Malta Operatives
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
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Web Grenade (Ranged, No Damage) Foe Immobilize, -Fly, -Recharge
The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced.
Adv Assault Rifle Ranged, Lethal, Foe Knockback
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Taser (Melee, Energy) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Self Res( S25 L20 )
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 adittion to these responsabilities the Engineers are known to drop turrets in the fields, turning every battle with their cell into a killing field.
Powers
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Adv Assault Rifle Ranged, Lethal, Foe Knockback
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Taser (Melee, Energy) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Auto Turret Build Turret
Places a stationary Auto Turret on the ground. The Auto Turret has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, the Turret will continue to unload a volley of lead into the target until it is destroyed or is out of range. The Turret is armored, but can be destroyed. Damage: Heavy, Recharge: Very Long.
Kevlar Auto, Self Res( S25 L20 )
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
Flight Self, Fly
Sappers can Fly!
Sapper Overload (Ranged) Foe -Endurance
Sapper is draining you of your Endurance.
Sapp Stick (Melee) Foe Hold, -Endurance
Sapper is draining you of your Endurance and you are Held, writhing in agony!
Tech Armor Auto, Self, Res( S20 L25 E50 ), Resist: Endurance Drain
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
Explosive Tip Ranged, (Targeted Area of Effect,) Moderate Damage, Smash/Lethal, Foe Knockback
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Hollow Round Ranged, Lethal, Foe Knockback
Fires a large caliber hollow tip from both guns that can knock down foes.
Incendiary Round (Ranged, Lethal) Damage over Time
The Gunslinger Incendiary Round has ignited you.
Liquid Nitrogen Round (Ranged) Foe Hold
The Gunslinger Liquid Nitrogen Round has frozen you solid!
Rapid Fire Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback
The Gunslinger can fire off a quick burst of lead in a wide cone.
No Melee attacks No Hand to Hand
This operative doesen´t have any Melee attacks at all
Vest Auto, Self Res( S20 L30 F20 C20 E20 N20 )
Gunslinger wears 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 weaponary are their stock in trade.
Powers
Stun Grenades (Ranged, Targeted Area of Effect) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Frag Grenade Targeted Area of Effect, Lethal/Smash, Foe Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Adv Assault Rifle Ranged, Lethal, Foe Knockback
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Taser (Melee, Energy) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Self 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
Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles
Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles
Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
Anyone that passes through these flames will be burned.
Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
Hercules Titans can launch a pack of 8 Gas Swarm Missiles
Sleep Gas (Targeted Area of Effect) Hold
Anyone that passes through this gas will take damage from the fumes.
Plasma Blast (Ranged) Foe -Regeneration
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Pummel Melee, Cone, Heavy Smash
Titan Brawling attacks.
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 Sl 100 Co 2 Fr 100 ) +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
Explosive Tip Ranged, (Targeted Area of Effect) Moderate Damage, Smash/Lethal, Foe Knockdown
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Hollow Round Ranged, Lethal, Foe Knockback
Fires a large caliber hollow tip from both guns that can knock down foes.
Incendiary Round (Ranged, Lethal) Damage over Time (Fire)
The Gunslinger Incendiary Round has ignited you.
Liquid Nitrogen Round (Ranged, Cold) Foe Hold
The Gunslinger Liquid Nitrogen Round has frozen you solid!
Narcotic Dart (Ranged, 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.
Rapid Fire Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback
The Gunslinger can fire off a quick burst of lead in a wide cone.
No Melee attacks No Hand to Hand
This operative doesen´t have any Melee attacks at all
Vest Auto, Self +Resistances: All but Psionics
Gunslinger wears 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
Stun Grenades (Ranged, Targeted Area of Effect) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Adv Assault Rifle Ranged, Lethal, Foe Knockback
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Taser (Melee, Energy) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Kevlar Auto, Self Res( S25 L20 )
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 equiped with the standard fragmentation, incendiary and gas missiles. In addition, the Zeus units combined plasma generators are extremely potent, firing multiple blast simultaneously.
Powers
Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles
Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
Zeus Titans can launch a pack of 16 Gas Swarm Missiles
Sleep Gas (Targeted Area of Effect) Foe Hold
Anyone that passes through this gas will take damage from the fumes.
Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles
Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
Anyone that passes through these flames will be burned.
Plasma Blast (Ranged) Foe -Regeneration
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Quad Plasma Blast (Ranged, Energy) Foe -Regeneration
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Pummel Melee, Cone, Heavy Smash
Titan Brawling attacks.
Jump Jets Self Auto, +Jump, +Speed
Zeus Class Titans are equipped with Jump Jets.
