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.
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 +Resistance: 25% Lethal, 20% Smashing
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.
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.
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 +Resistance: Lethal,Smashing
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, +Resistance: 20% Smashing, 25% Lethal, 50% Energy. 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
Teleport Self Teleport
Gunslingers can Teleport long distances
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 +Resistances: 20% Smashing, 30% Lethal, 20% Fire, 20% Cold, 20% Energy, 20% Negative Energy
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 +Resistance: 25% Lethal, 20% Smashing
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 +Resistances (+30% Smashing, +50% Lethal, +20% Fire, +60% Cold, +20% Energy, +20% Negative Energy, +60% Psionic). Resist: 3 Stun, 100 Sleep, 100 Fear, 2 Confuse. +Recovery
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, +Resistances: Lethal, Smashing
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 +Resistances (All). Resist: Sleep, Fear
Zeus Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers.
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.
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.
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.
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.
Moment
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.
Moment
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.
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
Arch-villains
Dreadnaught Red Kronos 02
Note: This enemy is encountered in the final mission of the World Wide Red story arc from Crimson. It is identical to Kronos Class Titan, with the exception that it cons as an Arch-villain instead of a Giant Monster.
Others
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.
No Melee attacks No Hand to Hand
Turrets don´t have any Melee attacks at all
Immobile Self Immobilize
Turrets are immobile.
??? +Perception
Turrets can see through Stealth
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)
- Circuit Red Alpha (Gunslinger)
- Circuit Red Omega (Gunslinger)
- D.R. Support Unit 41 (Zeus Titan)
- D.R. Support Unit 42 (Zeus Titan)
- Death Chant Tango (Gunslinger)
- Echo Red Eta (Gunslinger)
- Helix Black 08-08 (Gunslinger)
- Helix Black 0-9-0 (Gunslinger)
- Heretic Green Epsilon (Gunslinger)
- Ice Cold Panther (Gunslinger)
- Jack Firenze, Director 17 (Gunslinger)
- K.R. Support Unit 02 (Zeus Titan)
- Kingdom Red 0-1-0 (Gunslinger)
- Kingdom Red 1-0-1 (Gunslinger)
- Kingdom Red 2-0-2 (Gunslinger)
- Kitty Kat Bravo (Gunslinger)
- Knight Blue 1-0 (Gunslinger)
- Knight Red 0-1 (Gunslinger)
- Lantern Black Ultra (Gunslinger)
- Nile Fire 9-7 (Gunslinger)
- O.R. Support Unit 01 (Zeus Titan)
- O.R. Support Unit 04 (Zeus Titan)
- O.R. Support Unit 21 (Zeus Titan)
- O.R. Support Unit 23 (Zeus Titan)
- O.R. Support Unit 24 (Zeus Titan)
- O.R. Support Unit 25 (Zeus Titan)
- Ocelot Alpha Male (Gunslinger)
- Omnivore Red 1-1-5 (Gunslinger)
- Omnivore Red 7-7-0 (Gunslinger)
- Opal Blue (Gunslinger)
- Paradox Black Alpha (Gunslinger)
- Paradox Black Beta (Gunslinger)
- Paradox Black Delta (Gunslinger)
- Paradox Black Epsilon (Gunslinger)
- Paradox Black Gamma (Gunslinger)
- Paradox Black Omega (Gunslinger)
- Paradox Dancer (Gunslinger)
- Silhouette Azure Alpha (Gunslinger)
- The Boss (Gunslinger)
- Vital Gold 1-2-1 (Gunslinger)
- Wesley Strauss (Gunslinger)