri
Equinox Adjutant
The Vampyri Adjutants are soldiers who have been promoted from the Cor Leonis ranks and given the singular honor of becoming a Vampyr. This honor is one the masters of the Council are loathe to give, since it means a year of inactive duty for the Cor Leonis. The result, however, is a Vampyr who has both the power and the experience to lead his monstrous soldiers into battle.
Powers
Gloom (Ranged) High Damage over Time, Negative, Foe -Accuracy
The Vampyri is slowly draining your life and reducing your Accuracy with his Gloom attack.
Mesmerize Ranged, Psionic, Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.
Dominate Ranged, Foe Hold
Tear at the mind of a single target foe. Dominate renders a victim helpless, lost in his own mind and unable to defend himself.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Vampyr taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. Siphon Life can sometimes miss more often than normal since a good contact with the foe must be established for a sucessful transfer to occur. A sucessful hit can reduce the target´s accuracy.
Shadow Punch Melee, 40% Smash/60% Negative Energy Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.
Pummel Melee, Smash, Foe Knockdown
Vampyri brawling attacks.
Fast Healing Auto, Self, +Regeneration
The Vampyri naturally heals at a faster than a normal rate. This power is always on and does not need to activated.
Reconstruction Self Heal
The Vampyri can concentrate for a few moments to heal himself.
Werewolves
Eclipse Nightwolf Champion
The Nightwolf champion has lost all of his humanity to whatever force transformed him into a monstrous killing machine. Unlike the more sedate Nightwolf warriors, the champions are in a wild state and can barely be controlled. They are berserkers, unwilling to obey any orders when their enemy is in sight. They are, however, nearly impossible to kill, which makes up for their disobedient nature.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Resistance Auto Res(All Damage, Immobilization)
Werewolves are highly resistant to all damage and Immobilization.
Eclipse Nightwolf Champion
Some Nightwolves have mastered the ability to temporarily transform back into their human body. This allows these soldiers to infiltrate targeted facilities before revealing their monstruous nature. The authorities have little time to react once they realize what they are dealing with.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Resistance Auto Res(All Damage, Immobilization)
Werewolves are highly resistant to all damage and Immobilization.
Galaxy Adjutant
The Galaxy Band of the Council has been trained by Arakhn in stealth and infiltration. They have also been conditioned by Kheldian mind control techniques to be loyal to her above all others.
Powers
Shadow Blast (Ranged, Negative) Foe -Recharge, -Speed
Your attack and movement rate have been Slowed by a Shadow Blast.
Gravimetric Snare (Ranged, Damage over Time, Negative) Foe Immobilize, -Recharge, -Speed
You have been Immobilized and your attack and movement rate has been Slowed by a Gravimetric Snare.
Star Punch (Melee) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Star Punch.
Ascendant Adjutant
Snipers
Penumbra Elite Sharpshooter
Those gifted with incredible accuracy are quickly transferred into the Penumbra division, where they undergo lenghty treatments to refine their abilities. The Sharpshooters are natural loners and disdain associating with the rank and file. The only praise they seek is the satisfaction of a silent kill.
Powers
Sniper Rifle Ranged, Sniper, Lethal, Foe Knockdown
Sniper Rifle is a powerful piece of hardware. It is very accurate and has a verly long range. The impressive round can knock down its target.
Brawl Melee Smash
Council brawling attacks.
Bosses
Nebula Division
Nebula Archon
To ascend to the rank of Archon, a Nebula soldier must prove himself over the course of many battles. Many of them resent having to continue working with raw recruits, but this indignity is more than compensated for by their first taste of super soldier serums and body enhancements. Combined with their combat experience, these enhancements make them formidable foes.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
12 Gauge (Ranged) Cone, Lethal, Foe Knockback
Good at medium range. Longer range and more deadly than most shotguns. The 12 Gauge Shotgun fires a cone of buckshot pellets and can knock some foes down.
Nebula Elite Archon
The leaders of the Nebula Elite are near perfect soldierly specimens. In addition to the normal super soldier serum, they receive a special formula that enhances intellect and problem solving skills. An Elite Archon is utterly devoted to the Council's plans for world domination, and he can finally be trusted to lead his soldiers without direction from above.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
12 Gauge (Ranged) Cone, Lethal, Foe Knockdown
Good at medium range. Longer range and more deadly than most shotguns. The 12 Gauge Shotgun fires a cone of buckshot pellets and can knock some foes down.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick (Melee, Smash) Foe Disorient
You have been Disoriented by a Thunder Kick.