Resistance Auto, Self +Recovery +Res( S30 L50 F20 C60 E20 N20 P60 ) +Res( Rgn 40 Rcv 40 THt 40 Rech 40 Def 40 ) +Prot( Ho 2 Im 2 St 2 Sl 100 Kb 100 Co 2 Fr 100 Rp 100 ) +Res( Im 41.18 )
Zeus 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 monstruous forms. They rend foes with their slashing talons, spitting poison on those they can't reach. A Greater Devoured is a formidable foe, resistant to most kinds of attacks.
Powers
Spit (Ranged) Damage over Time, Toxic
You are taking Toxic damage over time from the toxic spray.
Foot Stomp
Devoured shakes the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
Resistances Self Auto, +Resistances: Energy, Smash. Resist: Disorient, Immobilize, Hold, Knockback.
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, Energy, Foe Knockback, Disorient
The Rikti Rifle takes a while to recharge, but deals a lot of damage and can Knockback and Disorient foes.
Greater Rikti Sword (Melee, Energy/Lethal) Foe Disorient
You are Disoriented.
Resistance Auto, Self +Resistances: Smash, Lethal, Energy. Resist: Sleep
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, Negative) Foe -Recharge, -Speed
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, Negative) Foe -Recharge, -Speed
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, Negative) Foe -Recharge, -Speed
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.
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
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. Recharge: Very Long
Battle Drones Summon 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. Recharge: Very Long
Dispersion Bubble Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient) +DEF(All)
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. Recharge: Slow
Personal Force Field Toggle: Self +Def, Res(All)
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. Recharge: Slow
Photon Grenade Ranged (Targeted AoE), Moderate DMG(Energy/Smash), 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. Damage: Moderate, Recharge: Slow
Protector Bots Summon Protector Bot
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. Recharge: Very Long
Pulse Rifle Blast Ranged, Moderate DMG(Energy/Smash)
This Pulse Rifle can fire a long range laser pulse. Deals moderate Smashing/Energy damage. Damage: Moderate, Recharge: Fast
Pulse Rifle Burst Ranged, High (Energy/Smash), 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. Damage: Moderate, Recharge: Fast
Repulsion Bomb Ranged (Targeted AoE), 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. Recharge: Slow
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
Explosive Tip Ranged, Moderate DMG(Lethal/Smash), Foe Knockback
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Hollow Round Ranged Lethal, Foe Knockback
Fires a large caliber hollow tip rounds from both guns that can knock down foes.
Incendiary Round Moderate DoT(Fire)
The Gunslingers Incendiary round has ignited you!
Liquid Nitrogen Round Hold
The Gunslingers Liquid Nitrogen round has frozen you solid!
Narcotic Dart Sleep, -Regeneration
This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
Rapid Fire Ranged (Cone), DMG(Lethal)
The Gunslinger can fire off a quick burst of lead in a wide cone.
Sap Shot Sleep, -Regeneration
This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out.
Teleport Self Travel
Gunslingers can Teleport long distances
Vest Auto, Self Res( S20 L30 F20 C20 E20 N20 )
Gunslingers wear an advanced Vest that protects him from all damage except Psionics.
Resistance Auto, Self
Archvillain Resistance
Director 11
The Directors are a mysterious group of individuals who are in charge of the Malta organization. No one knows threir true names, not even the directors themselves. Many conspiracy theorists believe that the Directors are all the heads of very important organizations.
Director 11 is whispered in circles to be one of the most skilled members within Malta. No one has lived to find out who Director 11 truly is.
Powers
Adv Assault Rifle Ranged, Lethal, Foe Knockback
Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle.
Frag Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Web Grenade (Ranged, No Damage) Foe Immobilize, -Fly, -Recharge
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 Area of Effect) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade.
Brawl Melee, Smash
When all else fails, use your own 2 fists.
Taser (Melee, Energy) Foe Disorient
The Malta Tactical Ops soldier has Disoriented you with his Taser.
Minelayer Mines
Drops Proximity Minelayers.
Resistance Resistance
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
Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
Kronos Titans can launch a pack of 16 Gas Swarm Missiles
Sleep Gas (Targeted Area of Effect) Hold
Anyone that passes through this gas will take damage from the fumes.
Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles
Burn (Targeted Area of Effect, Damage over Time, Fire) Burn
Anyone that passes through these flames will be burned.
Plasma Blast (Ranged) Foe -Regeneration
Titan plasma burns are hard to heal. The burns have halted your Regeneration rate.
Foot Stomp (Point Blank) Area of Effect, Foe Knockback
Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area.
Resistance Auto, Self
Monster Class Resistances
Others
Auto Turret (Pet)
The Engineers of the Tac Ops team has constructed this Turret. Its defenses are surely formidable.
Powers
Gatling Gun Ranged, Lethal
The Auto Turret can fire at an extremely fast rate.
Auto Turret +Mez protect, +Perception
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.