Nebula Cor Leonis Archon
The highest ranking soldiers among the Nebula, the Nebula Cor Leonis Archons are strikingly capable field officers, able to formulate and execute grand military campaigns. Unlike most modern officers, these Cor Leonis are not afraid to personally lead their soldiers into battle. After all, their own abilities far surpass those of all normal men and many super-powered heroes.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Penumbra Division
Penumbra Archon
A Penumbra Archon is responsible for overseeing squads of covert operatives. Since coverts ops need to be precise and perfectly executed, a Penumbra Archon is valued chiefly for his ability to follow orders precisely and make sure his troops do the same. In return for loyalty and good service, Archons receive their first taste of super soldier serum, making them stronger and quicker than any normal human could be.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
12 Gauge (Ranged) Cone, Lethal, Foe Knockback
Good at medium range. Longer range and more deadly than most shotguns. The 12 Gauge Shotgun fires a cone of buckshot pellets and can knock some foes down.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Penumbra Elite Archon
While most Elites concentrate on learning the basic skills required for special ops, the Archons receive additional training in tactics. They're also trained in technological skills, such as wire tapping and circumventing security systems. Combined with their prodigious super soldier enhancements, these skills make Elite Archons well-prepared to plan and carry out small covert ops.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Penumbra Cor Leonis Archon
The Penumbra Cor Leonis Archons author their own plans to sow terror and fear across Paragon City. Many are in command of small military cells, completely cut off from their compatriots - both for the sake of security, and to encourage independent thinking.
Powers
Grenade Launcher (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion of this grenade affects all within the blast and can knock them back.
Storm Kick Melee, Moderate Smashing Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Crippling Axe Kick Melee, Minor Damage, Smash, Foe Immobilize, -Speed
You can perform a Crippling Axe Kick that deals minor damage but slows the target run speed and has a chance to Immobilize your target.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Vortex Division
Vortex Archon
The Vortex Archons are the living essence of the Council's beliefs. While the Adjutants brim with enthusiasm, the Archons radiate a palpable aura of danger. The Vortex carefully foster this mystique in order to keep order within the ranks of the Council.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
12 Gauge (Ranged) Cone, Lethal, Foe Knockback
Good at medium range. Longer range and more deadly than most shotguns. The 12 Gauge Shotgun fires a cone of buckshot pellets and can knock some foes down.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Vortex Elite Archon
The Vortex Elite Archons are among the few soldiers permitted to express their opinions to the Council's leaders, though most wisely avoid doing so. They control almost all the internal operations of the Council organization.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash Damage, Foe Knockback
The explosion from this Fragmentation Grenade affects all within the blast and can knock them back.
Flamethrower Ranged, Cone, Damage over Time, Fire
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Storm Kick Melee, Moderate Smash Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash, Foe Disorient
You have been Disoriented by a Thunder Kick.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Vortex Cor Leonis Archon
The Vortex Cor Leonis Archons make up the inner circle that surrounds the Council leadership. They are charged with the grand stratagems that further the ultimate goal of the Council: the eventual domination of the world. The leaders of the Council foster a competitiveness between these high ranking officers in order to prevent any single one of them from acquiring too much power and becoming a threat.
Powers
Missile Launcher Ranged, Lethal/Smash, Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Grenade Launcher (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 grenade at long range from under the barrel of your Assault Rifle. The explosion of this grenade affects all within the blast and can knock them back.
Storm Kick Melee, Moderate Smashing Damage
You can unleash a roundhouse kick that pummels your foe for moderate damage. Damage: Moderate, Recharge: Fast
Thunder Kick Melee, Smash Damage, Foe Disorient
You have been Disoriented by a Thunder Kick.
Crane Kick Melee, Smash, High Damage, Foe Knockback
A slow, high damage kick that can send your target flying!
Crippling Axe Kick Melee, Minor Damage, Smash, Foe Immobilize, -Speed
You can perform a Crippling Axe Kick that deals minor damage but slows the target run speed and has a chance to Immobilize your target.
Dragon's Tail Melee, Point Blank Area of Effect, Moderate Damage, Smash, Foe Knockdown
This low spinning kick deals the same damage as Thunder Kick, but has a chance to hit all enemies in melee range. Successsful trips will knock down your opponents. Damage: Moderate; Recharge: Slow.
Robots
Mk II Zenith Warcry
The ultimate in automated fighting systems, the Mk II Warcry robot is fearsome in combat, capable of taking on whole armored companies by itself. The robots' unerring aim and large caliber weaponry make them a threat to any hero they come across. Their enhanced AI allows them to coordinate with the Council's human troops, making them the perfect battlefield commanders.
Powers
Missile Launcher Ranged, Area of Effect, Lethal/Smash, Foe Knockback
Zenith Warcries can launch small missiles at long range.
Power Blast Ranged, Energy/Smash Damage, Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Pummel Melee, Heavy Smash
Zenith Warcry brawling attacks.
Vampyri
Equinox Archon
The Vampyri Archons are the assistants to Nosferatu, the man responsible for the Council's super soldier program. Vampyri Archons are scientists as well as super soldiers, and have a hand in the creation of other Vampyri. They often personalize their own transformation process, giving themselves special abilities and powers that lesser beings can only dream of.
Powers
Gloom (Ranged) High Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.
Mesmerize Ranged, Psionic, Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.
Dominate Ranged, Foe Hold
Tear at the mind of a single target foe. Dominate renders a victim helpless, lost in his own mind and unable to defend himself.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The Vampyr taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Vampyr.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Vampyr taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. Siphon Life can sometimes miss more often than normal since a good contact with the foe must be established for a sucessful transfer to occur. A sucessful hit can reduce the target´s accuracy.
Shadow Punch Melee, 40% Smash/60% Negative Energy Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.
Pummel Melee, Smash, Foe Knockdown
Vampyri brawling attacks.
Fast Healing Auto, Self, +Regeneration
The Vampyri naturally heals at a faster than a normal rate. This power is always on and does not need to activated.
Reconstruction Self Heal
The Vampyri can concentrate for a few moments to heal himself.
Dark Equinox Archon
The Dark Vampyri are the assistants to Nosferatu, the man responsible for the Council's super soldier program. They are scientists as well as super soldiers, and have a hand in the creation of other Vampyri. They often personalize their own transformation process, giving themselves special abilities and powers that lesser beings can only dream of.
Powers
Shadow Blast (Ranged, Negative) Foe -Recharge, -Speed
The Shadow Blast has reduced your movement and attack speed.
Dark Matter Detonation (Ranged, Targeted Area of Effect, Negative) Foe -Recharge, -Speed
The Dark Matter Detonation has reduced your movement and attack speed.
Essence Drain (Negative, Self +Hit Points) Foe -Recharge, -Speed
Your life has been tapped, healing the Dark Vampyr. Your movement rate and attack speed have been reduced.
Gravity Well (Ranged) Foe -Recharge, -Speed, Hold
You have been Held and your attack and movement rate have been Slowed by a Gravitic Well.
Star Punch (Melee) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Star Punch.
Lycanthropy Lycanthropy
Dark Equinox Archons transform into Warwolves.
Werewolves
Eclipse Warwolf
The Warwolf has lost all of his humanity to whatever force transformed him into a monstrous killing machine. Unlike the more sedate Nightwolf warriors, the Warwolves are in a wild state and can barely be controlled. They are berserkers, unwilling to obey any orders when their enemy is in sight. They are, however, nearly impossible to kill, which makes up for their disobedient nature.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Resistance Auto Res(All Damage, Immobilization)
Werewolves are highly resistant to all damage and Immobilization.
Eclipse Warwolf
Some Nightwolves have mastered the ability to temporarily transform back into their human body. This allows these soldiers to infiltrate targeted facilities before revealing their monstruous nature. The authorities have little time to react once they realize what they are dealing with.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee(Cone), Heavy Lethal, Foe Knockback
Werewolves claw attacks cover a wide cone and can knockdown its foes.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Resistance Auto Res(All Damage, Immobilization)
Werewolves are highly resistant to all damage and Immobilization.
Galaxy Archon
The Galaxy Band of the Council has been trained by Arakhn in stealth and infiltration. They have also been conditioned by Kheldian mind control techniques to be loyal to her above all others.
Powers
Shadow Blast (Ranged, Negative) Foe -Recharge, -Speed
Your attack and movement rate have been Slowed by a Shadow Blast.
Gravimetric Snare (Ranged, Damage over Time, Negative/Smash) Foe Immobilize, -Recharge, -Speed
You have been Immobilized and your attack and movement rate has been Slowed by a Gravimetric Snare.
Gravitic Emanation (Ranged, Negative) Foe Disorient, -Recharge, -Speed
You have been Disoriented and your attack and movement rate have been Slowed by a Gravitic Emanation.
Gravity Well (Ranged, Negative, Damage over Time, Smash) Foe -Recharge, -Speed, Hold
You have been Held and your attack and movement rate have been Slowed by a Gravitic Well.
Star Punch (Melee, Smash/Negative) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Star Punch.
Ascendant Archon
The personal guard of the Center, these crack soldiers are highly trained for protection and defense. Their equipment is geared toward healing and shielding their charge.
Powers
Detention Field Capture (Special)
You are Encasesed in a Detention Force Field. You cannot be harmed, but you are Immobilized, and cannot attack or aid his allies. You can, however, use powers on yourself.
Sonic Blast (Ranged, Energy) Foe -Resistance (All but Psionics)
The Blast from the Sonic Cannon has reduced you Resistance to all damage types except Psionics.
Heavy Sonic Blast (Ranged, Energy) Foe -Resistance (All but Psionics)
The Heavy Blast from the Sonic Cannon has reduced you Resistance to all damage types except Psionics.
Resonator (Ranged, Energy) Foe Disorient, -Resistances (all but Psionics)
The Resonator has reduced your resistances to all damage types except Psionicsand you are feeling Disoriented.
No Melee attacks No Hand to Hand
Ascendants don´t have any Melee attacks at all
Protection Shield Ranged, Ally +Defense (Fire, Cold, Energy, Negative)
Dramatically protects an ally from Fire, Cold, Energy, and Negative Energy attacks for a limited time. Multiple shields from the same hero cannot be stacked; however, the shield can be improved when another hero uses the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast.
Shield Toggle: Invulnerable, +Regeneration, +Recovery
Ascendants can put up a Superior Personal Force Field that makes them Invulnerable and increases their Regeneration and Recovery Rate. They cannot move or attack while this power is active.
Named Enemies
Galaxy Quantum (Minion)
The Galaxy band of the Council has been trained by Arakhn in stealth and infiltration. The have also been conditioned by Kheldian mind control techniques to be loyal to her above all others. That weapon he carries is obviously Nictus technology, and probably deadly against Kheldian energy signatures.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Brawl Melee, Smash
Council brawling attacks.
Galaxy Adjutant Quantum (Lieutenant)
The Galaxy band of the Council has been trained by Arakhn in stealth and infiltration. The have also been conditioned by Kheldian mind control techniques to be loyal to her above all others. That weapon he carries is obviously Nictus technology, and probably deadly against Kheldian energy signatures.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Galaxy Archon Quantum (Boss)
The Galaxy band of the Council has been trained by Arakhn in stealth and infiltration. The have also been conditioned by Kheldian mind control techniques to be loyal to her above all others. That weapon he carries is obviously Nictus technology, and probably deadly against Kheldian energy signatures.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Elite Bosses
Lt. Blechley
Main Article: Lt. Blechley
Though the Vampyri of the Council are not undead, they are certainly monsters. Lt. Blechley is typical of them. His body has been modified by grotesque surgeries and chemical treatments into a super-human killing machine, and his mind has been altered to match. It's no wonder Old Man Marcone didn't allow them in Port Oakes.
Powers
Mesmerize Ranged, Psionic, Foe Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.
Gloom Ranged, Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The Vampyr taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Vampyr.
Tenebrous Tentacles (Ranged) Cone, Moderate Damage, Negative/Smash, Foe Immobilize, -Accuracy
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target.
Siphon Life Melee, Negative, Foe -Accuracy, Self +Hit Points
The Vampyr taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. Siphon Life can sometimes miss more often than normal since a good contact with the foe must be established for a sucessful transfer to occur. A sucessful hit can reduce the target´s accuracy.
Shadow Punch Melee, Smash/Negative, Low Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.
Reconstruction Self Heal
The Vampyri can concentrate for a few moments to heal himself.
Bulwark
Main Article: Bulwark
This monstruosity of a Mech Man was made using the same technology that powers Citadel. It's no fit legacy for the heroic android, and must be destroyed.
Arch Villains
Arakhn
Main Article: Arakhn
Very little is known about the mysterious figure known as Arakhn. She is a deadly assassin and is the last thing seen by many enemies of the Council. What most of the Council is unaware of is that Arakhn's powers resulted from the fusion of her human body with a Nictus life form. She is on the front lines of a war with the Kheldians, ancient enemies of the Nictus.
Powers
Inky Aspect Foe Disorient
Arakhn is sacrificing her health to keep you Disoriented.
Ebon Eye (Ranged) Foe -Recharge, -Speed
Your attack and movement rate have been slowed by an Ebon Eye.
Gravimetric Snare (Ranged, Damage over Time, Negative) Foe Immobilize, -Recharge, -Speed
You have been Immobilized and your attack and movement rate has been Slowed by a Gravimetric Snare.
Gravitic Emanation Foe Disorient, -Recharge, -Speed
You have been Disoriented and your attack and movement rate have been slowed by a Gravitic Emanation.
Essence Drain Foe -Recharge, -Speed
Arakhn has Drained your essence to heal herself. Ypu have lost some life and your attack and movement rate have been slowed.
Archon Burkholder
Main Article: Archon Burkholder
Archon Burkholder is a relic from another villainous group that was recently subsumed by the Council. Nevertheless, he seems to have made a place for himself in the new regime. His obsession with robotics led him to carve off his own arm and replace it with one of steel; it also led him to create this terrifying robot factory. To prevent the launch of the giant Zenith Mech Man, you must defeat Burkholder.
Powers
- Cybernetic Claw (Melee, Lethal)
Stun (Melee) Foe Disorient
A Stun punch from Archon has Disoriented you
Whirling Hands Melee, Area of Effect
Launches a dizzying attack against everything in a nearby area.
Maestro
Main Article: Maestro
As a child, Vincenzo Alferi dreamed of becoming a great composer, but those dreams were shattered when he lost his hearing due to a car accident. The Council offered to perform a radical experiment that might restore his hearing, and Vincenzo agreed without hesitation. Unfortunately, things did not go as planned. An Arachnos attack on the facility resulted in a power surge at the worst possible moment. Instead of restoring him, the resulting explosion created a permanent resonance in Vincenzo's body. He agreed to join the Council if they would give him the opportunity for vengeance against Arachnos.
Powers
Scream (Ranged) Moderate Damage over Time, Smash, Foe -Resist
Your Scream can cause serious damage to a target, while weakening his resistance to further damage. Damage: Moderate(DoT), Recharge: Slow.
Shout Ranged, Heavy Damage (Smash/Energy), Foe -Resistances (All)
You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance. Damage: High, Recharge: Moderate.
Howl Ranged, Cone, Medium Damage (Smash/Energy) Foe -Resists
A short range, but powerful sonic attack. Damage: High, Recharge: Slow.
Dreadful Wail Point Blank Area of Effect, Extreme Damage (Energy/Smash), Foe Disorient, -Resistances (All but Psionics), Self -Recovery
Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover Endurance for a while. Damage: Extreme, Recharge: Very Long.
No Melee attacks No Hand to Hand
Maestro doesn´t have any Melee attacks at all
Nosferatu
Main Article: Nosferatu
Few truly appreciate the genius of Nosferatu's super soldier program, and none more so than himself. Nosferatu was so entranced by his ability to create the super strong Vampyri that he became one of them. He has since improved upon his original design by granting himself several new abilities. He can mesmerize his opponents, leaving them helpless. Some say he can even siphon off the life force of his foes.
Powers
Requiem
Main Article: Requiem
Ridolfo Uzzano has come a long way from his humble beginning as one of Mussolini's lapdogs. The primary cause of his success was his fusion with a Nictus, a being of utter darkness. The Nictus gave Ridolfo the ability to scorch his foes with an infernal fire. Though he is now over 100 years old, Requiem remains a fearsome foe in battle. Before the Center arrived to spoil his fun, Requiem ruled over the massive military organization that was subsumed by the Council. His closest attendents suspect that Requiem is still smarting from his loss of power, and plotting his revenge.
Powers
Gravitic Emanation Foe Disorient, -Recharge, -Speed
You have been Disoriented and your attack and movement rate have been slowed by a Gravitic Emanation.
Vandal
Main Article: Vandal
The fiend known as Vandal was once a humble tinkerer named Othman Doul. In the late 1930's, the villain Requiem recognized Doul's usefulness and recruited him to produce the fabulous machinery that powers the Council's arsenal. Othman was happy to oblige, since it meant he could indulge his scientific curiosity without restraint. Over the years, Vandal has mechanically augmented himself to prolong his lifespan. Now, he seeks to advance his own position within the Council by pushing his terrible technology ever farther.
Powers
Bone Smasher Melee Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but it makes up for it with a greater. Has a greater chance to Disorient than Energy Punch.
Objects
Transformation Capsule (Lieutenant)
The Vampyri are the very pinnacle of the Council's super soldier program. The final stages of the process are carried out within these crypt-like chambers, where a complex cocktail of hormones and mutagens are fed to the prospective vampyri intravenously. Though some fatalities inevitably occur, the resulting super soldiers are more than enough to make up for the loss.
Powers
No Ranged attacks No Ranged Attacks
Council's Transformation Capsules don´t have any Ranged attacks at all
No Melee attacks No Hand to Hand
Council's Transformation Capsules don´t have any Melee attacks at all
Immobile Self Immobilize
Council's Transformation Capsules are Immobile
Chamber Summon
Vampyri will continue to be generated from this chamber until it is destroyed.
Reinforced Door (Boss)
This reinforced door stands between you and freedom! The door seems to be vibrate and hum, as though it is coursing with energy.
Powers
No Ranged attacks No Ranged Attacks
Council's Reinforced Doors don´t have any Ranged attacks at all
No Melee attacks No Hand to Hand
Council's Reinforced Doors don´t have any Melee attacks at all
Immobile Self Immobilize
Council's Reinforced Doors are Immobile
Dampening Field -Teleport
You are being affected by a Dampening Field. It seems unlikely you could teleport out of this prison cell.
Explode Post death special (Point Blank Area of Effect, Lethal/Fire), Foe Knockback
When the door is destroyed, it tends to explode.
Named Bosses
- Archon Alberto (Galaxy Archon, Warwolf)
- Archon Assunta (Mk II Zenith Warcry)
- Archon Belaggi (Vampyri Archon, Vortex Cor Leonis Archon)
- Archon Carissa (Mk II Zenith Warcry, Eclipse Warwolf)
- Archon Dekker (Galaxy Archon)
- Archon Fontaine (Galaxy Archon) (Help Moonfire end the Kheldian War mission from Moonfire)
- Archon Foss (Galaxy Archon, Warwolf)
- Archon Landy (Vortex Cor Leonis Archon) (Infiltrate mission from Lars Hansen))
- Archon Lucretia (Galaxy Archon, Vampyri Archon)
- Archon Ippolita (Vortex Cor Leonis Archon)
- Archon Manuela (Galaxy Archon, Eclipse Warwolf)
- Archon Maurillo (Mk II Zenith Warcry, Vortex Cor Leonis Archon)
- Archon Morena (Vampyri Archon)
- Archon Parson (Penumbra Archon)
- Archon Roget (Galaxy Archon, Eclipse Nightwolf Champion)
- Archon Romano (Mk II Zenith Warcry, Eclipse Warwolf)
- Archon Rossi (Galaxy Archon, Vortex Cor Leonis Archon, Mk II Zenith Warcry)
- Archon Salvatore (Penumbra Archon)
- Archon Snyder (Equinox Archon)
- Archon Tiger (Ascendant Archon)
- Archon Turney
- Archon Volder
- Archon Walmer (Vortex Elite Archon)
- Archon Worthing (Galaxy Archon) (Interrogate Arakn's soldiers mission from Moonfire)
- Archon Wylde (Equinox Archon)
- Archon Zyver (Equinox Archon)
- Carl Anderson (Vortex Archon)
- Council Spymaster (Penumbra Archon)
- Giermann (Galaxy Archon, Equinox Archon, Eclipse Warwolf or Mark II Warcry) (Find Aphrodite's Girdle mission from Ganymede)
- Henry Wallens (Vortex Archon)
- Nictus Bearer (Galaxy Archon) (Retrieve_Nictus_from_Council mission from Dr._Shelly_Percey))
- Professor Romano (Penumbra Cor Leonis Archon)